Nau: Game Theory 1 Introduction to Game Theory 1. Introduction Dana Nau University of Maryland For updated versions of my lecture slides, go to http://www.cs.umd.edu/users/nau/game-theory
Nau: Game Theory 1
Introduction to Game Theory
1. Introduction
Dana Nau University of Maryland
For updated versions of my lecture slides, go to http://www.cs.umd.edu/users/nau/game-theory
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What is Game Theory? Game theory is about interactions among agents that are self-interested
I’ll use “agent” and “player” synonymously
Self-interested: Each agent has its own description of what states are desirable Generally model this using utility theory Utility function: maps each state of the world to a real number
• how much an agent likes that state
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Example: TCP Users Internet traffic is governed by the TCP protocol TCP’s backoff mechanism
If the rate at which you’re sending packets causes congestion, reduce the rate until congestion subsides
Suppose that You’re trying to finish an important project
• It’s extremely important for you to have a fast connection Only one other person is using the Internet
• That person wants a fast connection just as much as you do
You each have 2 possible actions: C (use a correct implementation) D (use a defective implementation that won’t back off)
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Action Profiles and their Payoffs An action profile is a choice of action for each agent
You both use C => average packet delay is 1 ms You both use D => average delay is 3 ms (router overhead)
One of you uses D, the other uses C: • D user’s delay is 0
• C user’s delay is 4 ms
Payoff matrix: Your options are the rows
The other agent’s options are the columns Each cell = an action profile
• 1st number in the cell is your payoff or utility (I’ll use those terms synonymously) › In this case, the negative of your delay
• 2nd number in each cell is the other agent’s payoff
0,–4 –3,–3
–1, –1 –4, 0
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Some questions Examples of the kinds of questions game theory attempts to answer:
Which action should you use: C or D?
Does it depend on what you think the other person will do?
What kind of behavior can the network operator expect?
Would any two users behave the same?
Will this change if users can communicate with each other beforehand?
Under what changes to the delays would the users’ decisions still be the same?
How would you behave if you knew you would face this situation repeatedly with the same person?
0,–4 –3,–3
–1, –1 –4, 0
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0,–4 –3,–3
–1, –1 –4, 0
Some game-theoretic answers Suppose the only consequences are the ones in the payoff matrix
No other kinds of interactions between the two agents No trouble from the network operator
Suppose each user cares only about maximizing his/her own payoff No guilt feelings, don’t care about the other agent’s utility
Suppose each user knows the other feels the same way
Then they’ll both use D
Allowing them to communicate beforehand won’t change the outcome
Repeat any fixed number of times => same outcome If the number of times is unbounded, they might use C instead
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Let’s Play a Game Choose a number in the range from 0 to 100
Write it on a piece of paper Also write your name (this is optional) Fold your paper in half, so nobody else can see your number Pass your paper to the front of the room
The winner(s) will be whoever chose a number that’s closest to 2/3 of the average I’ll announce the results in a subsequent class session
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Let’s Play a Game Choose a number in the range from 0 to 100
Write it on a piece of paper Also write your name (this is optional) Fold your paper in half, so nobody else can see your number Pass your paper to the front of the room
The winner(s) will be whoever chose a number that’s closest to 2/3 of the average I’ll announce the results in a subsequent class session
This game is famous among economists and game theorists It’s called the p-Beauty Contest I’ll say more about it when I announce the results
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Some Fields where Game Theory is Used Economics
Auctions Markets Bargaining Fair division Social networks …
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Some Fields where Game Theory is Used Government and Politics
Voting systems Negotiations International relations War Human rights
A trench in World War 1:
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Some Fields where Game Theory is Used Evolutionary Biology
Communication Population ratios Territoriality Altruism Parasitism, symbiosis Social behavior
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Some Fields where Game Theory is Used Computer Science
Artificial Intelligence Multi-agent systems Computer networks Robotics
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Some Fields where Game Theory is Used Engineering
Communication networks Control systems Road networks
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A (finite, n-person) normal-form game includes the following: A set N = {1, 2, …, n} of agents or players:
• Agent 1, agent 2, …, agent n For each agent i, a finite set Ai of possible actions
• Each vector (a1, . . . , an ) ∈ A1 ×· · ·× An is called an action profile For each agent i, a real-valued utility (or payoff) function
ui : A1 ×· · ·× An → ℜ Most other game representations
can be reduced to normal form A natural way to represent a normal-form
game is with an n-dimensional payoff (or utility) matrix that shows every agent’s utility for every action profile
Games in Normal Form
0,–4 –3,–3
–1, –1 –4, 0
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The Prisoner’s Dilemma The TCP user’s game is more commonly called
the Prisoner’s Dilemma Scenario: two prisoners are in separate rooms
For each prisoner, the police have enough evidence for a 1 year prison sentence They want to get enough evidence for a 4 year prison sentence
They tell each prisoner,
• “If you testify against the other prisoner, we’ll reduce your prison sentence by 1 year”
C = Cooperate (with the other prisoner): refuse to testify
D = Defect: testify against the other prisoner
Both prisoners cooperate => both stay in prison for 1 year Both prisoners defect => both stay in prison for 4 – 1 = 3 years
One defects, other cooperates => cooperator stays in prison for 4 years; defector goes free
0,–4 –3,–3
–1, –1 –4, 0
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5, 0 1, 1
3, 3 0, 5
Prisoner’s Dilemma
The payoff The payoff matrix that matrix that’s we used: usually used:
The exact numbers aren’t important, as long as the following conditions hold:
c > a > d > b a > (b+c)/2
0,–4 –3,–3
–1, –1 –4, 0
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More generally Under standard utility theory, games
are insensitive to any positive affine transformation of the payoffs
Replace each payoff xi by cxi + d , where
• c, d are constants and c > 0
The reason why:
Every positive affine transformation of the payoffs corresponds to the same set of rational preferences
x5, x6 x7, x8
x1, x2 x3, x4 a1
a2
b1 b2
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Preferences Game-theoretic utilities are based on preferences Suppose an agent can chooses among
prizes (A, B, etc.), and lotteries (situations with uncertain prizes)
Lottery L = [p, A; 1−p, B] Probability p of getting prize A, Probability 1 − p of getting prize B
Notation: A ≻ B A preferred to B A ~ B indifference between A and B A ≻ B A ≻ B or A ~ B
Lp
1!p
A
B
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Rational Preferences Idea: the preferences of a rational agent must obey some constraints
Agent’s choices are based on rational preferences ⇒ agent’s behavior is describable as maximization of expected utility
Constraints: Orderability (sometimes called Completeness):
(A ≻ B) ∨ (B ≻ A) ∨ (A ~ B)
Transitivity: (A ≻ B) ∧ (B ≻ C) ⇒ (A ≻ C)
Continuity: A ≻ B ≻ C ⇒ ∃p [p, A; 1−p, C] ~ B
Substitutability (sometimes called Independence):
A ~ B ⇒ [p, A; 1−p, C] ~ [p, B; 1−p, C] Monotonicity:
A ≻ B ⇒ (p ≥ q ⇔ [p, A; 1−p, B] ~ [q, A; 1−q, B])
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Rational Preferences What happens if the constraints are violated? Example: intransitive preferences
If B ≻ C, then an agent who has C would trade C plus some money to get B
If A ≻ B, then an agent who has B would trade B plus some money to get A
If C ≻ A, then an agent who has A would trade A plus some money to get C
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Rational Preferences What happens if the constraints are violated? Example: intransitive preferences
If B ≻ C, then an agent who has C would trade C plus some money to get B
If A ≻ B, then an agent who has B would trade B plus some money to get A
If C ≻ A, then an agent who has A would trade A plus some money to get C
Such an agent can be induced to give away all its money
Violating the constraints leads to self-evident irrationality
A
B C
1c 1c
1c
money money
money
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Utility Functions Theorem (Ramsey, 1931; von Neumann and Morgenstern, 1944). Given preferences satisfying the constraints, there exists a real-valued
function u such that u(A) ≥ u(B) ⇔ A ≻ B
u([p1, S1; …; pn, Sn]) = Σi pi u(Si)
u is called a utility function
MEU principle: If an agent’s choices are based on rational preferences, then the agent’s
behavior is describable as maximization of expected utility
An agent can maximize the expected utility without ever representing or manipulating utilities and probabilities E.g., a lookup table to play tic-tac-toe perfectly
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Utility Scales Preferences are invariant with respect to positive affine transformation Let
u′(x) = k1u(x) + k2 where k1 > 0 Then u′ models the same set of preferences that u does
Normalized utilities: define u such that umax = 1 and umin = 0
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Human Utilities Standard approach to assessing human utilities:
Compare a given state A to a standard lottery Lp that has • “best possible prize” umax with probability p
• “worst possible catastrophe” umin with probability 1 − p Adjust lottery probability p until A ~ Lp
How much would you pay to avoid a
1/1,000,000 chance of death? L
0.999999
0.000001
continue as before
instant death
pay $30 ~
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Human Utilities Standard approach to assessing human utilities:
Compare a given state A to a standard lottery Lp that has • “best possible prize” umax with probability p
• “worst possible catastrophe” umin with probability 1 − p Adjust lottery probability p until A ~ Lp
How much would you pay to avoid a
1/1,000,000 chance of death?
One micromort
≈ P(accidental death in 370 km of car travel) ≈ P(accidental death in 9700 km of train travel)
Judging from people’s actions, they will pay about € 20 to avoid it
L
0.999999
0.000001
continue as before
instant death
pay $30 ~
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win !10,000
win nothing
p
1–pOption 2: lottery LOption 1: you win x euros.
The Utility of Money Utility curve: for what probability p am I indifferent between a prize x and
a lottery L = [p, M; (1−p), 0] for large M ? For each amount x, adjust p until half the class votes for each option:
0 1K 2K 3K 4K 5K 6K 7K 8K 9K 10K x
p
1.0
0.8
0.6
0.4
0.2
0.0 •
•
•
p
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The Utility of Money Money is not a utility function
Given a lottery L with expected monetary value EMV(L), Usually U(L) < U(EMV(L)), i.e., people are risk-averse
Utility curve: for what probability p am I indifferent between a prize x and a lottery L = [p, M; (1−p), 0] for large M ?
Typical empirical data, extrapolated with risk-prone behavior for very bad utilities:
+U
+$−150,000 800,000
oooo
oo
o o o o o o o o
o
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Common-payoff Games A common-payoff game is one in which
For every action profile, all agents have the same payoff Also called a pure coordination game or a team game Need to coordinate on an action that
is maximally beneficial to all
Which Side of the Road 2 people driving in a country with no traffic rules Coming at each other Independently decide to stay left or right
Need to coordinate your action with the action of the other driver How to accomplish this?
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Mechanism Design Change the rules of the game to give each agent an incentive to choose a
desired outcome E.g., Sweden in 1967
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Zero-sum Games These games are purely competitive
Constant-sum game: For every action profile, the sum of the payoffs is the same, i.e., there is a constant c such for every action profile (a1, …, an),
u1(a1, …, an) + … + un(a1, …, an) = c
Any constant-sum game can be transformed into an equivalent game in which the sum of the payoffs is always 0 Just subtract c/n from every payoff
Thus constant-sum games are usually called zero-sum games
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Examples Matching Pennies
Two agents, each has a penny Each independently chooses
to display Heads or Tails • If same, agent 1 gets both pennies • Otherwise agent 2 gets both pennies
Rock, Paper, Scissors (Roshambo) 3-action generalization
of matching pennies • If both choose same, no winner • Otherwise,
paper beats rock, rock beats scissors, scissors beats paper
–1, 1 1, –1
1, –1 –1, 1
Heads Tails
Heads
Tails
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A game is nonzero-sum if u1(a1, …, an) + … + un(a1, …, an) is different for different action profiles e.g., the Prisoner’s Dilemma
Nonzero-sum games include aspects of both coordination and competition
Battle of the Sexes
Two agents need to coordinate their actions, but they have different preferences
Original scenario: • husband prefers football
• wife prefers opera
Another scenario: • Two nations must act together to
deal with an international crisis • They prefer different solutions
Nonzero-Sum Games
Husband Wife
Opera Football
Opera 2, 1 0, 0
Football 0, 0 1, 2
5, 0 1, 1
3, 3 0, 5
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Symmetric Games
5, 0 1, 1
3, 3 0, 5
A game is symmetric if
Both agents have the same set of actions A action’s payoff is independent of
which agent uses it For a 2x2 symmetric game, the payoff matrix looks like this:
Most of the games I’ve shown you are symmetric, e.g.,
Prisoner’s dilemma Which Side of the Road Roshambo
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Symmetric Games
r'
r
r' r
a
c
b
d
r'
r
r' r A game is symmetric if
Both agents have the same set of actions A action’s payoff is independent of
which agent uses it For a 2x2 symmetric game, the payoff matrix looks like this:
In the matrix, we only need to show u1 u1(r,r) = u2(r,r) = a = the payoff r gets against itself
u1(r,r') = u2(r',r) = b = the payoff r gets against r' u1(r',r) = u2(r,r') = c = the payoff r' gets against r
u1(r',r') = u2(r',r') = d = the payoff r' gets against itself
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Symmetric Games
As originally stated, the Battle of the Sexes is not symmetric:
Most games can’t be transformed like that Example:
Husband Wife
Opera Football
Opera 2, 1 0, 0
Football 0, 0 1, 2
Agent 2 Agent 1
Give (G) Take (T)
Take (T) 2, 1 0, 0
Give (G) 0, 0 1, 2
7, 3 5, 5
5, 5 6, 4
s1'
s1
s2 s2'
But by renaming the strategies, we can transform it into an equivalent game that is symmetric:
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Strategies in Normal-Form Games Pure strategy: select a single action and play it
Each row or column of a payoff matrix represents both an action and a pure strategy
Pure-strategy profile: a choice of pure strategy for each agent Mixed strategy: randomize over the set of available actions according to
some probability distribution si (ai ) = probability that action ai will be played under mixed strategy si
The support of si = {actions in Ai that have probability > 0 under si}
A pure strategy is a special case of a mixed strategy
support consists of a single action
Fully mixed strategy: every action has probability > 0
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Expected Utility A payoff matrix only gives payoffs for pure-strategy profiles Generalization to mixed strategies uses expected utility
First calculate probability of each outcome, given the strategy profile (involves all agents)
Then calculate average payoff for agent i, weighted by the probabilities For a strategy profile (s1, …, sn), the expected utility is
€
uis1,…,sn( ) = ui a1,…,an( )
(a1 ,…,an )∈A∑
j=1
n
Πs j a j( )
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Summary Basic concepts:
normal form, utilities/payoffs, pure strategies, mixed strategies How utilities relate to rational preferences Some classifications of games based on their payoffs
Zero-sum • Roshambo, Matching Pennies
Non-zero-sum • Prisoner’s Dilemma, Battle of the Sexes, Which Side of the Road
Common-payoff • Which Side of the Road
Symmetric • all of the above except Battle of the Sexes