Operations Research A Report Submitted For External Assessment On
Operations Research A Report Submitted For External Assessment On
OPERATIONS RESEARCH
NEW DELHI
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INDEX
1. Abstract 3
2. Introduction 4
4. Representation of Games 9
5. Types of Games 13
8. Bibliography 29
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Abstract
Game theory is a branch of applied mathematics that is used in the social sciences, most notably
computer science, and philosophy. Game theory attempts to mathematically capture behavior
in strategic situations, in which an individual's success in making choices depends on the choices
of others. While initially developed to analyze competitions in which one individual does better
at another's expense (zero sum games), it has been expanded to treat a wide class of interactions,
which are classified according to several criteria. Today, "game theory is a sort of umbrella or
'unified field' theory for the rational side of social science, where 'social' is interpreted broadly, to
Game theory is the mathematical analysis of a conflict of interest to find optimal choices that
will lead to desired outcome under given conditions. To put it simply, it's a study of ways to win
in a situation given the conditions of the situation. While seemingly trivial in name, it is actually
becoming a field of major interest in fields like economics, sociology, and political and military
sciences, where game theory can be used to predict more important trends.
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Introduction
Game theory is concerned with the decision-making process in situations where outcomes
depend upon choices made by one or more players. The word "game" is not used in the
conventional sense but describes any situation involving positive or negative outcomes
determined by the players' choices and, in some cases, chance. In order for game theory to apply,
certain assumptions must be made. The first is that each player is rational, acting in his self-
interest. In addition, the players' choices determine the outcome of the game, but each player has
Though the title of originator is given to mathematician John von Neumann, the first to explore
this matter was a French mathematician named Borel. In the 1930s, Neumann published a set of
papers that outlined the tenets of game theory and thus made way for the first simulations which
considered mathematical probabilities. This was used by strategists during the Second World
War, and since then has earned game theory a place in the context of Social Science.
It may at first seem arcane to involve mathematics in something that seems purely based on skill
And chance, but game theory is in actuality a complex part of many branches of mathematics
including set theory, probability and statistics, and plain algebra. This results from the fact that
games are dictated by a given set of rules that can be used to outline a set of possible moves
which can be ranked by desirability and effectiveness, and with information available, such a set
can also be constructed for the opponent, thus allowing predictions about the possible outcomes
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information. Borel envisioned game theory as being used in economic and military applications.
Borel's ultimate goal was to determine whether a "best" strategy for a given game exists and to
find that strategy. While Borel could be arguably called as the first mathematician to envision an
organized system for playing games, he did not develop his ideas very far. For that reason, most
historians give the credit for developing and popularizing game theory to John Von Neumann,
who published his first paper on game theory in 1928, seven years after Borel. Traditional
applications of game theory attempt to find equilibrium in these games. In equilibrium, each
player of the game has adopted a strategy that they are unlikely to change. Many equilibrium
concepts have been developed (most famously the Nash equilibrium) in an attempt to capture
this idea. These equilibrium concepts are motivated differently depending on the field of
application, although they often overlap or coincide. This methodology is not without criticism,
generally. Although some developments occurred before it, the field of game theory came into
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being with the 1944 book Theory of Games and Economic Behavior by John von
Neumann and Oskar Morgenstern. This theory was developed extensively in the 1950s by many
scholars. Game theory was later explicitly applied to biology in the 1970s, although similar
developments go back at least as far as the 1930s. Game theory has been widely recognized as an
important tool in many fields. Eight game theorists have won the Nobel Memorial Prize in
Economic Sciences, and John Maynard Smith was awarded the Crawford Prize for his
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Game
A conflict in interest among n individuals or groups (players). There exists a set of rules that
define the terms of exchange of information and pieces, the conditions under which the game
begins, and the possible legal exchanges in particular conditions. The entirety of the game is
Move
The way in which the game progresses between states through exchange of information and
pieces. Moves are defined by the rules of the game and can be made in either alternating fashion,
Occur simultaneously for all players, or continuously for a single player until he reaches a certain
state or declines to move further. Moves may be choice or by chance. For example, choosing a
card from a deck or rolling a die is a chance move with known probabilities. On the other hand,
Information
A state of perfect information is when all moves are known to all players in a game. Games
without chance elements like chess are games of perfect information, while games with chance
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Strategy
A strategy is the set of best choices for a player for an entire game. It is an overlying plan that
Payoff
The payoff or outcome is the state of the game at its conclusion. In games such as chess, payoff
is defined as win or a loss. In other situations the payoff may be material (i.e. money) or a
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Representation of Games
The games studied in game theory are well-defined mathematical objects. A game consists of a
set of players, a set of moves (or strategies) available to those players, and a specification of
payoffs for each combination of strategies. Most cooperative games are presented in the
characteristic function form, while the extensive and the normal forms are used to define no
game is characterized by a rules that dictate all possible moves in a state. It may indicate which
player can move at which times, the payoffs of each chance determination, and the conditions of
the final payoffs of the game to each player. Each player can be said to have a set of preferred
moves based on eventual goals and the attempt to gain the maximum payoff, and the extensive
form of a game lists all such preference patterns for all players. Games involving some level of
The normal form of a game is a game where computations can be carried out completely. This
stems from the fact that even the simplest extensive form game has an enormous number of
strategies, making preference lists are difficult to compute. More complicated games such as
chess have more possible strategies that there are molecules in the universe. A normal form game
already has a complete list of all possible combinations of strategies and payoffs, thus removing
the element of player choices. In short, in a normal form game, the best move is always known.
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Extensive Form
The extensive form can be used to formalize games with some important order. Games here are
often presented as trees (as pictured to the left). Here each vertex (or node) represents a point of
choice for a player. The player is specified by a number listed by the vertex. The lines out of the
vertex represent a possible action for that player. The payoffs are specified at the bottom of the
tree.
The extensive form can also capture simultaneous-move games and games with imperfect
information. To represent it, either a dotted line connects different vertices to represent them as
being part of the same information set (i.e., the players do not know at which point they are), or a
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Normal Form
The normal (or strategic form) game is usually represented by a matrix which shows the players,
strategies, and payoffs (see the example to the right). More generally it can be represented by any
function that associates a payoff for each player with every possible combination of actions. In
the accompanying example there are two players; one chooses the row and the other chooses the
column. Each player has two strategies, which are specified by the number of rows and the
number of columns. The payoffs are provided in the interior. The first number is the payoff
received by the row player (Player 1 in our example); the second is the payoff for the column
player (Player 2 in our example). Suppose that Player 1 plays up and that Player 2 plays Left.
When a game is presented in normal form, it is presumed that each player acts simultaneously or,
at least, without knowing the actions of the other. If players have some information about the
In cooperative games with transferable utility no individual payoffs are given. Instead, the
characteristic function determines the payoff of each coalition. The standard assumption is that
Neumann and Morgenstern who, when studying coalitional normal form games, assumed that
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when a coalition C forms, it plays against the complementary coalition ( ) as if they were
playing a 2-player game. The equilibrium payoff of C is characteristic. Now there are different
models to derive coalitional values from normal form games, but not all games in characteristic
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Types of Games
One-Person Games
A one-person game has no real conflict of interest. Only the interest of the player in achieving a
particular state of the game exists. Single-person games are not interesting from a game-theory
perspective because there is no adversary making conscious choices that the player must deal
with. However, they can be interesting from a probabilistic point of view in terms of their
internal complexity.
Zero-Sum Games
In a zero-sum game the sum of the total possible payoffs at the end is zero since the amounts
won or lost are equal. Von Neumann and Oskar Morgenstern demonstrated mathematically that
n-person non-zero-sum game can be reduced to an n + 1 zero-sum game, and that such n + 1
Person games can be generalized from the special case of the two-person zero-sum game.
Another important theorem by Von Neumann, the minimax theorem, states certain aspects of the
maximal and minimal strategies of are part of all two-person zero-sum games. Thanks to these
Two-Person Games
Two-person games are the largest category of familiar games. A more complicated game derived
from 2-person games is the n-person game. These games are extensively analyzed by game
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theorists. However, in extending these theories to n-person games a difficulty arises in predicting
the interaction possible among players since opportunities arise for cooperation and collusion.
A game is cooperative if the players are able to form binding commitments. For instance the
legal system requires them to adhere to their promises. In no cooperative games this is not
possible.
Often it is assumed that commuHeadsation among players is allowed in cooperative games, but
not in any cooperative ones. This classification on two binary criteria has been rejected
Of the two types of games, no cooperative games are able to model situations to the finest
details, producing accurate results. Cooperative games focus on the game at large. Considerable
efforts have been made to link the two approaches. The so-called Nash-program has already
Hybrid games contain cooperative and non-cooperative elements. For instance, coalitions of
players are formed in a cooperative game, but these play in a non-cooperative fashion.
A symmetric game is a game where the payoffs for playing a particular strategy depend only on
the other strategies employed, not on who is playing them. If the identities of the players can be
changed without changing the payoff to the strategies, then a game is symmetric. Many of the
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commonly studied 2×2 games are symmetric. The standard representations of chicken,
the prisoner's dilemma, and the stag hunt are all symmetric games. Some scholars would
consider certain asymmetric games as examples of these games as well. However, the most
Most commonly studied asymmetric games are games where there are not identical strategy sets
for both players. For instance, the ultimatum game and similarly the dictator game have different
strategies for each player. It is possible, however, for a game to have identical strategies for both
players, yet be asymmetric. For example, the game pictured to the right is asymmetric despite
Simultaneous& Sequential
Simultaneous games are games where both players move simultaneously, or if they do not move
simultaneously, the later players are unaware of the earlier players' actions (making
them effectively simultaneous). Sequential game (or dynamic games) is games where later
players have some knowledge about earlier actions. This need not be perfect information about
every action of earlier players; it might be very little knowledge. For instance, a player may
know that an earlier player did not perform one particular action, while he does not know which
The difference between simultaneous and sequential games is captured in the different
representations discussed above. Often, normal form is used to represent simultaneous games,
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and extensive form is used to represent sequential ones; although this isn't a strict rule in a
techHeadsal sense.
An important subset of sequential games consists of games of perfect information. A game is one
of perfect information if all players know the moves previously made by all other players. Thus,
only sequential games can be games of perfect information, since in simultaneous games not
every player knows the actions of the others. Most games studied in game theory are imperfect-
information games, although there are some interesting examples of perfect-information games,
including the ultimatum game and centipede game. Perfect-information games include
Perfect information is often confused with complete information, which is a similar concept.
Complete information requires that every player know the strategies and payoffs of the other
Games, as studied by economists and real-world game players, are generally finished in finitely
many moves. Pure mathematicians are not so constrained, and set theorists in particular study
games that last for infinitely many moves, with the winner (or other payoff) not known
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The focus of attention is usually not so much on what is the best way to play such a game, but
simply on whether one or the other player has a winning strategy. (It can be proven, using
the axiom of choice, that there are games—even with perfect information, and where the only
outcomes are "win" or "lose"—for which neither player has a winning strategy.) The existence of
such strategies, for cleverly designed games, has important consequences in descriptive set
theory.
Much of game theory is concerned with finite, discrete games that have a finite number of
players, moves, events, outcomes, etc. Many concepts can be extended, however. Continuous
games allow players to choose a strategy from a continuous strategy set. For instance, Cournot
competition is typically modeled with players' strategies being any non-negative quantities,
Differential games such as the continuous pursuit and evasion game are continuous games.
Zero-Sum Games
A zero-sum game is one in which no wealth is created or destroyed. So, in a two-player zero-sum
game, whatever one player wins, the other loses. Therefore, the players share no common
interests. There are two general types of zero-sum games: those with perfect information and
those without.
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In a game with perfect information, every player knows the results of all previous moves. Such
games include chess, tic-tac-toe, and Nim. In games of perfect information, there is at least one
"best" way to play for each player. This best strategy does not necessarily allow him to win but
will minimize his losses. For instance, in tic-tac-toe, there is a strategy that will allow you to
never lose, but there is no strategy that will allow you to always win. Even though there is an
optimal strategy, it is not always possible for players to find it. For instance, chess is a zero-sum
game with perfect information, but the number of possible strategies is so large that it is not
In games with imperfect information, the players do not know all of the previous moves. Often,
this occurs because the players play simultaneously. Here are some examples of such games:
Game 1
Suppose two people are playing a simple game with Heads and Tails. At the same time, they
each put out either a Heads or a Tails. If at least one player plays a Heads, player 1 gets both
coins. Otherwise, player 2 gets both. Naturally, both players wish to gain as much money as
Game 2
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Suppose two people are playing a similar game with Heads and Tails. Now, if player 1 plays a
Heads, player 2 gives him 5 cents. If player 2 plays a Heads and player 1 plays a Tails, player 1
Game 3
We still have two people playing a game with Heads and Tails. Now, if both players play the
same coin, player 2 gives player 1 the average value of the coins; otherwise, player 1 gives
Although the three games seem similar, the methods used to find the best strategies in each are
very different. Game 1 is solved by eliminating dominant strategies, game 2's solution is known
Suppose two people are playing a simple game with Heads and Tails. At the same time, they
each put out either a Heads or a Tails. If at least one player plays a Heads, player 1 gets both
coins. Otherwise, player 2 gets both. Naturally, both players wish to gain as much money as
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We can assign payoff matrices to such games that define the payoffs that players will get based
on the strategies they use. In this example, each player has only two strategies--put out a Heads
Player 2
Heads Tails
Heads 5 25
Player 1
Tails 5 -25
The rows represent player 1's possible strategies, and the columns represent player 2's possible
strategies. If player 1 and player 2 both play Heads (the top left entry), player 1 wins player 2's
Heads so gains 5 cents. On the other hand, if both play Tails (the bottom right entry), player 2
Notice that every entry in the first row is greater than all of the entries in that column. In other
words, playing a Heads is always at least as good as playing a Tails for player 1. So, playing a
Heads is called a dominant strategy, and it dominates the strategy of playing a Tails. It is never
advantageous to play a dominated strategy, so we can reduce our payoff matrix to reflect this:
Player 2
Heads Tails
Heads 5 25
Player 1
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Now, the Heads strategy for player 2 also dominates. So, playing Heads is the best strategy for
both players. Notice that, if either plays Tails, he will not gain more money than if he had just
played Heads.
This game differs from game 1 in that it has no dominant strategies. The rules are as follows: If
player 1 plays a Heads, player 2 gives him 5 cents. If player 2 plays a Heads and player 1 plays a
Tails, player 1 gets 25 cents. If both players play Tails, player 2 gets 25 cents. We get a payoff
Player 2
Heads Tails
Heads 5 25
Player 1
Tails 25 -25
Notice that there are no longer any dominant strategies. To solve this game, we need a more
sophisticated approach. First, we can define lower and upper values of a game. These specify the
least and most (on average) that a player can expect to win in the game if both players play
rationally. To find the lower value of the game, first look at the minimum of the entries in each
row. In our example, the first row has minimum value 5 and the second has minimum -25. The
lower value of the game is the maximum of these numbers, or 5. In other words, player 1 expects
to win at least an average of 5 cents per game. To find the upper value of the game, do the
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opposite. Look at the maximum of every column. In this case, these values are 25 and 5. The
upper value of the game is the minimum of these numbers, or 5. So, on average, player 1 should
Heads 5 5 5
Max 25 5
Notice that, in our example, the upper and lower values of the game are the same. This is not
always true; however, when it is, we just call this number the pure value of the game. The row
with value 5 and the column with value 5 intersect in the top right entry of the payoff matrix.
This entry is called the saddle point or minimax of the game and is both the smallest in its row
and the largest in its column. The row and column that the saddle point belongs to are the best
strategies for the players. So, in this example, player 1 should always play a Heads while player
The rules of game 3 were as follows: two players have Heads and Tails. At the same time, they
each play one coin. If both players play the same coin, player 2 gives player 1 the average value
of the coins; otherwise, player 1 gives player 2 the average value of the coins. Here is the payoff
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Player 2
Heads Tails
Heads 5 -15
Player 1
Tails -15 25
The lower value of this game is -15 while the upper value is 5. Can we find a pure value for the
game? According to the Minimax Theorem, one of the most important results in game theory, we
can. The Minimax Theorem states that every finite, two-person, zero-sum game has a value V
that is the average amount that one player can expect to win if both players act sensibly.
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including behaviors of firms, markets, and consumers. The use of game theory in the social
sciences has expanded, and game theory has been applied to political, sociological, and
In addition to being used to predict and explain behavior, game theory has also been used to
scholars have applied game theory to help in the understanding of good or proper behavior
Descriptive Use
The first known use is to describe how human populations behave. Some scholars believe that by
finding the equilibria of games they can predict how actual human populations will behave when
confronted with situations analogous to the game being studied. This particular view of game
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theory has come under recent criticism. First, it is criticized because the assumptions made by
game theorists are often violated. Game theorists may assume players always act in a way to
directly maximize their wins (theHomo economicus model), but in practice, human behavior
often deviates from this model. Explanations of this phenomenon are many; irrationality, new
models of deliberation, or even different motives (like that of altruism). Game theorists respond
by comparing their assumptions to those used in physics. Thus while their assumptions do not
always hold, they can treat game theory as a reasonable scientific ideal akin to the models used
by physicists. However, additional criticism of this use of game theory has been levied because
some experiments have demonstrated that individuals do not play equilibrium strategies. For
instance, in the centipede game, guess 2/3 of the average game, and the dictator game, people
regularly do not play Nash equilibria. There is an ongoing debate regarding the importance of
these experiments.
Alternatively, some authors claim that Nash equilibria do not provide predictions for human
populations, but rather provide an explanation for why populations that play Nash equilibria
remain in that state. However, the question of how populations reach those points remains open.
Some game theorists have turned to evolutionary game theory in order to resolve these worries.
These models presume either no rationality or bounded rationality on the part of players. Despite
the name, evolutionary game theory does not necessarily presume natural selection in the
biological sense. Evolutionary game theory includes both biological as well as cultural evolution
and also models of individual learning (for example, fictitious play dynamics).
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On the other hand, some scholars see game theory not as a predictive tool for the behavior of
human beings, but as a suggestion for how people ought to behave. Since Nash equilibrium of a
game constitutes one's best response to the actions of the other players, playing a strategy that is
part of Nash equilibrium seems appropriate. However, this use for game theory has also come
under criticism. First, in some cases it is appropriate to play a non-equilibrium strategy if one
expects others to play non-equilibrium strategies as well. For an example, see Guess 2/3 of the
average.
Second, the Prisoner's dilemma presents another potential counterexample. In the Prisoner's
Dilemma, each player pursuing his own self-interest leads both players to be worse off than had
Game theory has come to play an increasingly important role in logic and in computer science.
Several logical theories have a basis in game semantics. In addition, computer scientists have
used games to model interactive computations. Also, game theory provides a theoretical basis to
Separately, game theory has played a role in online algorithms. In particular, the k-server
problem, which has in the past been referred to as games with moving costs and request-answer
games (Ben David, Borodin & Karp et al. 1994). Yao's principle is a game-theoretic technique
for proving lower bounds on the computational complexity of randomized algorithms, and
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The field of algorithmic game theory combines computer science concepts of complexity
and algorithm design with game theory and economic theory. The emergence of the internet has
motivated the development of algorithms for finding equilibria in games, markets, computational
Economics
Many of the interactions in the business world may be modeled using game theory methodology.
A famous example is that of the similarity of the price-setting of oligopolies to the Prisoner's
Dilemma. If an oligopoly situation exists, the companies are able to set prices if they choose to
cooperate with each other. If they cooperate, both are able to set higher prices, leading to higher
profits. However, if one company decides to defect by lowering its price, it will get higher sales,
and, consequently, bigger profits than its competitor(s), who will receive lower profits. If both
companies decide to defect, i.e. lower prices, a price war will ensue, in which case neither
company will profit, since it will retain its market share and experience lower revenues at the
same time.
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Suppose PepsiCo & Coca-Cola enter a new market and decide to form a cartel and fix prices.
Assuming that if they honor the cartel agreement, they both would land up with revenues of $6
million each. But in case one of them cheats and the other does not, the difference in revenues
could be huge ($6 million in this case; between the companies). The temptation to cheat is very
high in this case and if both the companies cheat on the agreement, then it’s a loss to both as can
PepsiCo
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Prisoner's dilemma is not the only game theory model which can be used to model economic
situations. Other models can be applied to different situations and, in many cases, can suggest the
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