GT
GT
GT
CHAPTER AT A GLANCE
Start
No
Use dominance rule to reduce the size
of the payoff matrix to either 2*2
2xw ormx2, size (order)
Yes
Yes
Use graphical method to solve the problem.
Stop
Game Theory 561
1L0 Introduction
In the competitive world, it is essential for an executive to study or at least guess
the activities or actions of his competitor. Moreover, he has to plan his course of actions
or reactions or counter actions when his competitor uses certain technique. Such war
or game is a regular feature in the market and the competitors have to make their
decisions in choosing their alternatives among the predicted outcomes so as to
maximise the profits or minimising the loss.
Hie game theory has taken its importance in the business management in 1944,
when Von Neumann published "Theory and practice of Games and Economic
Behaviour".
2. Each player has a finite number of possible courses of action called 'strategies'.
3. All the strategies and their effects are known to the players but player does not
know which strategy is to be choosen.
4. A game is played when each player chooses one of his strategies. The strategies
are assumed to be made simultaneously with an outcome such that no player
knows his opponents strategy until he decides his own strategy.
5. The game is a combination of the strategies and in certain units (usually in
terms of money) which determines the gain (shown in positive figures) or loss
(shown in negative figures).
6. The figures (either gain or loss) shown as the outcomes of strategies in a matrix
form is called "pay-off matrix"
7. The player playing the game always tries to choose the best course of action
which results in optimal pay off, called "optimal strategy11.
8. The expected pay off when all the players of the game follow their optimal
strategies is known as "Value of the game". The main objective of a problem of
games is to fmd the value of the game.
9. The game is said to be 'fair game if the value of game is zero, otherwise it is
known as 'unfair.
562 Operations Research : Theory and Practice
a a
m\ nm a
m2
Game Theory 563
e.g.; Suppose there are two players, say Colgate and Pepsodent. In a colony
there are 1000 people who either use Colgate or Pepsodent. Now, if say
20 people have changed their brand from Colgate to Pepsodent due to
effective advertisement then the loss of Colgate is gain for Pepsodent, This
is a zero-sum game.
If a group of 30 people has stopped using any toothpaste and use
neem-sticks. Here loss of any player is not a gain to other player. This
game is non-zero sum (negative sum) game.
2. Probabilistic Games : If a player adopts more than one strategy with some
probabilities or prepares a blend of two or more strategies, these games are
said to be probabilistic. Here, mixed strategies are used as no saddle points
exist.
564 Operations Research : Theory and Practice
112.4 With Reference to Value of the Game
1. Fair game 2. Unfair game
1. Fair Game : If the value of the game is zero, i.e., neither player wins nor loses
(drawn), the game is said to be fair.
2. Unfair Game : If one of the player wins (other loses), or the value of the game
is non zero (may be positive or negative), it is unfair.
Multiperson
games Same as above
Pay Off Matrix : The qualitative measures of returns of the players in terms of
gains or losses when players select their particular strategies can-be represented in
the form of a matrix in m rows and n .columns, called pay off matrix. The m rows are
the m courses of action of one player while n columns represent the strategies of the
other player. Thus one player say A has m strategies^, A%9 A% . . .Am and player B
has n strategies as Bp B^ B§ . . . Bn. When each player chooses one of his strategies
say Ai and £ -, then the expected out come x^ is represented as the elements of the
matrix. It is a general convention to read the pay off matrix with reference to row
player (here A) always.Thus a positive sign of x- is gain to A or loss to B while the
negative sign of x^ (i.e., - x-) is loss of A or gain of B.
Game Theory 565
Obviously player */!' wishes to maximise his gains while player B wishes to
minimise his loss.
(xj i is pay off when A uses A j strategy and B uses B^ strategy x 12 is pay off when
A applies A y and B applies B% strategies and so on).
Player Bys strategies
*11 x 12 x13 X
\n
x X X
\2 32 2n
x
Player ^4*5 strategies n
3. Player in Rows attempts to maximise his gains while player in columns tries to
minimise his losses.
4. The decision of both players are made individually prior to the play with out
any communication between them.
5. The decision is supposed to be made simultaneously and also announced
simultaneously so that neither player has any advantage over the other due to
the direct knowledge of the other player's decision.
6. Both players know their own pay ofrs as well as the pay off of each other.
7. The positive sign of the pay off indicates the gain to row player or loss to column
player and negative sign indicates loss to row player or gam to column player.
Players Adithi andSahithi haue a competition to reach college early. Each has
two strategies viz going by car or going by a two-wheeler. If both go by cars,
Sahithi reaches 5 minutes early but if both go by two-wheelers, Adithi can reach
4 minutes early. If Adithi goes by car andSahithi by a two wheeler, Adithi reaches
2 minutes early while Adithi by two wheeler and Sahithi by car keeps Sahithi
7 minutes early. If both can choose their strategies independently and
simultaneously and know these estimated pay offs each other, find who will win.
What will be outcome of the game and their optimal choices.
Solution :
Step 1 : To Write Pay OffMatrix .Let us first formulate the information into the pay off
matrix.
Assume Adithi is the row player and Sahithi is column player. With this
assumption, we can say that gains to Adithi are positive and that to Sahithi are negative.
The pay offs for various alternatives are as follows.
Adithi by car when Sahithi by two wheeler is 2 (since Adithi wins by 2 min).
Adithi by two wheeler when Sahithi by car is -7 (since Sahithi wins by 7 min)
Adithi by two wheeler while Sahithi by two wheeler is 4 (since Adithi wins by 4
min).
Adithi Car 2
Two Wheeler 0 4 -7
- 5 <- Max (Rmm)
Sahithi
Adithi Car -5
Two Wheeler -7
Adithi Car y 2
Two Wheeler
y -7
_ gs- 5 <- Max (Rum) (Maximin)
O
Min(C max )
(Minimax)
As Maximin = Minimax or Max CRmin) = Min (C m a x ) the saddle point exists at
first row-first column element which is both encircled and enrectangled.
Bj B2 B3 B4
-5 -2 0 7
A A2 5 -6 -4 8
A3 4 0 2 3
Solution :
Finding Rrr^n and then maximim among i?D
B2 £
4 min
A A,
0 -2 0 7 -5
5
Q -4 8 -6
4
® 2 3 0
B% BA Rm\,
4 ^min
A 4i
0 -2 0 7 -5
5
0 -4 8 -6
4 K5) 2 3
0 Max(i? mill )
Min(C m a x )
i?2 dominates R\
since R%i>Ru (Ri
e.g. can be deleted)
R*
In the above pay off every element in R j is less than or equal to its corresponding
element in i?2- (4<5, 6=6 and -5<-3). Therefore Rl can be deleted since row player
(A) will never use R± for whatever strategy B uses among Cj, C2, and C3.
Note : The rule cannot be applied even if one element does not obey rule.
2 C% dominates C\
e.g. since C%j< C\j
R* «iiii -1
(C\ can be deleted)
In the above pay off matrix, every element of Cj is either greater than or equal
its corresponding element of C2- This suggests* that, first column is inferior to the
second in any case and hence deleted.
Game Theory 571
When no single row (pure) strategy has dominance over the other, then the
comparison may be made between a row and the average of a group of rows, if every
element is less than or equal to average of corresponding elements of a group, then
the former row can be removed. If a row dominates over the average of group of rows,
then the group may be discarded.
Player B
e.g. 1 Player^
In Ax ScA2
Ax8cA3
A2 8c A%
8cAs = 8<8
-1+4 3
= 9"-
Therefore the average is dominated by^4x and hence both^42 and A% are deleted
leaving the matrix as [1 4]
Rule - 4 : Modified Column Dominance :
Similar to the above rule, when no pure column dominance exists, a convex
linear combination i.e., average of certain pure strategies may be compared with
another pure strategy applying rule 2, i.e., if every element in a column is greater than
or equal to corresponding element of other column the former is omitted.
Player B
8=
15+1
Player ,4 HI 15 1 2
e.g. -1 + 4
iHSl -i 4
Clearly, their is neither pure column nor pure row dominance exist in the above
pay off. But the average (convex linear combination) of 5 2 and B$ is greater than or
equal to corresponding element of first column. Therefore B^ can be deleted.
Thus we get,
P i]
These rules used to solve the games are illustrated through following numerical
examples.
ILLUSTRATION 3
Let us the take the game of illustration -1 and solve by using dominance :
After formulating we get
Sahithi
Car Two-wheeler
5
Adithi Car
Two-wheeler
isrffe C2j > = Cij (C% can be deleted)
Solution :
Now, from Sahithi's point of view, she never uses her second strategy i.e.,
two-wheeler since, for what ever Adithi's strategy, she will be the loser. Therefore her
car strategy dominates over two-wheeler strategy (every element of first column is less
Game Theory 573
than or equal to corresponding element of second column). Hence Sahithi's
two-wheeler strategy is deleted.
Thus we get,
Sahithi
Car
Adithi Car
R% <R\i (i?2 can be deleted)
Two-wheeler
Now, as Adithi has her better strategy with car (her loss is less here), she will
never got for two-wheeler strategy. (Every element in first row is greater than or equal
to the corresponding element in the second row). Hence second row is deleted.
Now the game is reduced to a single element matrix i.e., both using car strategy
with value of the game as - 5. i.e., Sahithi wins by 5 units.
ILLUSTRATION 4
1*2 1*4
55 53 32 62
s2 4O 30 74 5O
s3 57 54 44 53
54 54 72 56
Use dominance principle so that the student may choose his optimal strategy.
Solution :
In the given pay off, by examining thoroughly we find that every element of
P 2 column is less than or equal to the corresponding element of Pj column, hence
professor will never use the P± strategy (P2 dominates P^, hence Pj is deleted. The
pay off is then reduced to
574 Operations Research : Theory and Practice
deleted
From the above pay off, it is clear that, the student will never use 5 S because
every element of 5 4 is greater than or equal to corresponding elemerit of 5 3 (5 4
dominates S3 ). Hence by using the principle of dominance we delete S3 and revise
the pay of as
p
t p P
s4 54
s2 30 74
54 72
54
Now, S4 dominates S2, hence S2 is deleted. Thus student uses S 4 strategy while
professor uses P 2 strategy i.e. The professor gives the exam tough when student claims
that his absence is due to attending intercoUege celebrations and the value of the game
is 54.
Game Theory 575
ILLUSTRATION 5
S o Iution i
In this game, on observing we can notice the dominance of B2 over B$ and JB4.
(by Rule - 2)
The game reduces to
B
-6
mm o
Now, as B% dominates B± and so, we delete
B
Modified Dominance :
ILLUSTRATION 6 ——-
Use dominance principle to reduce thefollowing game to 2*2 game, Is the game
stable. nw n
Player B
Bt B2 B3 B4
6 -10 9 0
Player A
A2 6 7 8 1
A3 8 7 15 1
A4 3 4 -1 4
Solution ;
We can easily verify that the above game has no saddle points. Therefore it is
not stable.
Now using row dominance, the third row^43 dominates overy4x as well
Therefore^ and^42 are deleted (shaded in the pay off matrix of the problem given
above).
Thus the play reduces to
Player B
£>i JDc, £>o BA
Player^
A4 SKtif -i 4
=8<8
Game Theory 577
Therefore B's B±, strategy is deleted.
Thus the game reduces to
Player B
Player ,4
This game can be solved by using either algebraic or any other suitable method,
which will be explained in the sections to follow.
1. Algebraic Method :
Suppose a general game without saddle points as given below :
Player B
player A
Since it is assumed that there are no saddle points, A wishes to use a mixed
strategy ofA i and A% with the probabilities of/? i and p%t and B to use a mixed strategy
of B i and JB2 with the probabilities of qy and q% respectively.
578 Operations Research : Theory and Practice
According to the assumption that A always tries to maximise his minimum
returns and B tries to minimise his maximum losses, they employ their strategies most
optimally such that the B's minimax losses will be equal A9s maximin gains.
Hence, out come of probability mix (of px andjf?2) by A in his Ax and^42
strategies when if use's his Bx strategy i.e., apx + cp2 is the value of the game.
Otherwise, when B uses his B2 strategy, A's returns will be apx + dp2, is also the
value of the game. These both must be equal.
(a-b)px = (d-c)p2
— =~ (i)
Pt a ~ b
Similarly, from B 's. point of view
aqx + bq2 = cq^ + dq2
i.e., (a-c)ql = (d-b)q2
q2 (a - c)
Thus we have
or
P\ = l -P2 P2=l ~Pv • • • • (iiO
and qx = 1 - q2 or q2 = 1 - qx . . - . (iv)
* Illustration - 6 is continued :
Previous to this section, the problem in Illustration - 6 was reduced from
4 x 4 to 2 x 2 and left unsolved there.
Now we can use the above formulae and find the solution.
Player B
B
3
15 1
Player^
A4 -1 4
Assuming the probabilities p] 8cp2 for A and q± h!c£2 for B to use
t and 2*3, B4 respecitvely, we have
-1-4 14
H- 19
1-4 3 16
(-1 + 1)-(15+ 4) " 19 19
(15) ( 4 ) - ( - ! ) ( ! ) 61
( )( )
[ 5 14^
—, — while B uses his £3
w
h
. ., u _ ... . , u i, • , , . r u -61 . . .
strategies with probabilities —, — and the value of the game = — i.e., A wins.
r li/ 1 J I J. ZJ
ILtUSTRATIOK 7
Children Srija and Himaja play a game who have some 25^ paise coins and
SOpaise coins. Each draw a coin from their bags with out knowing other rs choice.
If the sum of coins drawn by both is even Srija wins them, otherwise Himaja wins.
Find the best strategyfor each player and alsofind the value of the game.
Solution :
First let us formulate the game. According to the data given Le.s each has some
25 paise coins and some 50 paise coins in their bags and draw one at a time.
Now, from this we can say that each has two strategies.
Strategy 1: Drawing 25 paise coins.
Strategy 2 : Drawing 50 paise coins.
Let us choose Srija as row players and Himaja as column player.
Now if Srija draws 25 paise (say strategy Sj) and Himaja draws 25 paise (say,
strategy H±), then the sum is even. Therefore Srija wins them. Her gains (pay off) is
25 paise.
Similarly, if Srija draws 25 paise (strategy S^) and Himaja draws 50 paise (say
strategy i/ 2 ) then Himaja wins these coins and her gain (pay off) is 25 paise or
otherwise Srija's loss i.e., -25 paise.
580 Operations Research : Theory and Practice
Again, if Srija draws 50 paise (strategy S 2 ) and Himaja draws 25 paise ( strategy
Hx), then Himaja wins 50 paise or Srija's loss i.e., - 50 paise.
Also, when both draw 50 paise ( S2 and H% ) Srija wins 50 paise.
Thus, the pay off is as follows.
Himaja
Hl (25 paise) H% (50 paise)
Srija Sx (25 paise) 25 -25
(50 paise) - 50 50
On examination we can find that there are no saddle points/ therefore the
players use their mixed strategies, say with the probabilities as fa andjf?2 for Srija on
Si and S2 respectively, and as q± and q% for Himaja on Hi andi/ 2 respectively.
Thus we have,
25px-50p2 =-25pi + 5Qp2 (1)
25qi-25-q2=-5Oql + 5Qq2 . . . . (2)
Also P1+P2 = 1 -. - • • (3)
r-fl • • • • (5)
Pz
From (3) and (5)
We get Pi=-; p2 = -
Also from (2) we have
75 qY = 7 5 ? 2
^=1 ,...(6)
n
From (4) and (6)
[Since V - 25 x - | - 2 5 x | = 0
V = - 5 O x | + 5Ox|=
or 7=25xf-50x- = -
Game Theory 581
ILLUSTRATION 8
I II III
I -1 -2 8
II 7 5 -I
III 6 0 12
[JNTU (CSE) 97/S]
ITERATION TABLEAU 1:
B
II III Row Minima
I -1 -2 8 -2
II 7 5 -1 -1
III 6 0 12 0 <- Max (Rmin)
Column 12 5
Maxima Min (CmJ
S o I M+ion \
Therefore A will never use the strategy A(I), hence deleted. Now, the new
iterated pay off is
ITERATION TABLEAU 2 :
B
I II III
A II -1
III 12
The column 5(11) dominates B(l) since every element in 5(11) is less than its
corresponding element of B(I)..Hence B(I) is deleted (B will never use B-l as it yields
more losses against any strategy played byyl).
582 Operations Research : Theory and Practice
ITERATION TABLEAU 3 :
B
II III
II 5 -1
II 0 12
Now, they play a mixed strategies with probabilities. Since there are neither
saddle points nor any dominance.
Let A use the strategies II & III with probabilities^ and^ 2 respectively and B
use the strategies II 8c III with the probabilities q^ ancl^ respectively.
then Pi+p2= l>1l+<l2=1
And from the pay off we know that
and
p l
o A9l 13
— = 2 and — = -z~
5
Pl ft
2 1
13 5
. e 2 10
and the value of the game is 5 x —= —.
(by substituting in any of the above probability expressions).
Thus, the mixed strategies of A are (II, III) with the probabilities — and — .
L j
the mixed strategies of B are (II and III) with the probabilities (13/18 and 5/18).
Solutiorv ;
When A draws 5p, if B draws bp, then B gains 5p of A, if B draws 10 p, A wins
\0p and if B draws 20^ then alsoy4 wins 10^ and so on.
Thus, the pay off matrix for player^ is formulated as :
Player B
5p 10p 20p
PlayeM bp
iOp
20p
Game Theory 583
It is clear that this game has no saddle point. Therefore, further we try to reduce
the size of the given pay off matrix. Note that every element in column £3 is more
than or equal to every corresponding element of column J52- Evidendy, the choice of
strategy B 3 by the player B will always result in more losses as compared to that of
selecting the strategy B%. Thus strategy B% is inferior toB%. Hence, deleting53 strategy
from the pay off matrix. The reduced pay off matrix is shown below:
Player B
Player^ A} -5 10
5 -10
Player yl -5 10
5 -10
Since in the reduced 2 x2 matrix, the maximin. value is not equal to the
minimax value. Hence there is no saddle point and one cannot determine the point
of equilibrium. For this type of game situation, it is possible to obtain a solution by
applying the concept of mixed strategies.
Let p\ ,p2 and <?i » £2 be th e probabilities of A and B playing the strategies
{Ax ,A% ) and (Bl, B% ) respectively and we h a v e ^ +p2 = 1 and q\ + q%= 1.
Now, from the above pay off,
= 1 0 jf?a —
and - 5 q± + 10 q% - 5 q^ - 10 q%
A n d t h e v a l u e of t h e g a m e is - 5 x — + 5 x — = 0 t h u s t h e m i x e d s t r a t e g y of
I J I J
value of the game is zero (fair game).
584 Operations Research : Theory and Practice
Player^ ^1 a
A2 a
22
a
23 a
2n
If player A mixes his strategies^ and A% with probabilities p± and P2-Q where
Pi + p2 = 1 » t n e n f° r e a c n strategy of B, A will have the expected pay off as follows.
Es pure- strategy A's pay off
B2
B
n \ 2
As A is assumed to always try to maximise his minimum gains. The highest point
of lower envelop (lower boundary) formed by drawing these as straight lines represents
the optimal probability mix: The lines corresponding to this point will yield a 2 x 2
matrix from which the value of the game, optimal strategies and their probability mix
can be found.
Thus the two series are to represented on two parallel axes and these are joined
to represent respective pay offs. Then the lower envelop is identified and upon this
highest point is located. The coefficients of these lines make a 2 x 2 matrix for further
iteration / calculation.
The above method is illustrated through the following example :
Game Theory 585
ILLUSTRATION 1 0 —
Solve thefollowing game graphically.
V-e o 6 -3/2
\_7 -3 -8 [JNTU (Mech.) 2001]
Solution :
Let Row player's (say^4) strategies are^j and^42 are used with the probabilities
p j and p2, then his expected pay offs when his opponent (column player) uses his pure
strategies are shown below :
Column players pure strategies Row player (A's) expected pay off
III
IV
These are graphically represented as follows as two parallel axes of unit distance
apart.
Ax s 2 Axi s i
9- •9
Q Q
o • • o
7- • 7
6- •6
\ /
/
•
5- • 5
\ I: -6p, + 7 p 2 /
4- \ •4
3- •3
2- •2
1- • 1
-1- •-1
-2- •-2
3- y\ \ Maximum \ \ / ^ , •-3
S
-4- (<W?ot \W^
-5- • / < <
•-5
-6- •-6
v •
-7-
-8-
/ \ \\\ N
•-7
•-8
Lower envelope \ \
FIGURE I 1.2 :
586 Operations Research : Theory and Practice
The highest point on lower envelop appear at the intersection of the lines
represented by column players I and II strategies.
7p2 and
The required 2 x 2 matrix is
?l ?2
- 3°1J
Pi r-6
Pi L 7
We have Pl + 7pl =* 6p ! = i0^ 2
P1+P2 = 1
10 5 3 3
Pi " 16 ~ 8 ' 6~8
and l-Sft =» 131?l = 3^2
_ 3
and ?1 "*" ?2 = ^[
__3_ 13
9.1 ~ 16 " 16
.\ Row player will use his strategies with the probabilities as (5/8,3/8)
respectively where the column player uses the first two strategies mix at the
probabilities of (3/16, 13/16).
The value of the game
or
The column player wins the game with a gain of 9/8 units or row player loses
the game with a loss of 9/8 units.
? (ii) : m x 2 games :•
In this case a column player has two strategies while row player can choose
optimal mix of best two among m strategies. The graphical method is usedto Find
which two strategies of rows player would be the best.
Suppose a pay off of two players A and B is given below
Player B
B B
l 2
u
an
Player A
a
m\
Game Theory 587
When player B mixes his strategies Bx and £ 2 with non-zero probabilities
and #2 where q± + q% = 1, then for each strategy of A, B's expected pay off is given
by
A's pure strategy B's pay off
a
\2(i\+a22<l2
1 —3
3 5
-1 6
4 1
2 2
-5 O
I Solution ;
Let B's strategies By and 252 t*e used with the probabilities q^ arid# 2 where
= 1. Then the pay offs of B for each of the strategies used by A are given below.
A's pure strategy B's expected pay off
A
\ 9\~ ^?2
588 Operations Research : Theory and Practice
The above pay offs against A'5 strategies are drawn as straight lines between two
parallel axes of unit distance apart.
Since.column player B wishes to minimise his maximum expected pay off (loss),
we consider the lowest point (minimum) of intersection G in the upper envelop
EFGH (maximum) which represents the minimax of B's expected pay off.
The minimax point G is the point of intersection of the lines A2 and^44. Thus
the pay off ofA is found most optimal with the blend ofA% and^44 strategies. Thus the
6 x 2 matrix reduces to 2 x 2 matrix with A's A2 and^44 and B's Z^ and B% strategies
which can be evaluated by algebraic method.
Axis 1 Axis 2
FIGURE
B
«1 -
.5
1
Now, ifpi and^?2 a r e th e probabilities of^4 to and q± and q% are
the probabilities of B to play B x and B2 then
Game Theory 589
and pi + p 2 - 1
3 and 2
P\ " 5 "5
4
Also
$2
and ai + ao
4 ' 1
?l = "g" . a n d ft = 5"
plays his^2 and^44 strategies with the probabilities (3/5, 2/5) while 5
applies his B^ and JB2 strategies with the probability mix (4/5, 1/5) and the value of
the game
1T '4 1 17
Remark : Observe the strategies A j, ^5 an6? ^4g an^f compare each with A%- You can find
is dominating these three since it is up over these in graph
Now, as per the assumptions, A always attempts to choose the set of strategies
with the non-zero probabilities say p^p^^ndp^ ( where p\+p2+p3= 1) t n a t
maximises his minimum expected gains.
Similarly, according to B, he would choose the set of strategies with the non-zero
probabilities, say qlf q2 and q$. (where qY + q2 + q$ = 1), that minimises his maximum
expected losses.
From the above statements, we can draw the following conclusions.