5 Introduction to Game Theory & Evolutionary Game Theory Flashcards

1
Q

intro game theory:

A

depends not just on how they choose among several options, but also on the choices made by the people they are interacting with. Game-theoretic ideas arise in many diverse contexts such as economics, biology, marketing and ecology

Game theory is a branch of applied maths concerned with decision-making, and whose ideas have be reformulated to be applied to evolutionary biology => evolutionary game theory

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2
Q

The original formulation of classical Game Theory (CGT) was developed in the 1940s

A

a branch of applied mathematics
studying models of conflict and cooperation between intelligent rational decision-makers. John
Nash (1994 Nobel Laureate in Economics, Fig. 5.1) made seminal contributions to CGT in the 1950s

centred on the notion of full rationality: in game theory the success of one player depends on its decision but also on the decisions of all other players.

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3
Q

We are going to discuss some aspects of Evolutionary Game Theory (EGT)

A

championed by John Maynard Smith, that is concerned with the generalization of game-theoretic ideas to a biological context. EGT is thus centred on “phenotypes” rather than genotypes, and aims at modelling the effects of selection on competing organisms. While details will become clearer later in this chapter, for now we should keep in mind that the game-theoretic ideas have a broader scope than just modelling how people reason about their interactions with others.

In CGT, all players have full information and are fully rational: what is their course of actions?

In evolutionary game theory, we will abandon full rationality and use the notion of fitness.

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4
Q

5.1.1 A first example: the Presentation-Exam game

A

You need to decide whether to study for the exam, or to prepare for the presentation (not both).

assumptions:
(i) You will either study for the exam or prepare for the presentation, but not both.

(ii) You have a reliable estimate of the marks resulting from each of your possible decisions. For the exam, if you study you will get 80, otherwise 40. The outcome of the presentation depends on what
you and your partner do: if you both prepare for the presentation, then you get a joint mark of 84. If just one of you prepares (the other does not), you will get a joint mark 80; but if neither of you prepares, both will get 50.
(iii) We assume that your partner has to take the same exam as you the next day and has the same expectations as you about the marks.
(iv) We assume that you and your partner will decide what to prepare independently of each other
(no communication).

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5
Q

5.1.1 A first example: the “presentation-exam” game

We assume two players, you and a friend, who have 2 (pure) strategies:
Pr, which is prepare for a presentation
Ex, which is prepare for an exam

unit vectors,

table
payoff matrix

For the exam, if you study you will get 80, otherwise 40. The outcome of the presentation depends on what
you and your partner do: if you both prepare for the presentation, then you get a joint mark of 84. If just one of you prepares (the other does not), you will get a joint mark 80; but if neither of you prepares, both will get 50.

A

pure strategy represented by unit vectr
eₚᵣ =
(1)
(0)
eₑₓ=
(0)
(1)

Each player decides which strategy to play not knowing what the other does
Say that Player 1 uses A against Player 2 that uses B against Player 1
There 4 possible choices with outcomes (marks) summarised in the payoff matrices

A=
vs | Pr Ex |
Pr| 62 60 | player 1
Ex| 80 65 ^
———–>
ᵖˡᵃʸᵉʳ ²

B=
vs | Pr Ex |
Pr| 62 60 | player 2
Ex| 80 65 ^
———–>
ᵖˡᵃʸᵉʳ 1

B^T transpose of B=
vs | Pr Ex |
Pr| 62 80 | player 1
Ex| 60 65 ^
———–>
ᵖˡᵃʸᵉʳ ²
makes it easier to compare

This can be summarized in the bimatrix given by (A,B)^T

In this case A and B symetric, are the same

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6
Q

5.1.1 A first example: the “presentation-exam” game

This can be summarized in the bimatrix given by (A,B)^T

A

You ↓ Partner→ | Pr Ex
Pr | 62, 62 60, 80
Ex |80, 60 65, 65

In this game, both players have the same to Player 1=me options (strategies Pr or Ex) and have the same info about the outcome. All this is summarized in the matrices (A,B)

Here: both players get the same payoff for a given strategy choice => it does not matter who is player 1 and player 2=>
we can do this as its symmetric
The game is symmetric and A=B
(we need only one payoff matrix for both players)

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7
Q

5.1.1 A first example: the “presentation-exam” game
best strategy

A

For me: if my friend plays Pr, I should play Ex and get 80

if my friend plays Ex, I should play Ex and get 65

My friend can make exactly the same reasoning

best strategy for both players is to play Ex and we both get

eₑₓ^T A eₑₓ = 65

Payoff to me playing Pr against my friend playing Ex is:

eₚᵣ^T Aeₑₓ =
(1 0) [62 60] (0)
[80 65] (1) = 60

Payoff to my friend playing Ex against me playing Pr is:
eₑₓ^TB eₚᵣ = eₑₓ^TAeₚᵣ = 80

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8
Q

5.1.1 A first example: the “presentation-exam” game

mixed strategy

A

eₘᵢₓ = 0.5eₑₓ + 0.5eₚᵣ

We now assume that the same situation arises many times, and players alternate Pr and Ex,
i.e. each time they play either Pr or Ex with probability 1/2. This “randomization” of pure strategies is a “mixed strategy”, here
we randomise and combine with some probability a pure strategy

(0.5)
(0.5)

eₘᵢₓ^TAeₘᵢₓ=
(0.5 0.5) (62 60) (0.5)
(80 65) (0.5)
=66.75
>
eₑₓ^T A eₑₓ = 65

Hence both players get a higher payoff with eₘᵢₓ than with eₑₓ
However, as players cannot agree in advance, the rational choice is to play
eₑₓ

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9
Q

5.1.1 A first example: the “presentation-exam” game

Playing against e_ex against e_mix

A

gives
eₑₓ A eₘᵢₓ =
( 0 1) (62 60) (0.5)
(80 65) (0.5)

=72.5

eₑₓ does better against eₘᵢₓ
than eₘᵢₓ against itself (72.5>66.75)

eₘᵢₓ is not a best reply to itself: incentive to play eₑₓ against eₘᵢₓ
We will see that eₑₓ is a strict Nash equilibrium

also playing eₘᵢₓ against eₑₓ gives
eₘᵢₓ ^T Aeₑₓ =62.5 lower expected payoff than when both
play eₑₓ

=> incentive to use eₑₓ vs eₘᵢₓ but no incentive to use eₘᵢₓ vs eₑₓ

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10
Q

genotype vs phenotype

A

A person’s genotype is their unique sequence of DNA. More specifically, this term is used to refer to the two forms a person has inherited from their mother and father, for a particular gene. While an organism’s genotype is directly inherited

Phenotype is the observable expression of this genotype – a person’s presentation. An individual’s phenotype is the combination of their observable characteristics or traits.

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11
Q

5.2 Notions and concepts of classical game theory

mixed strategy

strategy profile

A
  • All necessary information (players, strategies, payoffs) is in the payoff matrices
  • We assume full rationality of all players
  • There is knowledge of what others can do
  • There are k pure strategies represented by unit vectors:

e₁=
(1)
(0)

(0)
e₂=
(0)
(1)
(0)

(0)
eₖ=
(0)

(0)
(1)
of R^k

-There are mixed strategies x=Σᵢ₌₁ᵏ xᵢeᵢ which are randomization of pure strategies,
where 0 ≤ xᵢ < 1 is the frequency of the pure strategy i, with Σᵢ₌₁ᵏ xᵢ = 1

  • Strategy profile: strategies are in the simplex S ={x = (x₁,…x)^T: xᵢ ≥ 0 and Σᵢ xᵢ =1}

Expected payoff for playing against for a symmetric game (A=B) is
Π(x, y) = x^T Ay=
Σᵢ₌₁ ᵏ xᵢ(Ay)ᵢ = Σᵢ₌₁ᵏΣⱼ₌₁ᵏ xᵢAᵢⱼyⱼ
Expected payoff for pure strategy i against pure strategy j: Π(eᵢ,eⱼ)= Aᵢⱼ

ie we look at entry ij of matrix

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12
Q

SYMMETRIC 2-PLAYER GAMES WITH 2 PURE STRATEGIES

A

Important case: SYMMETRIC 2-PLAYER GAMES WITH 2 PURE STRATEGIES (C, cooperation and D, defection)=> 2x2 payoff matrix

A=
C D
C (a b)
D(c d)

we will see game depends on this abcd

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13
Q

NASH EQUILIBRIUM

A

x∗ ∈ S is a NE if it is the best reply to itself,

ie if
x∗ ^T Ax∗ ≥ x^T Ax∗ for all x ∈ S

This means that x∗ does always at least as well as x against itself
=> no incentive to move unilateraly

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14
Q

STRICT NASH EQUILIBIRIUM sNE

A

If x∗^T Ax∗ > x^T Ax∗ for all x ∈ S/x∗
⇒ x∗ is a sNE

In the Presentation-Exam game x∗= e_ex is a sNE since

eₑₓ^TAeₑₓ > x^T Aeₑₓ, for all x ̸= eₑₓ
65 > 65-5x for x= (x, 1-x)^T with 0 < x ≤ 1

Are there always NE? Nash existence theorem: in any finite game with mixed strategies, there is at least one NE. How many of them and how to find them?

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15
Q

example of the Presentation-Exam game

assumptions for future

A

example illustrates:
best response, dominant strategy and Nash equilibrium

notions are here introduced by having in mind two-player symmetric games whose payoff matrix is generically denoted by A (same payoff if symmetric)

in the e.g. “study for the exam” is the best response to any strategy played by the other player.

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16
Q

Definition 5.2 (Best response).

A

Let eᵢ and eⱼ be two pure strategies ∈ S.

If Aᵢⱼ ≥ Aₖⱼ for
all k ̸= i, then eᵢ is a best response to strategy eⱼ.

Furthermore, when Aᵢⱼ > Aₖⱼ for all
k ̸= i, then eᵢ is a strict best response to strategy eⱼ

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17
Q

Definition 5.3 (Dominant strategy)

A

Let eᵢ and eⱼ be two pure strategies ∈ S. If Aᵢⱼ > Aₖⱼ for all j and all k ̸= i, then eᵢ is a dominant strategy.

Furthermore, when Aᵢⱼ > Aₖⱼ for all
j and all k ̸= i, then eᵢ is a strict dominant strategy.

e.g. and all k ̸= i, then eᵢ is a strict dominant strategy.

In the example of the Presentation-Exam game, “study for the exam” was the strictly dominant strategy.

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18
Q

What is the best reply to a strategy?

A

The notion of Nash equilibrium (NE) is useful since:
establishes there are strategies that are best reply to themselves:

In a multi-player game, in which the strategy of each player corresponds to a NE, no player has any incentive
to change unilaterally their strategy.

We say that players are in a NE if each one is making the best decision possible, taking into account the decisions of the others, as long the others decisions remain unchanged.

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19
Q

Definition 5.4 (Nash equilibrium)

A

A pure or mixed strategy x∗ ∈ S is the “best reply to itself” if, against all other pure and mixed strategies x ∈ S, it satisfies
x∗ ^TAx∗ ≥ x^T Ax∗

When this is satisfied, x ∗ is a Nash equilibrium (NE) of the underlying game.

Since x∗ is a strategy that cannot be over-performed by an unilateral change of strategy, it is not beneficial to deviate from the NE even if everyone’s strategy is known.

Note that while x ̸= x∗cannot outperform x∗ , it can perform as well x∗ when x^T Ax∗ =x∗ ^TAx∗, and in this case the best reply to x∗ is not unique

This means that x∗ does always at least as well as x against itself => no incentive to move unilateraly

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20
Q

Definition 5.5 (strict Nash equilibrium)

A

A Nash equilibrium x∗ is a strict Nash equilibrium (sNE) if it is the unique best reply to itself,

i.e. if for all x ∈ S/x∗
x∗^T Ax∗ > x^T Ax

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21
Q

Example: We want to show that “study for the exam” is a strict NE for the presentation exam game.

A

With x = (x, 1 − x) and the payoff matrix A given in Sec. 5.1.1, we find
e^T_{ex} Ae_{ex} = 65 and
x^TAe_{ex} = 60x + 65(1 − x) = 65 − 5x.
It is thus clear that e^T_{ex}Ae_{ex} >x^TAe_{ex} for any x > 0, and hence e_{ex} is a sNE.

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22
Q

Are there always Nash equilibria?

A

An answer to this question was given by John Nash in
his 1950 PhD thesis, in which he showed that every finite game has a NE that can be a mixed
strategy. This is the so-called “fundamental theorem of game theory”,

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23
Q

Theorem 5.1 (Nash’s Existence Theorem).

A

If mixed strategies are allowed, every game with a finite number of players, in which each player can choose from finitely many pure
strategies, has at least one Nash equilibrium. The Nash equilibrium is not necessarily unique and can be in mixed strategies.

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24
Q

Nash equibrium does not guarantee

A

non-invadibility by a “mutant strategy”:

“mutant strategy” ̸= “Nash equilibrium”
x ̸= x∗

such that
x^TAx* = x^TAx
and
x^TAx > x*^T Ax

leading to: a Notion of evolutionary stability

In this case, mutant strategy does as well against the NE than x*
but it fares better against itself than x*

x can invade x*
NE allows inequality to be non strict
not if SNE

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25
Q

Evolutionary stable strategies

Evolutionary game theory how is it applied to evolution?

A

deal with “population games”:

individuals are not assumed to be fully rational (replaced by fitness)

strategies are genotypic variants

=> pure strategies interpreted as “species” and
a mixed strategy: fractions of populations made up of species
x = (x_1, x_2, . . .)^T = population consisting of fraction x_1 of species 1, x_2 of species 2, . . . interpreted as frequency x_i of pure strategy i

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26
Q

A fraction (1 − ϵ) plays x∗ and ϵ ≪ 1 plays x ̸= x∗ :

x∗ is evolutionary stable strategy (ESS) if

A

x∗ is evolutionary stable strategy (ESS) if it cannot be invaded by any x ∈ S

if x∗ does better than (1 − ϵ)x∗ + ϵx for any x ̸= x∗

=>
x∗ is ESS if
x∗^T A[(1 − ϵ)x∗ + ϵx] >
x^T A[(1 − ϵ)x∗ + ϵx]

(if x∗ against alternative strategy > strictly better)

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27
Q

For symmetric two-player games: x∗ is an ESS if

A

x∗T Ax∗ > xT Ax∗, ∀x ∈ S/x∗
(x∗ is a sNE)

or
x∗T Ax∗ = xT Ax∗
(x∗ is a NE)

and x∗T Ax > xT Ax, ∀x ∈ S/x∗ (stability condition)

Means
if x∗ sNE implies it is an ESS

or
we could have the situation:

could have x∗ against itself equal to the mutant strategy against x∗
mutant does as well against x∗ as x∗ to itself
so we demand
x∗ against mutant strategy x better than mutant strategy itself against itself

thus will not be invaded

STABILITY CONDITION

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28
Q

In symmetric games

strength of
ESS
NE
sNE

A

ESS is stronger than NE, but sNE is stronger than ESS:
sNE -> ESS -> NE

In summary, in symmetric games
* all strict-NE are ESSes.

  • all ESSes are NE (but not necessarily strict-NE).
    (can have inequality sign)
  • non-neutral games with two pure strategies always have an ESS
    (games where payoff for different strategy is different )
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29
Q

True or false:
A strategy that is a NE is not necessarily an ESS, but a strict Nash equilibrium (sNE) is an ESS

A

true

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30
Q

How to find NE and ESSes?

A

A necessary (but not sufficient) condition for an interior (mixed) ESS:

x∗ = Σᵢ x∗ᵢ eᵢ with 0 < xᵢ∗ < 1

which are also mixed NE

this is given by the Bishop-Cannings Theorem (BCT):

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31
Q

Bishop-Cannings Theorem (BCT):

A

if it exists, a mixed ESS x* needs to satisfy
e₁^T Ax∗ = (Ax∗)₁ = · · · = (Ax∗)ᵢ = · · · = (Ax∗)ₖ = x∗T Ax∗

with xᵢ∗ ≥ 0 and Σᵢ xᵢ∗ = 1

(The first and second component of the vector have to be the same,
x* is doing as well against each pure strategy as well against the ESS against itself )

we solve this linear eq simultaneously to find x*
such that all 0 < xᵢ∗ < 1 then its a mixed ESS o/w no such possible

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32
Q

5.5 2x2 symmetric games & social dilemmas

A

We look at symmetric 2x2 games with 2 pure strategies, “cooperation” (C) and “defection” (D)

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33
Q

Prisoner’s dilemma

A

two suspects are apprehended by the police and each of them has two options: each can remain silent (“cooperate” with other suspect), or can confess and help charge also their partner (“defect”).

If both suspects cooperate, no serious charges can be pressed against them, whereas if both defect and confess there is a lenient
sentence against both of them.

Finally, if one confesses (defect) and the other remains silent (cooperate), the former is used to testify against the latter who receives a severe sentence while the witness has some immunity

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34
Q

Prisoner’s dilemma:
Reference model for cooperation dilemma, with payoff matrix

A

Aᴾᴰ =
C D
C [R S ]
D[ T P]

with T > R > P > S.

temptation to defect, T > reward for mutual cooperation R > Punishment > suckers payoff (cooperation against defection)

R>(T+P)/2

35
Q

Prisoner’s dilemma:
PURE STRATEGIES

A

e𝒸 = (1, 0)^T for “cooperation, C” and

e𝒹 = (0, 1)^T for “defection, D”

36
Q

Prisoners Dilemma:
R>(T+P)/2

A

with R>(T+P)/2

so that
repeatedly playing “cooperation” and “defection” in turn does not lead to a higher payoff than
mutual cooperation and thus yields a cooperation dilemma.

37
Q

Prisoners dilemma:
What is the best strategy?

PAYOFF
Aᴾᴰ =
C D
C [R S ]
D[ T P]

with T > R > P > S.
AND
R>(T+P)/2

sNE?

A

If one player chooses C => other player chooses D and gets T>R

If one player chooses D => other player chooses D and gets P>S

=> Always best to play D (for both players, who have the same info and same payoff matrix)
=> In the prisoner’s dilemma (PD),

defection D is the sNE and hence the ESS (non-invadable)

(even though payoff for both cooperation is better we dont know what the other is playing)

38
Q

PD e.g vs Presentation-Exam

A

The Presentation-Exam game, was a PD-type game with Ex being a sNE and ESS

In a PD game, a rational player is expected to “defect”=>players all get payoff P for mutual defection. However, mutual cooperation (C) gives a higher payoff R>P.

This leads to a social (cooperation) dilemma: mutual cooperation gets a higher payoff than
mutual defection, but there is the risk of being exploited by a defector and to get S<P

=>
rational player chooses to play D even if it is not lead to the highest possible payoff.

For the same payoff matrix, if R>T>S>P, cooperation C is a sNE (dominant strategy), there is no dilemma: this the so-called “harmony game”

39
Q

Anti-coordination games: Hawk-dove and Snowdrift games as examples

A

Hawk-dove and Snowdrift games as examples

40
Q

Harmony game

A

P-D with payoff matrix
PAYOFF
Aᴾᴰ =
C D
C [R S ]
D[ T P]

but with
such that R > T > S > P

best choice is cooperation no matter what the other player does

pure strategy
e_C= (1,0)^T is the strictly
dominant, and is the unique strict NE and sole ESS of this game.

like P-D but no there is no social dilemma any since the ESS “mutual cooperation” yields the highest payoff (Pareto dominance)

41
Q

Anti-coordination games: Hawk-dove and Snowdrift games as examples

A

In the Hawk-dove (HD) game, a population of birds struggle for food on a common territory by
engaging in pairwise contests

Those who are more successful
in getting resources are expected to achieve a better reproductive success.

42
Q

H-D game:
We assume that
birds adopt one of the following two pure strategies:

A

(i) they can behave like hawks (e_H)
and escalate the fight until injured or the retreat of the opponent;
(ii) otherwise, they act like doves (e_D) and show hostility but retreat before sustaining injury if the opponent engages in escalation of hostilities.

e_H=(1,0)^T
e_D=(0,1)^T

43
Q

H-D:

Payoff

A

H: escalate fights, with risk of injury and getting all the food
D: retreat instead of fighting, share food with other D-player

Cost for injury is C
Reward for food is G
We assume C>G

Payoff matrix of HD game is

A ᴴᴰ=
H D
H [ (G-C)/2 G ]
D [ 0 G/2]

HD game is symmetric=
> expect symmetric NE by thm

(G-C)/2 <0 risk that both get injured
hawk against Dove: D gets 0 as retreats Hawk gets G

44
Q

H-D best strategies:

A

If one player chooses H => other player chooses D and gets (G-C)/2<0

If one player chooses D => other player chooses H and gets G> G/2

=> Always best to play the opposite of the other player: D if she plays H and H if he plays D

However, what the other plays is unknown

=> there is no pure symmetric NE in the HD game

so we look for a mixed NE

45
Q

H-D example:
Look for a symmetric mixed NE

A

Look for a symmetric mixed NE using the BCT:

x∗ = (x∗, 1 − x∗)^T using the BCT
to state the simultaneous eq

e_H A x* = e_D A x*
gives
(1 0) A (x)
(1-x
)
=
(0 1) A (x)
(1-x
)

=> BCT says that a necessary condition is
(G − C) x∗/2 = −G(1 − x∗)/2 ⇒ x∗ = G/C < 1

x∗ = (G/C,(C − G)/C)^T
These represent the respective frequencies of playing as a hawk and a dove

=> is a mixed NE, but not a sNE, of the HD game

Is x* an ESS?

46
Q

Is x∗ an ESS?

A

Need to check stability condition to confirm that is the unique ESS of HD game

Q2 PS3

47
Q

More generally, for anti-coordination games with 2 pure strategies C and D, represented by

A

e_C = (1, 0)T and e_D = (0, 1)T

PAYOFF
C D
C [ a b ]
D[ c d ]
with c>a and b>d

There is a unique interior ESS/NE obtained from BCT
x∗e_C + (1 − x∗)e_D=

( (b-d)/(b+c-a-d)) e_C + ((c-a)/(b+c-a-d)e_D

48
Q

anti-coordination games.

A

a class of games with two pure strategies C and D with e_C = (1, 0)T and e_D = (0, 1)T

PAYOFF
C D
C [ a b ]
D[ c d ]
with c>a and b>d

only one ESS/ NE

49
Q

Chicken and snowdrift

A

so-called Chicken and Snowdrift games, for which the entries of the payoff matrix satisfy c > a > b > d, are prototypical examples of anti-coordination games.

Example: snowdrift game of payoff matrix
A^SD=
C D
C[ 3 2]
D[4 1]
x∗ = (1/2, 1/2)^T
only ESS
pure strategy c w. frequency 1/2 and pure strategy D w. frequency 1/2

50
Q

anti coord game summary

A

The Hawk-Dove, Snowdrift and other anti-coordination games are prototypical games with a single mixed ESS.

In the EGT language of population games, this corresponds to the long-term coexistence of competing species.

Anti-coordination games are
thus particularly relevant in biology, and the snowdrift games also model social dilemma.

51
Q

Stag-hunt and coordination games

A

sometimes called cooperation games

consider here are the prototypes of social contracts.

These models are used as metaphors for the conflict between safety and social cooperation.

In a typical SH game two players can choose between two pure strategies: hunt stags or hares

In a typical SH game two players can choose between two pure strategies: hunt stags
or hares

Aˢᴴ=
S H
S [ 4 1]
H [3 3]

High reward if cooperation
H: Same reward independently
of what the other player does
Modest reward if no cooperation

If one player chooses S => other player also chooses S and gets 4 > 3

If one player chooses H => other player also chooses H and gets 3 > 1

=> Always best to play the same as the other player: S if she plays S and H if he plays H

=> That’s why SH is a coordination, or cooperation, game

=> Pure strategies S and H are both sNE of the SH game; therefore C and D are also ESSes

=> This is a general feature: pure strategies are sNE and ESSes of the coordination game

This SH game has also a mixed NE

52
Q

This SH game has also a mixed NE:
Aˢᴴ=
S H
S [ 4 1]
H [3 3]

A

x∗ = (x∗, 1 − x∗)^T , with 0 < x∗ <1 (clearly not a sNE)

Is x∗ NE/ESS?

by BCT:
e_S^T Aˢᴴx∗ = e_H ^TAˢᴴx∗
(1 0 )A (x)
(1-x
) =
(0 1) A x*
x∗ = (2/3, 1/3)T = 2e_S/3 + e_H/3 is a mixed NE

But is x∗ an ESS? no

53
Q

SH game:
mixed NE
But is x∗ an ESS?

A

However, is not an ESS because the stability condition is not satisfied:
x∗T Aˢᴴe_S = 11/3 < e_s^TAˢᴴe_s = 4

Pure strategy S does better against
itself than mixed NE x* against S =>
stability condition is not satsfied

This is a general feature of coordination games: they have a mixed NE that is not an ESS

54
Q

This is a general feature of coordination games: they have a mixed NE that is not an ESS

A

For the class of coordination games with pure strategies “cooperation” (C)
e_C= (1, 0)^T
and “defection” (D)
e_D= (0, 1)^T

and generic payoff matrix
with a > c and d > b

A=
C D
C[a b]
D[c d]
Pure strategies C and D are sNE and hence ESSes and
x∗ = (x∗, 1 − x∗)^T with 0 < x∗ = (b − d)/(b − d + c − a) < 1 is a mixed NE but not an ESS

55
Q

How to distinguish between the 2 sNE/ESSes?

pareto
risk

A

In the above SH game,
S is “Pareto dominant” because it has the highest payoff

H is “risk dominant” because it costs more (=more risky) to deviate
from H than from S

=> can possibly lead to a “social dilemma”. To be revisited in next Chapter.

56
Q

Definition 5.7 (Pareto dominance).

A

A Nash equilibrium is Pareto dominant to all other
Nash equilibria in a game if it is payoff-dominant, that is, if there does not exist another Nash
equilibrium yielding a greater payoff to either player.

57
Q

Definition 5.8 (Risk dominance).

A

If we define the product of a NE as the opportunity costs of
unilaterally deviating from that equilibrium for each player, a pure strategy NE equilibrium with
the higher product is said to be risk dominant against another NE with the lower product.

58
Q

Rock-paper-scissors (RPS): cyclic symmetric 3-strategy game

A

Games with more than 2 pure strategies can lead to new phenomena.

Rock-paper-scissors game models cyclic dominance between 3 pure strategies and lead to oscillatory behaviour

If we define the product of a NE as the opportunity costs of unilaterally deviating from that equilibrium for each player, a pure strategy NE equilibrium with the higher product is said to be risk dominant against another NE with the lower product.

59
Q

RPS game
three pure strategies:

A

“Rock”, “Paper” and “Scissors”, dominate each
other in turn:
Rock (R, e_R = (1, 0, 0)^T) is outcompeted by
Paper (P, e_P = (0, 1, 0)^T) but
wins against
Scissors (S, e_S = (0, 0, 1)T);

similarly Paper outcompetes Rock but loses against Scissors, which loses against Rock but outperforms Paper.

60
Q

RPS: PAYOFF MATRIX

In a traditional RPS game, the
player who wins a game gets a payoff +1 whereas the opponent gets a payoff −1, and the
payoff is zero when both play the same strategy

A

Aᴿᴾˢ=
R P S
R 0 -1 1
P 1 0 -1
S -1 1 0

This is a zero-sum game

RPS can be antisymmetric matrix

61
Q

zero-sum game

A

what one player gains
(or loses) is exactly what its opponent loses (or gains),

e.g RPS:
when R plays against P, R gets -1 and P gets 1
when R plays against S, R gets 1 and S gets -1

There are other formulation of RPS
games that are not zero-sum games, see Example Sheet 3, and Chapter 6

62
Q

RPS game:
Aᴿᴾˢ=
R P S
R 0 -1 1
P 1 0 -1
S -1 1 0

strategy?

A

Since there is cyclic dominance, it is clear that there is no dominant (pure) strategy

By Nash thm., we know that there has to be a NE=> we look for a mixed interior NE

Since x∗1 + x∗2 + x∗3 = 1
x∗3 = 1 − x∗1 − x∗

Frequency of R, P and S
x∗ = (x∗1, x∗2, 1 − x∗1 − x∗2)^T ,
with 0 < x∗1, x∗2 < 1

then use BCT

e_R^T A x∗ = (A x∗)_1 = (A x∗)_2
= (Ax∗)_3 = x∗^T A x∗ =0
have to match playing x∗ against itself
this =0 as A is antisymmetric

x∗1 = x∗2 = x∗3 = 1/3
⇒ x∗ = (1/3, 1/3, 1/3)T = e_R/3 + e_P /3 + e_S/3

The mixed NE (not sNE) corresponds to playing each strategy with the same frequency 1/3.

This x* is a mixed NE but not an ESS of the zero-sum RPS game (which has no ESS)

63
Q

What are the NE and ESSes of the RPS game with payoff matrix
Aᴿᴾˢ=

 R  P  S R   0 -1 1 P   1  0  -1 S  -1  1  0
A

There are no dominant strategies in this RPS game, and there are no pure NE since none of the pure strategies is a best reply to itself.

By Nash and Bishop-Cannings theorems, we thus know that there should exist a unique mixed NE

x∗=(x₁∗,x₂∗,1−x₁∗−x₂∗)^T

= x₁∗eᵣ + x∗2eₚ + (1−x₁∗−x₂∗)eₛ,

corresponding to play the pure strategies Rock, Paper and Scissors with respective frequencies
x₁∗, x₂∗ and 1−x₁∗− x₂∗

To determine the mixed NE we compute the expected payoffs for each strategy against x∗:
Payoff to Rock:
Πᵣ(x∗)
= eᵣ^TAᴿᴾˢ x∗
= (Aᴿᴾˢ x∗)₁
= 1 − (x₁∗ + 2x₂∗).

  • Payoff to Paper: Πₚ(x∗) = (Aᴿᴾˢ x∗)
    = 2x₁∗ + x₂∗ − 1.
  • Payoff to Scissors: Πₛ(x∗) = (Aᴿᴾˢ x∗)
    = x₂∗ − x₁∗
    According to the BCT
    mixed NE solving ΠS(x∗) = ΠR(x∗) and
    ΠS(x∗) = ΠP (x∗), and get x∗
    x₁∗ =x₂∗=x₃∗= 1/3. Therefore, the mixed NE is
    x∗=(1/3,1/3,1/3)^t
    =
    (1/3) (eᵣ^t+eₚ^T + eₛ^T)
64
Q

iS IT A ZERO SUM GAME?
RPS game with payoff matrix
Aᴿᴾˢ=

 R  P  S R   0 -1 1 P   1  0  -1 S  -1  1  0
A

Πᵣ(x∗) = Πₚ(x∗) = Πₛ(x∗) = x∗^T Aᴿᴾˢ x∗ = 0, which is another way of stating that we are
dealing with a zero-sum game.

65
Q

RPS GAME:
iIs this mixed NE an ESS

A

? For x

to be an ESS, the stability condition (5.5) would need to
be satisfied for any x ̸= x∗. Let us for example consider eR = (1, 0, 0)T (R) and test whether
(5.5) is satisfied:
Aᴿᴾˢeᵣ = (0, 1, −1)^T
and therefore
x∗TAᴿᴾˢeᵣ = eᵣ^TAᴿᴾˢeᵣ = 0.

This implies that the stability condition is not satisfied, and therefore here the mixed NE x∗ is noT an ESS, see Q5(c) of the Example Sheet 3.

66
Q

Worked example:
In Q5(a) of Example Sheet 3

A

NOTES OR PS3

67
Q

Extra MATH5567M topic: repeated games and direct reciprocity

A

In the prisoner dilemma, the dominant strategy is deflection, when does cooperation occur?

We have seen that in the Prisoner’s dilemma and Snowdrift games, this leads to NE/ESSes that are not Pareto efficient.

68
Q

Extra MATH5567M topic: repeated games

A

Repeated game indefinite #times between same players: NASH EQUILIBRIA of the repeated game arise

BUT these may not be those of the game played just once

What if players WERENT randomly paired and had some knowledge of the opponents behaviour> REPEATED GAMES

69
Q

L5 repeated games:

A

Repeated games- each player will develop a strategy based on previous encounters leading to direct reciprocity

allow individuals to learn from outcomes of previous rounds rather than

70
Q

Extra MATH5567M topic: direct reciprocity

A

adopt strategies based on the fact they played prev rounds

one decides to cooperate depending on what happened in the previous rounds
of the game. In this case, if there is enough information about the previous rounds, a Pareto
efficient NE/ESS may arise.

71
Q

iterated prisoners dilemma

A

Players are paired randomly
repeatedly play a Prisoner’s dilemma (PD) game.

Once they are paired, the same individuals play the same PD game for m > 1 rounds

and accumulate the payoffs received at each round.

Since players now decide whether to cooperate based on a strategy informed by the outcomes of the previous rounds, repeated/iterated games model direct reciprocity.

m=1 PD cooperation is doomed to lose against defection. Can direct reciprocity sustain cooperation?

72
Q

iterated prisoner’s dilemma game

A

per round:
two opponents play PD game with
cooperation C and defection D as pure strategies,
e𝒸=(1,0)^T
e𝒹=(0,1)^T

payoff matrix
Aᴾᴰ=
v.s C D
C a b
D c d

where
c>a>d>b and
a>(c+d)/2

We are interested in the iterated PD game, when this game is repeated m>1 times.
The payoff of the iterated game is the accumulation of the payoffs received in the previous rounds.

73
Q

For the repeated PD game, popular pure strategies are

A

*ALLD (“Always defect”): an ALLD-player defects in each round by always playing D.

*GRIM: a GRIM-player cooperates (C) in the first round, and then cooperates as long as the other player does not defect. However, once the opponent has defected GRIM switches to permanent defection (D).

  • TFT (“Tit-for-tat”): a TFT-player starts by cooperating (plays C first), and then (in
    round m > 1) repeats what the other player did in the previous round (i.e. in round
    m − 1)
74
Q

comparing
ALLD: always defect

against
GRIM:
TFT (tit-for-tat)

A

ALLD vs
(GRIM and TFT)
the same- always defect

Using either
TFT or GRIM against ALLD makes no difference.

This and other comparisons :
allows us to reduce the repeated game to a simple symmetric 2×2 game,
with pure strategies ALLD on the one hand and GRIM/TFT on the other hand (it makes no difference choosing GRIM or TFT, that can be regarded here as a single strategy

75
Q

comparing
GRIM
against

TFT (tit-for-tat)

A

TFT and GRIM perform also
similarly against each other (GRIM vs. TFT leads to the same outcome as
GRIM vs GRIM or
TFT vs. TFT).

This and other comparisons :
allows us to reduce the repeated game to a simple symmetric 2×2 game,
with pure strategies ALLD on the one hand and GRIM/TFT on the other hand (it makes no difference choosing GRIM or TFT, that can be regarded here as a single strategy

76
Q

Aʳᴾᴰ

iterated PD game

A

m=1: first round
GRIM/TFT cooperates payoff b
ALLD defects payoff c
m=2
GRIM/TFT defects payoff b+d
ALLD defects payoff c+d
m rounds
GRIM/TFT b +(m-1)d
ALLD c+(m-1)d

with
e𝓰ᵣᵢₘ/ₜ𝒻ₜ =(1,0)^T
eₐₗₗ𝒹=(0,1)^T

repeated game after m rounds

Aʳᴾᴰ=
v.s | GRIM/TFT ALLD
GRIM/TFT ma b+(m-1)d
ALLD c+(m-1)d md

77
Q

Aʳᴾᴰ=
v.s | GRIM/TFT ALLD
GRIM/TFT ma b+(m-1)d
ALLD c+(m-1)d md

NE/
ESSes
for repeated game

A

depend on the value m
on the information quality about previous rounds

higher m more info

GRIM/TFT is a strict NE and an ESS of the repeated game if ma > c + (m − 1)d,
i.e. when the number of rounds exceeds the critical value m𝒸 =(c-d)/(a-d)

when m>m𝒸 repeated PD is a coordination game

always nice to do the same as the other player

when m>m𝒸
GRIM/TFT and ALLD are sNE and ESSes of the iterated PD game also…

78
Q

Aʳᴾᴰ=
v.s | GRIM/TFT ALLD
GRIM/TFT ma b+(m-1)d
ALLD c+(m-1)d md

NE/
ESSes
for repeated game

when m>m𝒸

A

when m>m𝒸 repeated PD is a coordination game

(since b < d, we always have b + (m − 1)d < md), and therefore GRIM/TFT is a strict NE and an ESS of this iterated game.

This means that GRIM/TFT cannot be invaded by ALLD if the number of rounds exceeds m𝒸, even if ALLD is also a strict NE and ESS of this iterated game

vice versa
LLD cannot be invaded by GRIM/TFT either.
We note that the payoff for mutually playing GRIM/TFT in all rounds is ma, which is
greater than md for mutually playing ALLD in all rounds. This implies that GRIM/TFT
is a Pareto-dominant ESS when m > m𝒸

79
Q

Aʳᴾᴰ=
v.s | GRIM/TFT ALLD
GRIM/TFT ma b+(m-1)d
ALLD c+(m-1)d md

NE/
ESSes
for repeated game

when m>m𝒸
repeated PD game

A

When m > m𝒸, the mixed NE strategy
v∗ = (v∗, 1 − v∗) consisting of playing GRIM
or TFT with a frequency 0 < v∗ < 1 and ALLD with complementary frequency 1 − v∗.

From the BCT, we have (Aʳᴾᴰv∗)₁ = (Aʳᴾᴰv∗)₂,
yielding

v∗ =(d − b)/(2d − b − c + m(a − d))

and ALLD’s frequency 1 − v∗.

As in other coordination games, v∗ = (v∗, 1 − v∗) is a
NE but, it is not an ESS of this iterated PD game.

80
Q

repeated PD game
b<d implies

A

Since b < d, it has to be noted that ALLD is a strict NE, and an ESS of the repeated
game for any values of m. This means that if ALLD is used by the whole population,
then neither GRIM nor TFT can invade ALLD that is stable. It is only when ALLD is played with small frequency that selection favours TFT/GRIM and sustains cooperation.

Since ma>md, GRIM/TFT is a Pareto-dominant ESS when m>m_c and sustains cooperation

81
Q

direct reciprocity

A

It seems that direct reciprocity is a mechanism capable of sustaining cooperation and
yielding a Pareto-dominant ESS, when the game is repeated enough times
(m > mc). Yet,
the repeated game does not explain what would initiate cooperation. In particular, if initially
no one cooperates, or if GRIM/TFT is not played with sufficient frequency, or if the game is
not repeated sufficiently (m < mc), the outcome will always be ALLD.

82
Q

if m < mc
repeated PD

A

only ALLD is a strict NE and ESS of the iterated PD game =>
recover a dominance game in which defection is the dominant strategy

83
Q

repeated PD

A

Direct reciprocity seems to be a mechanism capable of sustaining cooperation
and yielding a Pareto-dominant ESS, when the game is iterated enough

However, it does NOT explain what initiates cooperation:
if no one cooperates initially, or if GRIM/TFT is not played with enough frequency,
or if there are not enough iterations of the game , ALLD will prevail

m<m_c

84
Q
A