Operations Research :- Unit IV Game Theory and Dynamic Programming
Unit IV Game Theory and Dynamic Programming
Syllabus:
Introduction,
2 person zero sum games, Maximi - Minimax principle, Principle of Dominance,
Solution for mixed strategy problems, Graphical method for 2 x n and m x 2
games. Recursive nature of computations in Dynamic Programming, Forward and
backward recursion, Dynamic Programming Applications – Knapsack, Equipment
replacement, Investment models
4.1 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.
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
Real-life Application-Ordering
Golfers on the Final Day of Ryder Cup Matches In the final day of a golf
tournament, two teams compete for the championship. Each team captain must
submit an ordered list of golfers (a slate) that automatically determines the
matches. It is plausible to assume that if two competing players occupy the same
order in their respective slates then there is 50-50 chance that either golfer
will win the match. This probability will increase when a higher-order golfer
is matched with a lower-order one. The goal is to develop an analytical
procedure that will support or refute the idea of using slates. Case 12,
Chapter 24 on the CD provides details on the study.
Game theory is a
type of decision theory in which one’s choice of action is determined after
taking into account all possible alternatives available to an opponent playing
the same game,
rather than just
by the possibilities of several outcomes. The game theory has only been capable
of analysing very simple competitive situations. Thus, there has been a great
gap
between what the
theory can handle and most actual competitive situations in industry and
elsewhere. So the primary contribution of game theory has been its concepts
rather than
its formal
application to solving real problems. Game is defined as an activity between
two or more persons involving activities by each person according to a set of
rule at the end of which each person receives some benefit or satisfaction or
suffers loss (negative benefit). The set of rules defines the game. Going
through the set of rules once by the participants defines a play.
Characteristics of
Game Theory
There can be
various types of games. They can be classified on the basis of the following characteristics.
i. Chance of strategy: If in a game, activities are determined by skill, it
is said to be a game of strategy; if
they are determined by chance, it is a game
of chance. In general, a game may involve game of strategy as well as a
game of chance. In this chapter, simplest models of games of strategy will be
considered.
ii. Number of persons: A game is called an n-person game if the number of
persons playing is 11.The person means an individual or a group aiming at a
particular objective.
iii. Number of activities: These may be finite or infinite.
iv. Number of alternatives (choices) available to each person in a particular
activity may also be finite or infinite. A finite game has a finite number of activities, each involving a
finite number of alternatives, otherwise the game is said to be infinite.
v. Information to the players about the past activities of other
players is
completely available, partly available, or not available at all.
vi. Payoff: A
quantitative measure of satisfaction a person gets at the end of each play is
called a payoff. It is a
real-valued function of variables in the game.
Let vi be the payoff to the player Pi, 1 < i < n, in an
n person game. If ,
then the game is said to be a zero-sum game.
4.2 Two person zero
sum games
A game with only
two players (say, Player A and Player B) is called a ‘two
person, zero-sum game’ if the losses of one player are equivalent to the
gains of the other, so that the sum of
their net gain
is zero.
Two-person,
zero-sum games are also called rectangular games as these are usually
represented by a payoff matrix in rectangular form.
Payoff Matrix: Suppose the player A has m
activities and the player B has n activities. Then a payoff
matrix can be formed by adopting the following rules:
1.
Row
designations for each matrix are activities available to player A.
2.
Column designations for each matrix are activities
available to player B.
3.
Cell
entry ‘vij , is the payment to player A in A’s payoff
matrix when A chooses the activity i and B chooses the activity.
4.
With
a ‘zero-sum, two person game’, the cell entry in the player B’ s payoff matrix
will be negative of the corresponding cell entry ‘Vi}, in the player A’s payoff
matrix so that sum of payoff matrices for player A and player B is ultimately
zero.
In
order to make the above concepts a clear, consider the coin matching game
involving two players only. Each player selects either a head H or a
tail T. If the outcomes match (H, H or T, T), A wins Re
1from B, otherwise B wins Re 1from A. This game is a
two-person zero-sum game. since the winning of one player is taken as losses
for the other. Each has his choices between two pure strategies (H or
T). This yields the following (2 x 2) payoff matrix to player A.
It
will be shown later that the optimal solution to such games requires each
player to play one pure strategy or a mixture of pure strategies.
Optimal Solution of Two-Person Zero-Sum Games
Because games are rooted in conflict of interest, the
optimal solution selects one or more strategies for each player such that any
change in the chosen strategies does not improve the payoff to either player.
These solutions can be in the form of a single pure strategy or several
strategies mixed according to specific probabilities. The following two
examples demonstrate the two cases.
Example 13.4-2
Thus, in the
coin-tossing example, the value of the game must lie between -$1 and +$1.
4.3 Maximi - Minimax
principle
The maximum of the minimum gains is called the maximin value of the game
and the corresponding strategy is called the maximin strategy. Similarly the
minimum of the maximum losses is called the minimax value of the game and the
corresponding strategy is called the minimax strategy. If both the values are
equal, then that would guarantee the best of the worst results.
Minimax (Maximin) Criterion And Optimal Strategy
The ‘minimax criterion of optimality’ states that if a player lists the worst
possible outcomes of all his potential strategies, he will choose that strategy
to be most suitable for him which corresponds to the best of
these worst outcomes. Such a strategy is called an optimal strategy.
Example 1. Consider (two-person, zero-sum) game matrix, which represents
payoff to the player A. Find, the optimal strategy, if any.(See Table)
4.4 Principle of
Dominance
4.5 Solution for
mixed strategy problems
4.6 Graphical method
for 2 x n and m x 2 games
2x2 two person game and 2xn and mx2 games:
When the
number of players in a game is two and each player has exactly two strategies,
the
game is
referred to as 2x2 two person game.
A game in
which the first player has precisely two strategies and the second player has
three or
more strategies is called an 2xn game.
A game in
which the first player has three or more strategies and the second player has
exactly two strategies is called an mx2 game.
4.7 Recursive nature
of computations in Dynamic Programming
The definition of the state leads to the following unifying
framework for DP.
4.8 Forward and
backward recursion
4.9 Dynamic Programming Applications –
Knapsack, Equipment replacement, Investment models
4.9.1 Knapsack/Fly-Away/Cargo-Loading Model
The knapsack model classically deals with the situation in which a soldier
(or a hiker) must decide on the most valuable items to carry in a backpack. The
problem paraphrases
4.9.2
Equipment replacement
4.9.3 Investment model
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