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Lesson 35
      Game Theory and Linear Programming

                          Math 20


                     December 14, 2007


Announcements
   Pset 12 due December 17 (last day of class)
   Lecture notes and K&H on website
   next OH Monday 1–2 (SC 323)
Outline


   Recap
      Definitions
      Examples
      Fundamental Theorem
      Games we can solve so far

   GT problems as LP problems
     From the continuous to the discrete
     Standardization
     Rock/Paper/Scissors again

   The row player’s LP problem
Definition
A zero-sum game is defined by a payoff matrix A, where aij
represents the payoff to the row player if R chooses option i and C
chooses option j.
Definition
A zero-sum game is defined by a payoff matrix A, where aij
represents the payoff to the row player if R chooses option i and C
chooses option j.

    The row player chooses from the rows of the matrix, and the
    column player from the columns.
    The payoff could be a negative number, representing a net
    gain for the column player.
Definition
A strategy for a player consists of a probability vector representing
the portion of time each option is employed.
Definition
A strategy for a player consists of a probability vector representing
the portion of time each option is employed.

    We use a row vector p for the row player’s strategy, and a
    column vector q for the column player’s strategy.
    A pure strategy (select the same option every time) is
    represented by a standard basis vector ej or ej . For instance,
    if R has three choices and C has five:
                      
                        0
                e2 = 1        e4 = 0 0 0 1 0
                        0

    A non-pure strategy is called mixed.
Definition
The expected value of row and column strategies p and q is the
scalar
                               n
                 E (p, q) =           pi aij qj = pAq
                              i,j=1
Definition
The expected value of row and column strategies p and q is the
scalar
                                 n
                   E (p, q) =           pi aij qj = pAq
                                i,j=1


Probabilistically, this is the amount the row player receives (or the
column player if it’s negative) if players employ these strategies.
Rock/Paper/Scissors



   Example
   What is the payoff matrix for Rock/Paper/Scissors?
Rock/Paper/Scissors



   Example
   What is the payoff matrix for Rock/Paper/Scissors?

   Solution
   The payoff matrix is
                                   
                             0 −1 1
                               0 −1 .
                         A= 1
                            −1 1  0
Example
Consider a new game: players R and C each choose a number 1,
2, or 3. If they choose the same thing, C pays R that amount. If
they choose differently, R pays C the amount that C has chosen.
What is the payoff matrix?
Example
Consider a new game: players R and C each choose a number 1,
2, or 3. If they choose the same thing, C pays R that amount. If
they choose differently, R pays C the amount that C has chosen.
What is the payoff matrix?

Solution
                                  
                           1 −2 −3
                     A = −1 2 −3
                          −1 −2 3
Theorem (Fundamental Theorem of Matrix Games)
There exist optimal strategies p∗ for R and q∗ for C such that for
all strategies p and q:

                 E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ )
Theorem (Fundamental Theorem of Matrix Games)
There exist optimal strategies p∗ for R and q∗ for C such that for
all strategies p and q:

                  E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ )

E (p∗ , q∗ ) is called the value v of the game.
Reflect on the inequality



                     E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ )
   In other words,
       E (p∗ , q) ≥ E (p∗ , q∗ ): R can guarantee a lower bound on
       his/her payoff
       E (p∗ , q∗ ) ≥ E (p, q∗ ): C can guarantee an upper bound on
       how much he/she loses
       This value could be negative in which case C has the
       advantage
Fundamental problem of zero-sum games




      Find the p∗ and q∗ !
      Last time we did these:
          Strictly-determined games
          2 × 2 non-strictly-determined games
      The general case we’ll look at next.
Pure Strategies are optimal in Strictly-Determined Games




   Theorem
   Let A be a payoff matrix. If ars is a saddle point, then er is an
   optimal strategy for R and es is an optimal strategy for C. Also
   v = E (er , es ) = ars .
Optimal strategies in 2 × 2 non-Strictly-Determined Games


   Let A be a 2 × 2 matrix with no saddle points. Then the optimal
   strategies are
                                                a − a 
                                                   22   12
                  a22 − a21 a11 − a12                 ∆
           p=                              q = a11 − a21 
                                                
                      ∆         ∆
                                                      ∆
   where ∆ = a11 + a22 − a12 − a21 . Also
                                    |A|
                               v=
                                     ∆
Outline


   Recap
      Definitions
      Examples
      Fundamental Theorem
      Games we can solve so far

   GT problems as LP problems
     From the continuous to the discrete
     Standardization
     Rock/Paper/Scissors again

   The row player’s LP problem
This could get a little weird
   This derivation is not something that needs to be memorized, but
   should be understood at least once.
Objectifying the problem



   Let’s think about the problem from the column player’s
   perspective. If she chooses strategy q, and R knew it, he would
   choose p to maximize the payoff pAq. Thus the column player
   wants to minimize that quantity. That is, C ’s objective is realized
   when the payoff is

                          E = min max pAq.
                                q     p
Objectifying the problem



   Let’s think about the problem from the column player’s
   perspective. If she chooses strategy q, and R knew it, he would
   choose p to maximize the payoff pAq. Thus the column player
   wants to minimize that quantity. That is, C ’s objective is realized
   when the payoff is

                          E = min max pAq.
                                q      p

   This seems hard! Luckily, linearity, saves us.
From the continuous to the discrete



   Lemma
   Regardless of q, we have

                         max pAq = max ei Aq
                           p          1≤i≤m

   Here ei is the probability vector represents the pure strategy of
   going only with choice i.
From the continuous to the discrete



   Lemma
   Regardless of q, we have

                         max pAq = max ei Aq
                           p          1≤i≤m

   Here ei is the probability vector represents the pure strategy of
   going only with choice i.
   The idea is that a weighted average of things is no bigger than the
   largest of them. (Think about grades).
Proof of the lemma
   Proof.
   We must have
                           max pAq ≥ max ei Aq
                            p                  1≤i≤m

   (the maximum over a larger set must be at least as big). On the
   other hand, let q be C ’s strategy. Let the quantity on the right be
   maximized when i = i0 . Let p be any strategy for R. Notice that
   p = i pi ei . So
                                         m                  m
                                               pi ei Aq ≤
              E (p, q) = pAq =                                    pi ei0 Aq
                                         i=1                i=1
                                m
                       =            pi     ei0 Aq = ei0 Aq.
                            i=1

   Thus
                            max pAq ≤ ei0 Aq.
                                p
The next step is to introduce a new variable v representing the
value of this inner maximization. Our objective is to minimize it.
Saying it’s the maximum of all payoffs from pure strategies is the
same as saying
                             v ≥ ei Aq
for all i. So we finally have something that looks like an LP
problem! We want to choose q and v which minimize v subject to
the constraints

                   v ≥ ei Aq            i = 1, 2, . . . m
                   qj ≥ 0               j = 1, 2, . . . n
              n
                   qj = 1
             j=1
Trouble with this formulation




       Simplex method with equalities?
       Not in standard form
   Resolution:
       We may assume all aij ≥ 0, so v > 0
                  qj
       Let xj =   v
Since we know v > 0, we still have x ≥ 0. Now
                        n                n
                                    1                1
                             xj =             qj =     .
                                    v                v
                       j=1              j=1

So our problem is now to choose x ≥ 0 which maximizes          xj .
                                                           j
The constraints now take the form

                     v ≥ ei Aq ⇐⇒ 1 ≥ ei Ax,

for all i. Another way to write this is

                                Ax ≤ 1,

where 1 is the vector consisting of all ones.
Upshot




  Theorem
  Consider a game with payoff matrix A, where each entry of A is
                                                            x
  positive. The column player’s optimal strategy q is                 ,
                                                      x1 + · · · + xn
  where x ≥ 0 satisfies the LP problem of maximizing x1 + · · · + xn
  subject to the constraints Ax ≤ 1.
Rock/Paper Scissors


   The payoff matrix is
                                   
                             0 −1 1
                               0 −1 .
                         A= 1
                            −1 1  0
Rock/Paper Scissors


   The payoff matrix is
                                   
                             0 −1 1
                               0 −1 .
                         A= 1
                            −1 1  0

   We can add 2 to everything to make
                                     
                                 213
                           ˜
                          A = 3 2 1 .
                                 132
Convert to LP

   The problem is to maximize x1 + x2 + x3 subject to the constraints

                           2x1 + x2 + 3x3 ≤ 1
                           3x1 + 2x2 + x3 ≤ 1
                           x1 + 3x3 + 2x3 ≤ 1.

   We introduce slack variables y1 , y2 , and y3 , so the constraints now
   become

                         2x1 + x2 + 3x3 + y1 = 1
                         3x1 + 2x2 + x3 + y2 = 1
                         x1 + 3x3 + 2x3 + y3 = 1.
An easy initial basic solution is to let x = 0 and y = 1. The initial
tableau is therefore
                x1 x2 x3 y1 y2 y3              z   value
             y1  2  1  3100                    0       1
             y2  3  2  1010                    0       1
             y3  1  3  2001                    0       1
              z −1 −1 −1 0 0 0                 1       0
Which should be the entering variable? The coefficients in the
bottom row are all the same, so let’s just pick one, x1 . To find the
departing variable, we look at the ratios 1 , 3 , and 1 . So y2 is the
                                              1
                                          2           1
departing variable.
We scale row 2 by 1 :
                    3

                 x1 x2 x3 y1           y2 y3    z   value
            y1    2   1   31            00      0       1
            y2    1 2/3 1/3 0         1/3  0    0     1/3
            y3    1   3   20            01      0       1
                 −1 −1 −1 0
             z                          00      1       0
Then we use row operations to zero out the rest of column one:

               x1   x2   x3 y1   y2 y3        z   value
                0 −1/3       1 −2/3 0
          y1            7/3                   0     1/3
          x1    1  2/3  1/3  0  1/3  0        0     1/3
                             0 −1/3 1
          y3    0  7/3  5/3                   0     2/3
                0 −1/3 −2/3 0
           z                    1/3  0        1     1/3
We can still improve this: x3 is the entering variable and y1 is the
departing variable. The new tableau is

               x1   x2 x3  y1   y2 y3            z   value
                0 −1/7 1  3/7 −2/7
          x3                        0            0     1/7
                        0−
          x1    1  5/7    1/7  3/7  0            0     2/7
                0 18/7 0 −5/7
          y3                   1/7  1            0     3/7
                0−
           z       3/7  0 2/7  1/7  0            1     3/7
Finally, entering x2 and departing y3 gives

              x1 x2 x3   y1    y2    y3 z     value
                       7/18 −5/18
         x3    001                 1/18 0       1/6
                             7/18 −5/18 0
         x1    100     1/18                     1/6
               0 1 0 −5/18
         x2                  1/18  7/18 0       1/6
          z    000      1/6   1/6   1/6 1       1/2
So the x variables have values x1 = 1/6, x2 = 1/6, x3 = 1/6.
Furthermore z = x1 + x2 + x3 = 1/2, so v = 1/z = 2. This also
means that p1 = 1/3, p2 = 1/3, and p3 = 1/3. So the optimal
strategy is to do each thing the same number of times.
Outline


   Recap
      Definitions
      Examples
      Fundamental Theorem
      Games we can solve so far

   GT problems as LP problems
     From the continuous to the discrete
     Standardization
     Rock/Paper/Scissors again

   The row player’s LP problem
Now let’s think about the problem from the column player’s
perspective. If he chooses strategy p, and C knew it, he would
choose p to minimize the payoff pAq. Thus the row player wants
to maximize that quantity. That is, R’s objective is realized when
the payoff is
                        E = max min pAq.
                              p    q
Lemma
Regardless of p, we have

                     min pAq = min pAej
                      q       1≤j≤n
The next step is to introduce a new variable v representing the
                                              ˜
value of this inner minimization. Our objective is to maximize it.
Saying it’s the minimum of all payoffs from pure strategies is the
same as saying
                             v ≤ pAej
                             ˜
for all j. Again, we have something that looks like an LP problem!
We want to choose p and v which maximize v subject to the
                            ˜                ˜
constraints

                   v ≤ pAej
                   ˜                    j = 1, 2, . . . n
                   pi ≥ 0                i = 1, 2, . . . m
              m
                   pi = 1
             i=1
As before, we can standardize this by renaming
                                    1
                              y=      p
                                    v
                                    ˜
(this makes y a column vector). Then
                             m
                                         1
                                  yi =     ,
                                         v
                                         ˜
                            i=1

So maximizing v is the same as minimizing 1 y. Likewise, the
                ˜
equations of constraint become v ≤ (˜ y )Aej for all j, or y A ≥ 1 ,
                                ˜      v
or (taking transposes) A y ≥ 1. If all the entries of A are positive,
we may assume that v is positive, so the constraints p ≥ 0 are
                       ˜
satisfied if and only if y ≥ 0.
Upshot




  Theorem
  Consider a game with payoff matrix A, where each entry of A is
                                                          y
  positive. The row player’s optimal strategy p is                  ,
                                                    y1 + · · · + yn
  where y ≥ 0 satisfies the LP problem of minimizing
  y1 + · · · + yn = 1 y subject to the constraints A y ≥ 1.
The big idea




   The big observation is this:
   Theorem
   The row player’s LP problem is the dual of the column player’s LP
   problem.
The final tableau in the Rock/Paper/Scissors LP problem was this:

              x1 x2 x3   y1    y2    y3 z            value
                       7/18 −5/18
         x3    001                 1/18 0              1/6
                             7/18 −5/18 0
         x1    100     1/18                            1/6
               0 1 0 −5/18
         x2                  1/18  7/18 0              1/6
          z    000      1/6   1/6   1/6 1              1/2


The entries in the objective row below the slack variables are the
solutions to the dual problem! In this case, we have the same
values, which means R has the same strategy as C . This reflects
the symmetry of the original game.
Example
Consider the game: players R and C each choose a number 1, 2,
or 3. If they choose the same thing, C pays R that amount. If
they choose differently, R pays C the amount that C has chosen.
What should each do?
Example
Consider the game: players R and C each choose a number 1, 2,
or 3. If they choose the same thing, C pays R that amount. If
they choose differently, R pays C the amount that C has chosen.
What should each do?

Answer.
                    Choice       R        C
                         1   54.5%    22.7%
                         2   27.3%    36.3%
                         3   18.2%    40.1%

The expected payoff is 2.71 to the column player.

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Lesson 35: Game Theory and Linear Programming

  • 1. Lesson 35 Game Theory and Linear Programming Math 20 December 14, 2007 Announcements Pset 12 due December 17 (last day of class) Lecture notes and K&H on website next OH Monday 1–2 (SC 323)
  • 2. Outline Recap Definitions Examples Fundamental Theorem Games we can solve so far GT problems as LP problems From the continuous to the discrete Standardization Rock/Paper/Scissors again The row player’s LP problem
  • 3. Definition A zero-sum game is defined by a payoff matrix A, where aij represents the payoff to the row player if R chooses option i and C chooses option j.
  • 4. Definition A zero-sum game is defined by a payoff matrix A, where aij represents the payoff to the row player if R chooses option i and C chooses option j. The row player chooses from the rows of the matrix, and the column player from the columns. The payoff could be a negative number, representing a net gain for the column player.
  • 5. Definition A strategy for a player consists of a probability vector representing the portion of time each option is employed.
  • 6. Definition A strategy for a player consists of a probability vector representing the portion of time each option is employed. We use a row vector p for the row player’s strategy, and a column vector q for the column player’s strategy. A pure strategy (select the same option every time) is represented by a standard basis vector ej or ej . For instance, if R has three choices and C has five:  0 e2 = 1 e4 = 0 0 0 1 0 0 A non-pure strategy is called mixed.
  • 7. Definition The expected value of row and column strategies p and q is the scalar n E (p, q) = pi aij qj = pAq i,j=1
  • 8. Definition The expected value of row and column strategies p and q is the scalar n E (p, q) = pi aij qj = pAq i,j=1 Probabilistically, this is the amount the row player receives (or the column player if it’s negative) if players employ these strategies.
  • 9. Rock/Paper/Scissors Example What is the payoff matrix for Rock/Paper/Scissors?
  • 10. Rock/Paper/Scissors Example What is the payoff matrix for Rock/Paper/Scissors? Solution The payoff matrix is   0 −1 1 0 −1 . A= 1 −1 1 0
  • 11. Example Consider a new game: players R and C each choose a number 1, 2, or 3. If they choose the same thing, C pays R that amount. If they choose differently, R pays C the amount that C has chosen. What is the payoff matrix?
  • 12. Example Consider a new game: players R and C each choose a number 1, 2, or 3. If they choose the same thing, C pays R that amount. If they choose differently, R pays C the amount that C has chosen. What is the payoff matrix? Solution   1 −2 −3 A = −1 2 −3 −1 −2 3
  • 13. Theorem (Fundamental Theorem of Matrix Games) There exist optimal strategies p∗ for R and q∗ for C such that for all strategies p and q: E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ )
  • 14. Theorem (Fundamental Theorem of Matrix Games) There exist optimal strategies p∗ for R and q∗ for C such that for all strategies p and q: E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ ) E (p∗ , q∗ ) is called the value v of the game.
  • 15. Reflect on the inequality E (p∗ , q) ≥ E (p∗ , q∗ ) ≥ E (p, q∗ ) In other words, E (p∗ , q) ≥ E (p∗ , q∗ ): R can guarantee a lower bound on his/her payoff E (p∗ , q∗ ) ≥ E (p, q∗ ): C can guarantee an upper bound on how much he/she loses This value could be negative in which case C has the advantage
  • 16. Fundamental problem of zero-sum games Find the p∗ and q∗ ! Last time we did these: Strictly-determined games 2 × 2 non-strictly-determined games The general case we’ll look at next.
  • 17. Pure Strategies are optimal in Strictly-Determined Games Theorem Let A be a payoff matrix. If ars is a saddle point, then er is an optimal strategy for R and es is an optimal strategy for C. Also v = E (er , es ) = ars .
  • 18. Optimal strategies in 2 × 2 non-Strictly-Determined Games Let A be a 2 × 2 matrix with no saddle points. Then the optimal strategies are a − a  22 12 a22 − a21 a11 − a12 ∆ p= q = a11 − a21   ∆ ∆ ∆ where ∆ = a11 + a22 − a12 − a21 . Also |A| v= ∆
  • 19. Outline Recap Definitions Examples Fundamental Theorem Games we can solve so far GT problems as LP problems From the continuous to the discrete Standardization Rock/Paper/Scissors again The row player’s LP problem
  • 20. This could get a little weird This derivation is not something that needs to be memorized, but should be understood at least once.
  • 21. Objectifying the problem Let’s think about the problem from the column player’s perspective. If she chooses strategy q, and R knew it, he would choose p to maximize the payoff pAq. Thus the column player wants to minimize that quantity. That is, C ’s objective is realized when the payoff is E = min max pAq. q p
  • 22. Objectifying the problem Let’s think about the problem from the column player’s perspective. If she chooses strategy q, and R knew it, he would choose p to maximize the payoff pAq. Thus the column player wants to minimize that quantity. That is, C ’s objective is realized when the payoff is E = min max pAq. q p This seems hard! Luckily, linearity, saves us.
  • 23. From the continuous to the discrete Lemma Regardless of q, we have max pAq = max ei Aq p 1≤i≤m Here ei is the probability vector represents the pure strategy of going only with choice i.
  • 24. From the continuous to the discrete Lemma Regardless of q, we have max pAq = max ei Aq p 1≤i≤m Here ei is the probability vector represents the pure strategy of going only with choice i. The idea is that a weighted average of things is no bigger than the largest of them. (Think about grades).
  • 25. Proof of the lemma Proof. We must have max pAq ≥ max ei Aq p 1≤i≤m (the maximum over a larger set must be at least as big). On the other hand, let q be C ’s strategy. Let the quantity on the right be maximized when i = i0 . Let p be any strategy for R. Notice that p = i pi ei . So m m pi ei Aq ≤ E (p, q) = pAq = pi ei0 Aq i=1 i=1 m = pi ei0 Aq = ei0 Aq. i=1 Thus max pAq ≤ ei0 Aq. p
  • 26. The next step is to introduce a new variable v representing the value of this inner maximization. Our objective is to minimize it. Saying it’s the maximum of all payoffs from pure strategies is the same as saying v ≥ ei Aq for all i. So we finally have something that looks like an LP problem! We want to choose q and v which minimize v subject to the constraints v ≥ ei Aq i = 1, 2, . . . m qj ≥ 0 j = 1, 2, . . . n n qj = 1 j=1
  • 27. Trouble with this formulation Simplex method with equalities? Not in standard form Resolution: We may assume all aij ≥ 0, so v > 0 qj Let xj = v
  • 28. Since we know v > 0, we still have x ≥ 0. Now n n 1 1 xj = qj = . v v j=1 j=1 So our problem is now to choose x ≥ 0 which maximizes xj . j The constraints now take the form v ≥ ei Aq ⇐⇒ 1 ≥ ei Ax, for all i. Another way to write this is Ax ≤ 1, where 1 is the vector consisting of all ones.
  • 29. Upshot Theorem Consider a game with payoff matrix A, where each entry of A is x positive. The column player’s optimal strategy q is , x1 + · · · + xn where x ≥ 0 satisfies the LP problem of maximizing x1 + · · · + xn subject to the constraints Ax ≤ 1.
  • 30. Rock/Paper Scissors The payoff matrix is   0 −1 1 0 −1 . A= 1 −1 1 0
  • 31. Rock/Paper Scissors The payoff matrix is   0 −1 1 0 −1 . A= 1 −1 1 0 We can add 2 to everything to make   213 ˜ A = 3 2 1 . 132
  • 32. Convert to LP The problem is to maximize x1 + x2 + x3 subject to the constraints 2x1 + x2 + 3x3 ≤ 1 3x1 + 2x2 + x3 ≤ 1 x1 + 3x3 + 2x3 ≤ 1. We introduce slack variables y1 , y2 , and y3 , so the constraints now become 2x1 + x2 + 3x3 + y1 = 1 3x1 + 2x2 + x3 + y2 = 1 x1 + 3x3 + 2x3 + y3 = 1.
  • 33. An easy initial basic solution is to let x = 0 and y = 1. The initial tableau is therefore x1 x2 x3 y1 y2 y3 z value y1 2 1 3100 0 1 y2 3 2 1010 0 1 y3 1 3 2001 0 1 z −1 −1 −1 0 0 0 1 0
  • 34. Which should be the entering variable? The coefficients in the bottom row are all the same, so let’s just pick one, x1 . To find the departing variable, we look at the ratios 1 , 3 , and 1 . So y2 is the 1 2 1 departing variable. We scale row 2 by 1 : 3 x1 x2 x3 y1 y2 y3 z value y1 2 1 31 00 0 1 y2 1 2/3 1/3 0 1/3 0 0 1/3 y3 1 3 20 01 0 1 −1 −1 −1 0 z 00 1 0
  • 35. Then we use row operations to zero out the rest of column one: x1 x2 x3 y1 y2 y3 z value 0 −1/3 1 −2/3 0 y1 7/3 0 1/3 x1 1 2/3 1/3 0 1/3 0 0 1/3 0 −1/3 1 y3 0 7/3 5/3 0 2/3 0 −1/3 −2/3 0 z 1/3 0 1 1/3
  • 36. We can still improve this: x3 is the entering variable and y1 is the departing variable. The new tableau is x1 x2 x3 y1 y2 y3 z value 0 −1/7 1 3/7 −2/7 x3 0 0 1/7 0− x1 1 5/7 1/7 3/7 0 0 2/7 0 18/7 0 −5/7 y3 1/7 1 0 3/7 0− z 3/7 0 2/7 1/7 0 1 3/7
  • 37. Finally, entering x2 and departing y3 gives x1 x2 x3 y1 y2 y3 z value 7/18 −5/18 x3 001 1/18 0 1/6 7/18 −5/18 0 x1 100 1/18 1/6 0 1 0 −5/18 x2 1/18 7/18 0 1/6 z 000 1/6 1/6 1/6 1 1/2
  • 38. So the x variables have values x1 = 1/6, x2 = 1/6, x3 = 1/6. Furthermore z = x1 + x2 + x3 = 1/2, so v = 1/z = 2. This also means that p1 = 1/3, p2 = 1/3, and p3 = 1/3. So the optimal strategy is to do each thing the same number of times.
  • 39. Outline Recap Definitions Examples Fundamental Theorem Games we can solve so far GT problems as LP problems From the continuous to the discrete Standardization Rock/Paper/Scissors again The row player’s LP problem
  • 40. Now let’s think about the problem from the column player’s perspective. If he chooses strategy p, and C knew it, he would choose p to minimize the payoff pAq. Thus the row player wants to maximize that quantity. That is, R’s objective is realized when the payoff is E = max min pAq. p q
  • 41. Lemma Regardless of p, we have min pAq = min pAej q 1≤j≤n
  • 42. The next step is to introduce a new variable v representing the ˜ value of this inner minimization. Our objective is to maximize it. Saying it’s the minimum of all payoffs from pure strategies is the same as saying v ≤ pAej ˜ for all j. Again, we have something that looks like an LP problem! We want to choose p and v which maximize v subject to the ˜ ˜ constraints v ≤ pAej ˜ j = 1, 2, . . . n pi ≥ 0 i = 1, 2, . . . m m pi = 1 i=1
  • 43. As before, we can standardize this by renaming 1 y= p v ˜ (this makes y a column vector). Then m 1 yi = , v ˜ i=1 So maximizing v is the same as minimizing 1 y. Likewise, the ˜ equations of constraint become v ≤ (˜ y )Aej for all j, or y A ≥ 1 , ˜ v or (taking transposes) A y ≥ 1. If all the entries of A are positive, we may assume that v is positive, so the constraints p ≥ 0 are ˜ satisfied if and only if y ≥ 0.
  • 44. Upshot Theorem Consider a game with payoff matrix A, where each entry of A is y positive. The row player’s optimal strategy p is , y1 + · · · + yn where y ≥ 0 satisfies the LP problem of minimizing y1 + · · · + yn = 1 y subject to the constraints A y ≥ 1.
  • 45. The big idea The big observation is this: Theorem The row player’s LP problem is the dual of the column player’s LP problem.
  • 46. The final tableau in the Rock/Paper/Scissors LP problem was this: x1 x2 x3 y1 y2 y3 z value 7/18 −5/18 x3 001 1/18 0 1/6 7/18 −5/18 0 x1 100 1/18 1/6 0 1 0 −5/18 x2 1/18 7/18 0 1/6 z 000 1/6 1/6 1/6 1 1/2 The entries in the objective row below the slack variables are the solutions to the dual problem! In this case, we have the same values, which means R has the same strategy as C . This reflects the symmetry of the original game.
  • 47. Example Consider the game: players R and C each choose a number 1, 2, or 3. If they choose the same thing, C pays R that amount. If they choose differently, R pays C the amount that C has chosen. What should each do?
  • 48. Example Consider the game: players R and C each choose a number 1, 2, or 3. If they choose the same thing, C pays R that amount. If they choose differently, R pays C the amount that C has chosen. What should each do? Answer. Choice R C 1 54.5% 22.7% 2 27.3% 36.3% 3 18.2% 40.1% The expected payoff is 2.71 to the column player.