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GAME THEORY
OPERATIONS RESEARCH
INTRODUCTION
 Game theory deals with decision situations in which two intelligent opponents
with conflicting objectives are trying to outdo one another. Typical examples
include launching advertising campaigns for competing products and
planning strategies for warring armies.
INTRODUCTION
 In a game conflict, two opponents, known as players, will each have a (finite or
infinite) number of alternatives or strategies. Associated with each pair of
strategies is a payoff that one player receives from the other. Such games are
known as two-person zero-sum games because a gain by one player signifies
an equal loss to the other. It suffices, then, to summarize the game in terms of
the payoff to one player. Designating the two players as A and B with m and n
strategies, respectively, the game is usually represented by the payoff matrix
to player A as:
 The representation indicates that if A uses strategy I and B
uses strategy j, the payoff to A is aij which means that the
payoff to B is –aij.
EXAMPLE 1
 Two companies, A and B, sell two brands of flu medicine. Company A
advertises in radio (A1), television (A2), and newspapers (A3). Company B, in
addition to using radio (B1), television (B2), and newspapers (B3), also mails
brochures (B4). Depending on the effectiveness of each advertising campaign,
one company can capture a portion of the market from the other. The
following matrix summarizes the percentage of the market captured or lost by
company A.
EXAMPLE 1
EXAMPLE 1
 The optimal solution of the game calls for selecting strategies A2 and B2,
which means that both companies should use television advertising.
 The payoff will be in favor of company A, because its market share will
increase by 5%. In this case, we say that the value of the game is 5%, and that
A and B are using a saddle-point solution.
 The saddle-point solution means that the selection of a better strategy by
either company. If B takes B1, B3, or B4, Then company A can stay with
strategy A2, which ensures that B will lose a worse share of the market (6% or
8%).
EXAMPLE 1
 By the same token, If A does not takes A3, B can move to B3 and realize a 9%
increase in market share. A similar conclusion is realized if A moves to AI, as B
can move to B4 and realize a 3% increase in market share.
 The optimal saddle-point solution of a game need not be a pure strategy.
Instead, the solution may require mixing two or more strategies
EXAMPLE 2
 Two players, A and B, play the coin-tossing game. Each player, unbeknownst
to the other, chooses a head (H) or a tail (T). Both players would reveal their
choices simultaneously. If they match (HH or TT), player A receives $1 from B.
Otherwise, A pays B $l.
EXAMPLE 2
EXAMPLE 2
 No saddle-point because min of max != max of min.
 Because the two values are not equal, the game does not have a pure strategy
solution. In particular, if AH is used by player A, player B will select BT to
receive $1 from A. If this happens, A can move to strategy AT to reverse the
outcome of the game by receiving $1 from B.
 The constant temptation to switch to another strategy shows that a pure
strategy solution is not acceptable. Instead, both players can randomly mix
their respective pure strategies. In this case, the optimal value of the game will
occur somewhere between the max of min and the min of max values of the
game.
 Max of min (lower) value ≤ value of the game ≤ min of max (upper) value.
SOLUTION OF MIXED STRATEGY GAMES
 Games with mixed strategies can be solved either graphically or by linear
programming. The graphical solution is suitable for games in which at least
one player has exactly two pure strategies. The method is interesting because
it explains the idea of a saddle point graphically. Linear programming can be
used to solve any two-person zero-sum game.
 Graphical Solution of Games. We start with the case of (2 X n) games in
which player A has two strategies
SOLUTION OF MIXED STRATEGY GAMES
 This game assumes that player A mixes strategies Al and A2 with the
respective probabilities Xl and 1 - XI. 0 ≤ Xl ≤ 1. Player B mixes strategies B1 to
Bn with the probabilities YI, Y2, ... , and Ym where Yj ≥ 0 for j = 1,2, ... , n, and
Yl + Y2 + ... + Yn = 1.
 In this case, A's expected payoff corresponding to B's jth pure strategy is
computed as (alj - a2j)xI + a2j, j = 1,2, ... , n.
 Player A thus seeks to determine the value of Xl that maximizes the minimum
expected payoffs-that is, max x1 min j {(alj - a2j)xl + a2j}.
EXAMPLE
 Consider the following 2 X 4 game. The payoff is for player A.
EXAMPLE
 The game has no pure strategy solution. A's expected payoffs corresponding
to B's pure strategies are given as
EXAMPLE
EXAMPLE
 To determine the best of the worst, the shaded region represents the
minimum (worst) expected payoff for A regardless of the choices of B.
 The maximum (best) of this region corresponds to the max of min solution at
the point x1 = 0.5. This point is the intersection of B2, B3 and B4
 Notice that B4 represents a loss of A, so player A has to avoid B4 and try to
choose A1 and A2 with mixing probabilities A1 and A2.

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Operations Research - Game Theory

  • 2. INTRODUCTION  Game theory deals with decision situations in which two intelligent opponents with conflicting objectives are trying to outdo one another. Typical examples include launching advertising campaigns for competing products and planning strategies for warring armies.
  • 3. INTRODUCTION  In a game conflict, two opponents, known as players, will each have a (finite or infinite) number of alternatives or strategies. Associated with each pair of strategies is a payoff that one player receives from the other. Such games are known as two-person zero-sum games because a gain by one player signifies an equal loss to the other. It suffices, then, to summarize the game in terms of the payoff to one player. Designating the two players as A and B with m and n strategies, respectively, the game is usually represented by the payoff matrix to player A as:  The representation indicates that if A uses strategy I and B uses strategy j, the payoff to A is aij which means that the payoff to B is –aij.
  • 4. EXAMPLE 1  Two companies, A and B, sell two brands of flu medicine. Company A advertises in radio (A1), television (A2), and newspapers (A3). Company B, in addition to using radio (B1), television (B2), and newspapers (B3), also mails brochures (B4). Depending on the effectiveness of each advertising campaign, one company can capture a portion of the market from the other. The following matrix summarizes the percentage of the market captured or lost by company A.
  • 6. EXAMPLE 1  The optimal solution of the game calls for selecting strategies A2 and B2, which means that both companies should use television advertising.  The payoff will be in favor of company A, because its market share will increase by 5%. In this case, we say that the value of the game is 5%, and that A and B are using a saddle-point solution.  The saddle-point solution means that the selection of a better strategy by either company. If B takes B1, B3, or B4, Then company A can stay with strategy A2, which ensures that B will lose a worse share of the market (6% or 8%).
  • 7. EXAMPLE 1  By the same token, If A does not takes A3, B can move to B3 and realize a 9% increase in market share. A similar conclusion is realized if A moves to AI, as B can move to B4 and realize a 3% increase in market share.  The optimal saddle-point solution of a game need not be a pure strategy. Instead, the solution may require mixing two or more strategies
  • 8. EXAMPLE 2  Two players, A and B, play the coin-tossing game. Each player, unbeknownst to the other, chooses a head (H) or a tail (T). Both players would reveal their choices simultaneously. If they match (HH or TT), player A receives $1 from B. Otherwise, A pays B $l.
  • 10. EXAMPLE 2  No saddle-point because min of max != max of min.  Because the two values are not equal, the game does not have a pure strategy solution. In particular, if AH is used by player A, player B will select BT to receive $1 from A. If this happens, A can move to strategy AT to reverse the outcome of the game by receiving $1 from B.  The constant temptation to switch to another strategy shows that a pure strategy solution is not acceptable. Instead, both players can randomly mix their respective pure strategies. In this case, the optimal value of the game will occur somewhere between the max of min and the min of max values of the game.  Max of min (lower) value ≤ value of the game ≤ min of max (upper) value.
  • 11. SOLUTION OF MIXED STRATEGY GAMES  Games with mixed strategies can be solved either graphically or by linear programming. The graphical solution is suitable for games in which at least one player has exactly two pure strategies. The method is interesting because it explains the idea of a saddle point graphically. Linear programming can be used to solve any two-person zero-sum game.  Graphical Solution of Games. We start with the case of (2 X n) games in which player A has two strategies
  • 12. SOLUTION OF MIXED STRATEGY GAMES  This game assumes that player A mixes strategies Al and A2 with the respective probabilities Xl and 1 - XI. 0 ≤ Xl ≤ 1. Player B mixes strategies B1 to Bn with the probabilities YI, Y2, ... , and Ym where Yj ≥ 0 for j = 1,2, ... , n, and Yl + Y2 + ... + Yn = 1.  In this case, A's expected payoff corresponding to B's jth pure strategy is computed as (alj - a2j)xI + a2j, j = 1,2, ... , n.  Player A thus seeks to determine the value of Xl that maximizes the minimum expected payoffs-that is, max x1 min j {(alj - a2j)xl + a2j}.
  • 13. EXAMPLE  Consider the following 2 X 4 game. The payoff is for player A.
  • 14. EXAMPLE  The game has no pure strategy solution. A's expected payoffs corresponding to B's pure strategies are given as
  • 16. EXAMPLE  To determine the best of the worst, the shaded region represents the minimum (worst) expected payoff for A regardless of the choices of B.  The maximum (best) of this region corresponds to the max of min solution at the point x1 = 0.5. This point is the intersection of B2, B3 and B4  Notice that B4 represents a loss of A, so player A has to avoid B4 and try to choose A1 and A2 with mixing probabilities A1 and A2.