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COMPUTATIONAL TECHNIQUES. 1.6 Computational Techniques. Some details on the Simplex Method approach 2x2 games 2x n and m x2 games Recall : First try pure strategies. If there are no saddle points use mixed strategies. Linear Programming. 1.6.1 Example (page 32). - PowerPoint PPT Presentation
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• Some details on the Simplex Method approach
• 2x2 games
• 2xn and mx2 games
• Recall:
First try pure strategies.
If there are no saddle points use mixed strategies.
1.6 Computational Techniques
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1.6.1 Example (page 32)
• L = max {-3,-1,-1} = -1
• U = min {3,1,2} = 1
• L < U thus no saddle points, need mixed strategies.
• The value of this game may not be positive, since L ≤ v ≤ U, we have –1 ≤ v ≤ 1.
V =
- 2 1 - 3
- 1 - 1 2
3 0 - 1
È
Î
Í
Í
˘
˚
˙
˙
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• Note that
–Adding a constant, r, to every element of a payoff matrix does not change the optimal strategies, but the new game given by this new matrix will have r added to the value of the game.
–Making one row strictly positive is sufficient (see problem sheet) to give a game with positive v.
• Thus we add to every element of the matrix say
r = 2 to make sure the value is strictly positive:
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V =
- 2 1 - 3
- 1 - 1 2
3 0 - 1
È
Î
Í
Í
˘
˚
˙
˙
V'V 20 3 11 1 4
5 2 1
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LP Formulations
• We prefer Player II’s formulation. Why?
max y '1
+ y '2
+ y '3
s . t .
3 y '2
- y '3£ 1
y '1
+ y '2
+ 4 y '3£ 1
5 y '1
+ 2 y '2
+ y '3£ 1
y '1
, y '2
, y '3
≥ 0
min x '1
+ x '2
+ x '3
s . t .
x '2
+ 5 x '3
≥ 1
3 x '1
+ x '2
+ 2 x '3
≥ 1
- x '1
+ 4 x '2
+ x '3
≥ 1
x '1
, x '2
, x '3
≥ 0
Player I Player II
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y ’ 1 y ’ 2 y ’ 3 y ’ 4 y ’ 5 y ’ 6
y ’ 4 0 3 - 1 1 0 0 1
y ’ 5 1 1 4 0 1 0 1
y ’ 6 5 2 1 0 0 1 1
z - 1 - 1 - 1 0 0 0 0
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y’1 y’2 y’3 y’4 y’5 y’6
y’4 0 3 -1 1 0 0 1
y’5 0 3/5 19/5 0 1 -1/5 4/5
y’1 1 2/5 1/5 0 0 1/5 1/5
z 0 -3/5 -4/5 0 0 1/5 1/5
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y’1 y’2 y’3 y’4 y’5 y’6
y’4 0 60/19 0 1 5/19 -1/19 23/19
y’3 0 3/19 1 0 5/19 -1/19 4/19
y’1 1 7/19 0 0 -1/19 4/19 3/19
z 0 -9/19 0 0 4/19 3/19 7/19
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• v’ = 60/33; y’* = (1/60, 23/60, 9/60)• y* = (60/33) (1/60, 23/60, 9/60) = (1/33, 23/33, 9/33)• x’* = (9/60, 1/4, 9/60); • x* = (60/33) (9/60, 1/4, 9/60) = (3/11, 5/11, 3/11). • v = 60/33 – 2 = –2/11.
y ’ 1 y ’ 2 y ’ 3 y ’ 4 y ’ 5 y ’ 6
y ’ 2 0 1 0 1 9 / 6 0 1 / 1 2 - 1 /6 0 2 3 /6 0
y ’ 3 0 0 1 - 1 /2 0 1 / 4 - 1 /2 0 9 / 6 0
y ’ 1 1 0 0 - 7 /2 0 - 1 /1 9 1 3 / 6 0 1 / 6 0
z 0 0 0 9 / 6 0 1 / 4 9 / 6 0 3 3 /6 0
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1.6.3 2xn and mx2 Games
• If there are only two pure strategies to one of the players, the decision making problem is “one dimensional” (why?).
• Thus, it is easy to describe and solve the problem graphically.
• We shall assume a 2xn game.
• There are many important problems of this kind: “Yes” vs “No”.
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• We look at player 1, as only two choices.• v1 = max {min {xV.j : j = 1,...,n}: x in S}• = max {min {(x1, x2)(v1j,v2j)t: j = 1,...,n}
x1+x2 = 1, x1,x2 ≥ 0}• = max {min (x1,1– x1 )(v1j,v2j)t: j = 1,...,n},
0 ≤ x1 ≤ 1}• = max {min{x1(v1j – v2j) + v2j}: j = 1,...,n}
0 ≤ x1 ≤ 1}How do we solve optimization problems of this
kind?
Analysis for 2xn
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v1 = max {min{x1(v1j – v2j) + v2j}: j = 1,...,n}
0 ≤ x1 ≤ 1}
v1 = max { g(x1): 0 ≤ x1 ≤ 1}where
g(x1):= min{x1(v1j – v2j) + v2j } : j = 1,...,n}Observation:• g(x1) is piecewise linear with x1, with vertices where
two or more linear functions intersect.• The maximum of this function will therefore be
attained at one of these vertices • or at x1 = 0 or x1 = 1.• Identifying this vertex will yield a 2x2 subgame
which we can then easily solve.
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1.6.4 Example (page 41)
• Note that this is an mx2 case, so here we will look at player 2, thus will have min max. (compare with previous analysis)
• There are no saddle points
• No dominated pure strategies
V =
0 8
9 4
8 6
È
Î
Í
Í
˘
˚
˙
˙
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v2 = min{max{Vi.y: i = 1,2,3}, y1+y2 = 1, y1,y2 ≥ 0}
• = min{max{8y2, 9y1+4y2, 8y1+6y2},
•for y1+y2 = 1, y1,y2 ≥ 0}
• = min{max{8 – 8y1, 5y1 + 4, 2y1 + 6}, y1 ≥ 0}
• = min{g(y1): 0 ≤ y1 ≤ 1}
g(y1): = max{8 – 8y1, 5y1 + 4, 2y1 + 6}:
• We can plot g(y1) and identify the linear segments that define the optimal solution.
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01
23
4
5
6
0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
8
g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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v2 = min {g(y1): 0 ≤ y1 ≤ 1}
g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
minmax
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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v2 = min {g(y1): 0 ≤ y1 ≤ 1}
g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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01
23
4
5
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0 .1 .2 .3 .4 .5 .6 .7 .8 .9 1
y1
7
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v2 = min {g(y1): 0 ≤ y1 ≤ 1}
•Optimal y1: 8 – 8y1 = 2y1 + 6 , y1 = 0.2,
• y2 = 1– y1 = 0.8, • y* = (0.2, 0.8)
g(y1):=max{8 – 8y1, 5y1+ 4, 2y1 + 6}
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Player I
• Since the optimal solution to Player II involves the 1st and 3rd rows of V, we conclude that the optimal solution to Player I can be obtained from the reduced payoff matrix consisting of these two rows.
• We thus set x2 = 0.
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V ' =
0 8
8 6
È
Î Í
˘
˚ ˙
• By Theorem 1.6.2, (recipe for 2x2 games)
x’ = (0.2, 0.8)
v’ = 32/5
• Thus, the optimal strategy for the “full” game is
x* = (0.2, 0, 0.8)
y* = (0.2, 0.8)
• Also see notes about evaluating all 2x2 subgames as another approach.
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Overview zero-sum two-person games• Assumption - play from pessimistic viewpoint.
• L = Player I’s largest security level
= lower value of game.
• U = Player II’s lowest security level
= upper value of game.
• In general L ≤ U.
• Iff L = U we have a saddle point, say (ai*, Aj*) which gives stable (equilib.) solution, and value
v = L = U.
• Solution - pure strategies:
• X* = (0, 0, ...0, 1, 0 ..., 0), Y* = (0, ...0, 1, 0, ... 0)
• Player I can choose row i* and II choose column j* and play these all the time and be happy.
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• Case L < U. Not possible to find a pair of pure strategies with the solution in equilibrium.
• We determine an optimal strategy based on what a person will gain on average - thinking of playing game repeatedly many times.
• Players mix up the strategies they use to maximize their expected payoff.
• Expected payoff E(X, Y) = XVY.
• v1= I’s largest security level
=maxX in S minY in T XVY
• v2 = II’s largest sec level
= minY in T maxX in S XVY
• v1 and v2 compare to L and U in the case L = U.
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• There is always an X* & Y* pair such that
v1 = v2 = v = X*VY*, the value of the game
and this pair is in equilibrium,
• i.e. XVY* ≤ X*VY* ≤ X*VY for all X in S and all Y in T.
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• To solve a 2-person, zero-sum game
• Check for saddle point.
• If saddle, give saddle point and value of game.
• If no saddle
• Try to reduce size using dominance.
• If reduced game of size 2x2, use formulae.
• If 2xm or nx2 use graph + formulae or LP.
• Otherwise use linear programming methods.