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Annals o f Mathematics Studies Number 28
ANNALS OF MATHEMATICS STUDIES Edited by Emil Artin and Marston Morse 1. Algebraic Theory of Numbers, by H e r m a n n W e y l 3. Consistency of the Continuum Hypothesis, by K u r t G o d e l 6.
The Calculi of Lambda-Conversion, by A lonzo C hurch
7. Finite Dimensional Vector Spaces, by P a u l R. H a l m o s 10. Topics in Topology, by S o lo m o n L efsc h etz 11.
Introduction to Nonlinear Mechanics, by N. K r y l o f f and N. B o g o liu bo ff
14. Lectures on Differential Equations, by S o lo m o n L e fsc h e tz 15. Topological Methods in the Theory of Functions of a Complex Variable, by M arsto n M orse 16 . Transcendental Numbers, by C a r l L u d w ig S iegel
17. Probleme General de la Stabilite du Mouvement, by M. A. L i a p o u n o f f 19. Fourier Transforms, by S. B ochn er and K. C h a n d r a se k h a r a n 20.
Contributions to the Theory of Nonlinear Oscillations, Vol. I, edited by S. L e f s c h e t z
21. Functional Operators, Vol. I, by J ohn
von
22. Functional Operators, Vol. II, by J ohn 23.
Ne u m a n n von
Ne u m a n n
Existence Theorems in Partial Differential Equations, by D orothy L . B ern stein
24. Contributions to the Theory of Games, Vol. I, edited by H. W. K uhn and A. W . T u c k e r 2 5.
Contributions to Fourier Analysis, by A. Zy g m u n d , W. T r a n su e , M. M o r se , A. P. C a ld e r o n , and S. B ochner
26.
A T h eo ry o f Cross-Spaces, by R o bert S ch atte n
27. Isoperimetric Inequalities in Mathematical Physics, by G. P o l y a and G. S zego 28. Contributions to the Theory of Games, Vol. II, edited by H. K uh n and A. W . T u c k e r 29. Contributions to the Theory of Nonlinear Oscillations, Vol. II, edited by S. L efsc h etz 30.
Contributions to the Theory of Riemann Surfaces, edited bu L . A h lfo r s et al.
31. Order-Preserving Maps, by E d w a r d J. M c S h an e 32. Curvature and Betti Numbers, by K. Y an o and S. B ochner
CONTRIBUTIONS TO THE THEORY OF GAMES VOLUME I I K. J . ARROW
H. W . K U H N
E. W . B A R A N K I N
J . P. M A Y B E R R Y
D. B L A C K W E L L
J . W . MILNOR
R. B O T T
T. S. M O T Z K I N
N. D A L K E Y
J . YON N E U M A N N
M . DRESHER
H. RAIFFA
D. G A L E D. B. G I L L I E S I. G L I C K S B E R G O. GROS S S. K A R L I N
L. S. S H A P L E Y M . SH IFFM AN F. M . S T E W A R T G. L . T H O M P S O N R. M . T H R A L L
Edited by H. W. Kuhn and A. W. Tucker
Princeton, New Jersey Princeton U niversity Press
1953
London:
Geoffrey Cumberlege, Oxford University Press Printed in the United States of America
Copyright 1953 by Princeton University Press
Papers k, 6, 7, 8, 9, 12, 16, 17, and 20 are published by permission of The RAND Corporation
Republication in whole or in part for any purpose of the United States Government will be permitted
iv
PREFACE
It has been said of the THEORY OF GAMES AM) ECONOMIC BEHAVIOR by John von Neumann and Oskar Morgenstern that "posterity may regard this book as one of the major scientific achievements of the first half of the twentieth century."1
At the beginning of the second half of the twentieth
century the theory of games continues to be an object of vigorous and ex panding research, as the papers assembled in the present Study amply demonstrate.
The authors of these papers have not been content just to
solve outstanding problems and elaborate existing results but have gone on to raise fresh problems and extend the theory in new directions. This Study is a sequel to CONTRIBUTIONS TO THE THEORY OF GAMES, Volume I (Annals of Mathematics Study No. 2b, Princeton, 1950).
The
continuity of research bridging the two volumes Is evidenced by the fact that some of the problems posed in the Preface to Study 2k are now solved in this Study.
On the other hand, some reorganization has taxen place.
The simple division of Study 2k into two parts, dealing with finite and with infinite games*, has been replaced by a division of this Study into .four parts:
finite zero-sum two-person games, infinite zero-sum two-person
games, games in extensive form, and general
n-person games.
(The mounting
Interest in n-person games and extensive games is quite striking; scarcely touched in Study 2k, they now occupy fully half of this Study.) Each of the four parts is prefaced by an Introduction that describes the papers therein and their interconnections. At the same time these Introductions are designed to indicate how the four parts relate to one another.
The
newcomer to game theory is referred to the Preface in Study 2k for a gen eral exposloory Introduction to the problems of contemporary research in the field.
1A. H. Copeland, Bulletin of the American Mathematical Society 51 (19^5) p. b9o .
v
PREFACE The Bibliography at the end of this Study supplements the Bibli ography in Study 2b.
Recent publications have been added and some omis
sions filled in, but the previous listings have not been repeated.
Many of
the new items, particularly those in economics journals, have been obtained from a bibliography on the theory of games prepared by
0 . Morgenstern.
The editing and preparing of this Study have been done at Princeton University, in the Department of Mathematics, as part of the work of a Logistics Project sponsored by the Office of Naval Research. Members of the Project who have participated in the task have been C. H. Bernstein, D. B. Gillies, I. Glicksberg, R. C. Lyndon, H- Mills, H. Rogers Jr., R. J. Semple, L. S. Shapley, G- L. Thompson, and the under signed.
Papers for the Study were refereed by members of the Project with
the generous assistance of D- Gale, B. R. Gelbaum, G- K. Kalisch, J. Laderman, J. P. Mayberry, J. F- Nash, E. D- Nering, and J. von Neumann. The typing of the master copy has been the painstaking work of Mrs. S. H. Robinson.
The good services of the Princeton University Press
have been ever available through its Science Editor, H. S. Bailey, Jr. To all these individuals, for their friendly cooperation, we express our sincere thanks.
H. W. Kuhn December 1952 A. W. Tucker
CONTENTS Preface
v Part I.
FINITE ZERO-SUM TWO-PERSON GAMES
1
Introduction Paper
1.
A Certain Zero-sum Two-person Game Equivalent to the Optimal Assignment Problem By John von Neumann
2.
Two Variants of Poker By D. B. Gillies, J. P. Mayberry and J. von Neumann
13
3.
The Double Description Method By T. S. Motzkin, H- Raiffa, G- L. Thompson and R. M. Thrall
51
Solutions of Convex Games as Fixed-points By M. Dresher and S. Karlin 5. Admissible Points of Convex Sets By K. J- Arrow, E. W. Barankin and D. Blackwell
75
k.
Part II.
5
87
INFINITE ZERO-SUM TWO-PERSON GAMES
Introduction
93
Paper
97
6.
Games of Timing By Max Shiffman
7.
Reduction of Certain Classes of Games to Integral Equations By Samuel Karlin
125
8. On a Class of Games By Samuel Karlin
159
9•
173
10.
Notes on Games over the Square By I. Glicksberg and 0 . Gross On Randomization in Statistical Games with inal Actions By David Blackwell
vii
k
Term 183
CONTENTS Part III.
GAMES IN EXTENSIVE FORM
Introduction Paper
189
1 1.
Extensive Games and the Problem of Information By H. W. Kuhn
12.
Equivalence of Information Patterns and Essentially Determinate Games By Norman Dalkey
13-
Infinite Games with Perfect Information By David Gale and F- M- Stewart
1k . Signaling Strategies in By G- L. Thompson
n-Person Games
217 2b5 267
15•
Bridge and Signaling By G- L. Thompson
279
16.
Sums of Positional Games By John Milnor
291
Part IV.
GENERAL
n-PERSON GAMES
Introduction Paper
193
17-
A Value for n-Person Games By L. S. Shapley
18.
Symmetric Solutions to Majority Games By Raoul Bott
19-
Discriminatory and Bargaining Solutions to a Class of Symmetric n-Person Games By"D. B. Gillies
20.
Quota Solutions of By L. S. Shapley
21.
Arbitration Schemes for Generalized Two-person Games By Howard Raiffa
n-Person Games
303 307 319 325 3*0 361
389
Bibliography
viii
Part I
FINITE ZERO-SUM TWO-PERSON GAMES
Finite zero-sum two-person games, keystone of the theory of games, now pose few problems that do not pertain to methods of computing optimal mixed strategies.
(See Study 2k, Preface, Problems 1 and 2.)
Part I of the present Study provides striking confirmation of this. The first paper deals with the equivalence of the solution of a certain game with the solution of a seemingly unrelated combinatorial problem; the second determines the solutions of two variants of two-person Poker; the third and fourth papers present computational methods applicable to all the games under consideration; while the fifth paper contains a theorem which is closely related to the criterion that a pure strategy be an active part of some optimal mixed strategy. The zero-sum two-person game considered by J. von Neumann in PAPER 1 might be called Hide-and-Seek. in some cell of an and columns by
n
by
n
In the first move, player I "hides”
grid, with rows indexed by
j = 1, 2, ..., n.
i = 1, 2, ..., n
In the second move, player II attempts
to find I's hiding place by guessing either its row
i
or its column
If player I is discovered, he must pay the positive penalty pending on the cell
(i,j)
the payoff is zero.
It is clear that there are
player I and
2n
j.
he-
in which he was hiding; if he is not discovered, p n pure strategies for
pure strategies for player II.
Von Neumann shows that
the solution of this game is equivalent to the "optimal assignment problem," which calls for the assignment of
n
persons to
n
jobs in such a way as
to maximize the total value of the assignment, given that the value of the ith person in the jth job is
a^j =
•
It
shown that the
game is simpler computationally than examination of the
n!
n
by
2n
possible
assignments. PAPER 2 presents at long last the material promised in a footnote on page 196 of the THEORY OF GAMES AND ECONOMIC BEHAVIOR.
It gives the
exhaustive solutions of the original discrete forms of the two variants of Poker considered by J. von Neumann and 1
0 . Morgenstern,
ibid., Chapter IV.
2
FINITE ZERO-SUM TWO-PERSON GAMES
This paper was translated from German notes of J. von Neumann (made In
1929)
and arranged for publication by J. P. Mayberry and D. B* Gillies with the active collaboration of Professor von Neumann. The "double description method" treated in PAPER 3 is a procedure devised by T. S. Motzkin for calculating the full set of solutions of a system of linear inequalities and developed independently by H. Raiffa, G. L- Thompson and R. M. Thrall as an algorithm for computing the solutions of a zero-sum two-person game. to explain their common method. player I in a game with matrix j = 1, ..., n,
Here the four authors have joined forces To find the optimal mixed strategies of
A = (a^j) , where
they seek those points of the
I, 1 0. over which the
> °;
t
i = 1, ..., m
and
(m - 1)-dimensional simplex
+ ••• + sm = 1
(m - 1)-dimensional hypersurface z = min
attains its maximum elevation.
The vertices (extreme points) of this
concave polyhedral surface are effectively calculated by the double description method.
The virtues of the method lie in the simplicity of
the individual steps, each of which amounts to the calculation of the intersection of a straight line with a hyperplane, and in the fact that all optimal mixed strategies are obtained.
In a final section the method is
applied to a general system of linear inequalities. The fact that solutions of zero-sum two-person games can be obtained as fixed points of appropriate mappings has been known since the original existence proof of von Neumann.
M. Dresher and S. Karlin utilize
this fact in PAPER b to construct an algorithm for the solution of any "convex game:" A(r,s)
namely, a game determined by a bilinear payoff function
of mixed strategies
r
and
s,
that range over compact convex
sets in Euclidean m-space and n-space, for players I and II, respectively. To such games the authors extend theorems known for finite zero-sum twoperson games and polynomial-like games, both of which are readily seen to constitute subclasses of the class of convex games. In PAPER 5 K. J. Arrow, E. W. Barankin, and D. Blackwell establish the following theorem concerning a closed convex set S in Euclidean n-space. Call a point s = (s^ ..., sn ) of S "admissible" if there is no point t = (t^ ..., tR ) in S that is distinct from s and such that
t^ < s^
all points of
S
for
i = 1 , ..., n,
and denote by
B
the set of
through which pass at least one supporting hyperplane
whose normal has all components positive.
Then every point of
B
is
FINITE ZERO-SUM TWO-PERSON GAMES admissible and every admissible point of
S
3
is a limit of points in
B.
It is a simple by-product of this theorem that every pure strategy which achieves the value of a zero-sum two-person game against all opposing optimal mixed strategies appears with positive probability in some optimal mixed strategy.
H. W. K. A. W. T.
A CERTAIN ZERO-SUM TWO-PERSON GAME EQUIVALENT TO THE OPTIMAL ASSIGNMENT PROBLEM1 John von Neumann The optimal assignment problem is as follows: ana
n
given
n
persons
jobs, and a set of real numbers a. ., each representing the value th th . ^ i person in the j job, what assignments of persons to jobs
of the
will yield maximum total value? tion of
n
A solution can be expressed as a permuta
objects, or, equivalently, as an
(Such a matrix can be expressed by P symbol and i is the image of i
n x n
permutation matrix.
J p , where . is the Kronecker i i 9 J under permutation P .) The value
of a particular assignment (i.e., permutation)
P
will be
V
out further investigation, a direct solution of the problem to require
ni
p . Withi i 9 appears
steps, -- the testing of each permutation to find the
optimal permutations giving the maximum
V
a i i
9
We observe that the solution is transformation a.. — y a.. +
J
constants.
a
-L
j
u. + v., where
It is clear that
u^ +
5
J-
u.
jv j
invariant under the matrix and
Jv. are
any sets of
be added to each assign
ment value, and that thus the order of values, particularly the maxima, will be preserved.
This enables us to transform a given assignment problem
with possibly negative aij,
a^j
to an equivalent one with strictly positive
by adding large enough positive
u^
and
v •.
We shall now construct a certain related 2-person game and we shall show that the extreme optimal strategies can be expressed in terms of the optimal permutation matrices in the assignment problem. (The game 2 matrix for this game will be 2n x n . From this it is not difficult to infer
how manysteps are needed to get significant approximate
with the method of G- W. Brown and J. von Neumann.
solutions
[C f .: "Contributions
to the Theory of Games," Annals of Mathematics Studies, No. 2b, Princeton University Press, 1950 -- pp.
7 3 -7 9 ,
this number is a moderate power of "obvious” estimate
ni
especially $
n,
5 -]
It turns out that
i.e., considerably smaller than the
mentioned earlier.)
Editors1 Note: This is a transcript, prepared under Office of Naval Research sponsorship by Hartley Rogers, Jr., of a seminar talk given by Professor von Neumann at Princeton University, October 26, 1951.
5
6
VON NEUMANN We firstconstruct a
game:
We may think of the
indexed
simple preliminary game, the 1-dimensional
game as
played with a set of
n cells or boxes
i = 1 , ..., n .
Move 1:
Player I 'hioes' in a ceil.
Move 2:
Player II, ignorant of I's choice, attempts to 'find1 piayer This is a play.
I by similarly choosing a cell.
The payoff is determined by a set of
(positive).
If player I is 'found* in cell
amount
otherwise he pays
d^;
i,
he pays player II the
0.
What are the optimal strategies for I? choose cell payoff °*tLxi
clLj_x j_
i
with probability
by choosing
i.
maximuin* The value Now let
cL.x . < max
J J
j_
x = (xjJ
(d .x.). Choose
1 1
x^.
Let his strategy be to
Then player II will obtain expected
Hence he will choose a cell for him will thus be be optimal for I.
£ >0
such that
i
for which
max (oLj_xj_) •
Assume that an d. (x *+ £) = max (d.x.).
J J
i
Define , ( = x. + £ xi \ = x^ Then
max (d-x^) = max (d^x^) ,
and
for
i = j
otnerwise x± =
Xj_ xp + £ = 1 + £•
Hence the
can be used as probabilities, and max (d.x!) i max (d.x!') = ---------- < max (d.x.) , i 11 1 + £ i 11 i.e.,
x = (x.) was not optimal. Thus necessarily all d.x. = max (d.x.), i j J ^ i i i.e., d 1x 1 = ... = dnxn = A. Now Xj_ xj_ = 1 implies A = 1/ X ± cT~ > A and, of course, xj_ = • The value of the game (for II) is clearly A. We now introduce the game in which our particular interest lies. We call it the 2-dimensional game; it is a generalization of the 1-dimen sional game as follows: Thecells are doubly indexed from 1 to n. (They may be thought of as fieldsin an n x n matrix.) Move 1: Player I hides as before. Move 2: Player II now attempts to'find' I byguessing either of the indices of the cell in which player I has hidden. He must state which index he is guessing. (I.e., II attempts to pick the row, or the column, of I.) Player I, if so 'found' in cell i,j pays to
A CERTAIN ZERO-SUM TWO-PERSON GAME II the amount
ck
where theoUj
otherwise he pays 0. Thus player I has
n
2
7
are a given set of positive
numbers;
pure strategies and player II has
We now discuss optimal strategies for player I.
2n.
Let his mixed
strategy be x = (x^.), xij = 1* ^here each x^j represents the probability of his hiding in cell i,j. Then player II's pure strategies will give a return of for column choice
J -1-J
J
^ . ol. . x. . for row choice
j.As in the
x
or
2 .
Jj x. J•
1-dimensional game, he can nowsimply play
pure strategies giving the maximum such return. choose
i,
minimising this return.
Player I will try to
Thus the value of the game (for II)
will be:
isj-
’2i v
xij')
•
The characterization of I's strategies is not quite as easy as before.
The
simple direct compensatory adjustment of the 1-dimensional game cannot be miade. For further progress, we obtain certain results on the geometry of convex bodies. We define: R = Set of such that
all
vectors
Zi j ^ ° ’ S = Set of
all
z = (zj_j)
(in
Zi j = 1 ’
vectors
n
2
dimensions),
Zi j = 1 ’
z = (zj_j)
(in
n2
dimensions),
such that
zij I °> T = Set of
ail
zij i 1 ’
vectors
Zij < 1 •
z = (zj_j)
sions) , such that z^. = N(z,f) > ...,
can only terminate with a
z ^
G R.
z £ z r;
ana
Hence N(z) > N(z’). / / / sequence z \ z f < z 11 < ...
in
which therefore must terminate. Hence
w = z ^
It
has all desired
properties. LEMMA 2.
R = Convex of
(This theorem is due to Series A, Vol.
5
[19^6], pp.
T.
G-
117 - 1 ^8 .
Birkhoff, Rev. Univ. Nac. Tacuman, Cf. also
0 * Birkhoff,
"Lattice
Theory," Revised Edition, Amer. Math. Soc. Coll. Series, Vol. 21 [19^8], example k* on p . 266.
The proof that follows is more direct than
Birkhoff’s .) PROOF.R R
Convex
is clearly convex.
R
is Immediate. Hence
T.
R C Convex T is demonstrated, if it is established, that all extreme points of the convex R belong to T. Actually theyform pre cisely the set T . That every point of T is an extreme point of R is clear: A z G T belongs to R, and if it were not extreme, then z = tz1 + (1 - t) z ’1 with z 1, z 11 G R ; z ’^ z '1; 0 y say z£j < zjj.Then z±j = tzj j + (1 t)z{j, hence zj_j < z±j < z ^ y Now either z±j = 0, implying implying zjj > 1 -- and both are impossible.
z|j < o,
or
z±j = 1,
9
A CERTAIN ZERO-SUM TWO-PERSON GAME
There remains, therefore, only this: point of
R belongs to For a z £ R
z £ T (for a
z £ R)means that all
inner.
z $ T
Hence
If a line
(or a column
i,j j)
i,j
is not inner either.
i,j
is
exist.
contains at most one inner
element z ^ y then z^. = 1 - Xy z ^ y (or necessarily = 1, 0, -1, -2, ... . Since z ^ 1.e.,
^ 0, 1. Clearly
z ^ . = 0, 1,i.e., that no
means that inner i
To prove that every extreme
T . This is shown as follows: call a pair i,j inner, if z^-
-
Xy i,j) z is therefore z^ - = 0, 1,
z^- = 1 > 0,
In other words:
If
i,j
is inner, then
there exists an inner i ,j 1 (i',j) with j ’ ^ j (i* ^ i). Now consider a z£ R, such that z ( T. Let i,jbe inner. Choose
j' ^ j
such that
is inner, then
j11 ^ j'
is inner, then such that
i 1,j11
if ^ i
such that
is inner, then
i ’,j 1
i 1' ^ i*
such
that i 11,j11 is inner, etc. In this way two sequences i, i', i ,f, ... and j, j1, j1', ... arise, such that i ^ , j ^ is inner, j_(m) ^j(m+l ) is inner, and i ^ ^ ^(m+1)^ j(m) ^ j(m+l) ^all t h i s for all m = o, 1, 2, ... ).
Hence
i ^
= i ^
p / q. Choose such a pair with and with p i(q-l)^ j_(q)
or p
-L -l
\ J
f •••
q_p _i
x
Gr ^o
1 y Jq_p_ i —
^
j(q“1}. For i = ±(P) (= o 1 ^
hence necessarily i ^ = i ^ , define i = i(c3 } i = i(P+1> i = i(P+1> i } ’ Jo J * -H * J1 J > •••> ^-q-p-i
i(q_1t Jq-p-1 = l q_1t Thus tw0 sequences iQ, ±1 , ig_1 and j 0 > j,. J's_1 (s = q - p, also define jg = jQ) arise, with the following properties: iO , i-, I ..., i o— .l are pairwise different, also J0 > - > js_1 are pairwise different, it,Jt is inner, it,Jt+1 is inner (all this for t = 0, 1 , ..., s - 1). I.e., the quantities (1) z
are all
. , z. . , ..., z. . , oJo 1 s-1Js-1 (2) z± ., z. z. , O 1 11 J 2 1S- 1 JS )> o, 0.
zij^zij^
£
(j S
= j ) °
be the minimum of the quantities in the lines (1),
Define
z' = (zj_j)
z !l = ^zij^
r = z^j + £ (z^. - £)
for the
| = zij “ £ ^zij + ^ L =
for the otherwise
Then z 1 £ R and z ’1 £ R and z = Tj- z 1 + ~ z 1*.
i,j
are readily verified.
as f°l^0WS:
of line (i) line (2)
Also clearly
z* ^ z 11
VON NEUMANN Hence
z
is not an extreme point in
R,
q.e.d.
We now return to the 2-dimensional game and a characterization of player I's optimal strategies. A
let
Let
x = (xj_j)
be an optimal strategy and
be the value of the game (for player II). We define
Clearly all < A and all z. . < 1 and all z. . < 1 . Hence z = j tj = j— Now Lemma 1implies the existenceof a
°^j_jxij < A, i.e., all belongs to S.
X* R,
with
z < w.
Then all
= A
U j i uij:
Hence
• - - 0 = - u
JL ^
x^j =
1,
S X * ljUlj = A Also
Vj_.
z . • < w. ,, -LJ = - LJ
xi / - i j uij
0 . Y —
may be assumed.
, XT = (xj.)
A
,
Form
.
xv . Also
zT . = cf v iP ,j
A o ®*ij .PV . J 1 ,J
In other words: All optimal optimal strategies of the special form
strategies are centers of gravity of
A CERTAIN ZERO-SUM TWO-PERSON GAME (*)
x. . = 1J
ij
-p i >j
( P a permutation)
Consider, therefore, the strategies of the form (*). strategy all
= A
3X1(1 a11
S i ^ij^ij =
For such a
Hence
Max_ ( X j h ' j xi'j > S i h j ' xlj' ) = A ' Hence the optimal ones among these strategies are those that give the minimum S-t to
A.
Now, since the x. . are probabilities, J i i xii = ^ i.e., A 1 1 — = 1 , i.e., A = l/Si H • Hence the minimum A corresponds . .P . ,P the maximum V - dT"— • I*e., precisely those permutations P
i iP give the optimal strategies 9 in question, for which its maximum value.
1 Si 3;--P i,i
assumes
To sum up: THEOREM.
The extreme optimal strategies (i.e.,
those, of which all others are centers of gravity) of the 2-dimensional game are precisely the following ones: Consider those permutations
P
which maximize
i,i For each P of this class form the strategy according to (*) above.------
x = (xij)
Note, that this means that player I plays only those cells where the permutation matrix (of
p
P)
has a
1.
(Here line guesses
(i)
and
column guesses
(j)
tion
His play among these cells is then determined by the
j = i .)
correspond to each other equivalently under the rela-
1-dimensional game. -----The condition expressed in the above Theorem for the optimal assignment problem with
a^j =
where the
P
is exactly a^j
are the
elements of the assignment matrix (which, we saw, could be considered as all positive). Several further remarks can be made. 1) A transformation of a^j — > a^ j + u^ + Vj in the assignment matrix leaves the solution unchanged, and hence the game will be invariant (in its P's) under the corresponding
VON NEUMANN
cL.
.-> x
ij
1 +
r.
+ Vj)
That the game should be so invariant is not at all clear initially from the game itself.
(Note, this is not complete invariance.
solutions for a particular
P
may change, though the
The 1-dimensional P
remains the
same.) 2)
Various extensions of the optimum assignment problem are
possible and can be settled in essentially the same manner.
Thus one can
specify certain many-to-many assignment patterns between persons and jobs, and the like. In addition, certain formal generalizations of the game are possible —
to various k-dimensional forms with
seem to be interesting, but present
k = 3, ^ , ••• •
These
serious difficulties.
J . von Neumann
The Institute for Advanced Study
TWO VARIANTS OF POKER1 D- B. Gillies, J. P. Mayberry, and J. von Neumann INTRODUCTION Although the minimax theorem for zero-sum two-person games asserts that there always exist good strategies for such games, their calculation may be a most formidable problem.
Methods for simplifying this problem are
certainly necessary if the complex games which simulate economic situations are to be attacked.
In "The Theory of Games and Economic Behavior" (here
after designated as [1 ], in accordance with the bibliography at the end of this paper) several idealizations of actual games of Poker are discussed, complete solutions are given to two of them, and some information is given about the solutions to others.
This paper supplements that discussion
with the solutions of two of the other variants mentioned there. deals with the discrete case of sections
1 9 .4 -1 9 . 6
Part I
of [1 ] while Part II
completes the discussion of the continuous variant of section 19-13-
PART I $ 1 . DESCRIPTION OF THE GAME We deal 196.
The
with the game treated in [1 ], sections
1 9 .4 - 1 9 .6 ,
playersV and 2 each obtain by a chance device
an integer from among
1, 2, ..., S);
for either player, each of these
handsis to have equal probability, independently of the Then each player,
opponent’s hand.
being informed of his own hand but not of his opponent’s,
elects to bet either the amount low bet), where
pp. 190-
a "hand," (i.e.,
a > b > 0.
a
(the high bet) or the amount
If both bet
a
[both bet
the higher hand (larger integer) receives the amount
Editors’ Note: This is a supplement to THE THEORY BEHAVIOR, pp. 186-219 (as promised in a footnote on pared under Office of Naval Research sponsorship by and J. P. Mayberry (Part I) from notes of Professor advice and collaboration. 13
b], a
b
(the
the holder of
[the amount
b]
OF GAMES AND ECONOMIC page 196). It was pre D. Gillies (Part II) von Neumann, with his
GILLIES, MAYBERRY, VON NEUMANN from his opponent} (if the hands are equal, no payment is made) .
If one has
bet high and the other low, the latter may choose either to "see,” or to "pass."
If he chooses to see, payment is made as if both had bet high
originally; if he chooses to pass, he must forfeit the sum of the hands held. For any s
with
s = 1, ..., S
choices, described by a numerical index "high" bid;
i
= 2
regardless
the player has three strategic
ig = 1, 2, 3 ; ig = 1
meaning a
meaning a "low" bid with subsequent "seeing" (if the
ig = 3
occasion arises);
b,
meaning a "low" bid with subsequent "passing"
(if the occasion arises). Thus the (pure) strategy is a specification of such an index
i
for every
s = 1, ..., S
-- i.e., of the sequence
i,, •••, is This applies to both players. Accordingly we shall denote the above strategy by by
S 2 (1 i’
^(i-j, ^
•••, ig)
for player 1, and a corresponding one
for player 2. ^ 2.
DEFINITIONS
Mixed strategies are introduced as in [1], pp. 192-19k. instead of introducing a separate probability
*. *ii
I.e.,
. [>>. . ] ... is (i1 ... Ig
for
player 1 's [player 2's] using the pure strategy ••• ig) [ 2 (±i ... ig)], it suffices to use the probabilities[ 0 [ o]
for all
s,i,
and
= 1 [
Tf = 1 ] for all sT If players 1 and 2 use the mixed strategies
= (cr^),
then the expected payoff of the game is the
(19:6) in [1], p. 195 (there designated Clearly (cf. also (1 9 :7 ) in [1], p. (2.1)
p = (/>?) K(/>|o-)
and of formula
K(/^ , ..., ^ S |
one
i°r
s, *
say
s^s
-- and
S
p^ = o
for
= 0
/
for
.
too (cf. above), 'K'
s y s .
Summarizing:
occurs at all, then it occurs for precisely * s s = s . In this case f> = 0 for
g
s < s ; p^ = 0 />® = 1 )
^
*
s > s ,
/>
for
Next define
for
*
S
S
s = s ; />2 = f>^ = 0
(hence
s > s*.
p = (^?)
n +el (4.2)
as follows:
for
s = s , i = 1 ,
for
s = s*, 1 = 2
,
otherwise. (Note, that
p^* = 0
= 0 .)
p2*=
(2 .2 .c) give
?? ^
this case tf2 that ?? ) ^
3”
[cf. (4.1)] implies, that actually
Let this substitution take for all
s
implies that one of
C If
J
into
s,i, except for
p^* = 1 , Now (2 .2 .a) -
?^.
s > s*, i =
P
p.
-
p
(i-e., the
y)
jg , such y) im-
-- i.e., the goodness of
P
Summarizing:
is a good strategy according to (4.1) (i.e., with
^ 2 *^ then the P of (5 -2 ) (which has all is also a good strategy.
p^ = °)
Thus the statement in the title of (4) is correct. throughout (5 ) - (8 ),
= °>
2 , and in
^ • I-e -> for ©very s and igthere exists a . Hence the validity of (2 .5 ) for P (i-e., the
plies its validity for
(4.3)
jr?
p = (f?)
Accordingly,
will be assumed to be a strategy with all
an^ its goodness will be the subject of the investigation. $ 5 • ALGEBRAIC CRITERIA FOR GOOD STRATEGIES Consider the criteriura of goodness (2 . k ).
Since
p 2 = 0,
it
need not be applied for 1 = 2 . Consider now j = 2. (2.2.a), (2.2.b) show that always Hence the case i = 1, j = 2 need not be considered. The above also implies * Hence the case i = 3, j = 2 is disposed of if the case 1 = 3 , j = 1 is. Thus there remain only the cases with i, j / 2, i.e., i = 1 , j = 3 and i = 3, j = 1 . These cases state, that
implies
= o,
and that
TWO VARIANTS OF POKER y® < !Tj
Implies
^
= 0,
p
i.e.,
(5 -1)
17
= 1 . Put
uS = i f b
- O
•
Then these conditions become
(5 -2 )
us > o
implies
p^ = 1 ,
us < 0
implies
p^ = o .
^
P
Thus the goodness of
is expressed by (5.2).
Next, (2.2.a), (2 .2 .c ) give
“a = s t3 ( -
■
/>?
p\ = 1 “ p \ > this becomes us = £ ts p \ + ^
(5.3)
(2 (S - s) + 1) .
From (5 •3 ) (5 .M
u s+1 - u s = ^
k 6.
uS (5-3) p f r = 1. Thus
/>3 = 1
u^ > 0, (for some
gives
.
s
hence by (5-2) p^ = 1. s = 1, ..., S - 1j,
us+1 - us > 0, hence
with
the smallest one, then
/>3 = 1 s = R +
'Hence they are precisely (6 1) < [
^ +1 - J j g
DERIVATION OF THE BASIC STRUCTURAL PROPERTIES
(5-3) yields If
+
us+1 > 0,
exist (e.g., 1, ..., S,
then(5-2) gives and so by (6.2)
s = S),
and if s = R
s = R, R + 1, ..., S:
= 1 occurs precisely for s = R, is a suitable number = 1, ..., S .
R + 1, ..., S,
where
For s = 1, . .., R - 1 P^ ^ 1 , hence by (5•2) is therefore of interest to determine those s = 1 , . . . , R - 1 , us = 0. Let */ be the set of these s . Consider an u3"1 < 0
is
too, belong to this class.
s £ */.
(cf. above), hence
Assume =0
s - 1 £ ^ (s ^ 1) . (by 5*2) and
Then
R
us < 0. It for which us = 0,
us - u3”1 > 0,
18
GILLIES, MAYBERRY, YON NEUMANN
-1 0 (by (5-JO ), i.e., />?> 2b hence Hence a+b > ' 1 x a+b /■r rts s+1 s+1 s s+1 «s+1 = 1 P t + ^i - a+b x , i.e., u ~ ’’ - u~ > 0 (by (5**0), ua+l > 0, p* (by (5-2)). Hence s + 1 y R, and since s < R - 1 , this gives s = R - 1 . Thuss G ft/ implies s - 1 G / if s ^ R - 1 (and s ^ 1 ). Now let P be the largest numberamong 0, 1, ..., R - i, such that all
s = 1,
consists of the
..., P belong to j/.
s = 1, .. , ?,and possibly
1
then the addendum s = R addendum
s = R - 1
only occur for
P
Assume u, - d
Then,according
is
s
not needed;
would require
= R -* 1 .
P = R - 1.
< o,
R ^ 1 ,2.
p\
If
if P = R - 2,
^ R - 2, R - 1. P ^ 0 and
to theabove, P = R -
If
P ^ 0
with
and
p \
Next, assume If
f ? £ af^ ’
then
=
i ?
this addendum can
I.e.
1
Then
u i £ °» hence 2b (by (5-^)), hence f .1 Y < a+b
1
then there exists an
0
£ )
for
This means P = 1, R = 2. R = 1, 2 . b ( 1 + £) with - 1 £ < 1, Sives " 3 a+b and
If
we redefine
/ />f »“ > ^
P : P = 0,
P = 0
hence
p^
(6.2) is vacuous.
Summarizing: For
1
necessarilyus < 0.
Let
s =
1 , ..., R - 1 with
us = 0.
s = 1, ..., R -
be the set of all The elements of
J
*/
can be represented in this way:
(a) Ail s = 1, ..., P . (b) Possibly s = R - 1. (6 .3 )
U P
is a certain number curs, then P / R - 2,
R = 2
is not excluded.
= 0 , 1, ..., R - 1. If (b) oc R - 1, except that P = 1 , The
resented as follows: (a) There exists a fixed such that for
p>^,
s G J
for
£with
s = 1, ..., P
-
1
and
Thus this addendum,
as the addendum referred to above 2b Also /> < 1, p^ > a+b 0 < T[ < 1 .
Finally, for
£
s fodci 1 . leven{
has at any rate
with
Also
s = 1, ..., P
s = 1 = R - 1
s = R - 1
f ^ 7!
-
( 1
P ^ 0 d
2,
such that for
b
i.e., (6.2) still applies. view
1,
R /
- 1 < £ < 1,
1,
then the
-sje< 0 b with hence />1 1 < I < 1 • Next, let P\ l 0 , a+b ( 1 + g ) s+1 ~ "*S+1~ s, s + 1 = 1 , ...,P. Then us = u' = 0, u - u = o, i.e., f>® + />®+1 - ^’2b* = 0 (by 5 •*0 ), hence ^ - (>*. Summarizing:
( 6 .2)
j/
are rep
< £
—
cl
S -
1,
i.e.,
S S with
=
if
Tj ^ 0.
a a-b ,
Hence necessarily L < 4 S + -th ^a+b a+b
( 8 . 6)
L >
S -
4
a-b
and if these inequalities are fulfilled, then the original ones are, too, with 7| = 0 . Thus (8.6) (for an Note, that if an L unique. Indeed, the opposite of (8.6) be ) 1. This means
^a+b 4 which gives
S
(v S a+b
£r-) + 1 ' , a-b'
. Then the first relation of (8.6) gives
L < 1,
TWO VARIANTS OF POKER
23
hence no solution other than L = 1 exists. Note further, that (8.6) necessitates
I s -sa>
b j a+b "
a-b q a+b D
i.e.
iPF III:
L
Q
(8.3)
=
0 --
1
i.e.,
L |°vgn j •
+ 2ab - b a-(5 : w
0,Q
P /
=
2
0:
3
- | ig) - S=& n ,
(8 .4 ) becomes
S - I l 0} " 1 »
L> for
s i
P
becomes: L - S?
for
a
L {even) ' wlth = for ^ ^ 0 ' The proviso made in (6.5) refers to this case and implies
rj = 0.
Consequently we have the conditions t a-b q b r0 ■» L = "a" S - a l?) ’ L
for
>
(odd )f • For an odd L fVGv fcyl1J
(8.8)
a ^ b
L
s
_
|
{ ? }
_
1
>
the first condition becomes
L = ^
S ,
while the second one is then automatically satisfied. a —b q b a a
(8.9)
S?
S - | < L < §?
For an even
L
the
s + ^>
and the second one is again automatically satisfied. L = 2, k,
Thus (8.8) (for an L = 1 , 3 , ■•• ) ... ) characterizes this case.
or (8.9) (for an
Note, that if an L according to (8.8) or (8.9) exists at all, it is unique, because of ^ < 1 : If (8.8) gives an odd L, (8.9) cannot
2k
GILLIES, MAYBERRY, VON NEUMANN
contain an even IV:
L,
and (8.9) cannot contain two different even
L^ft^O
--i.e.,
Since
1,
Q =
Hence (8.3) implies
L < —
2, ...,
(8 .1 0 )
Q ^
Q + (^}
and (9 -t) implies
L = ^
L.
0:
therefore
S
cl
0,
P ^
and
L >
Q - (q) 9-
S -
>
0.
1.
Hence
If
d
S - K ,
where (8 .1 1 )
2,
S - K =
0
3, ... ;
Clearly (8.11) canbe satisfied by a suitable
< K
2,
i.e. (8.12) Also, the
S 2|!bK
of (8.11) is unique, unless
3. ——
S =
3 , k,
...,
in which case
K = 0, 1 will do. In this case, however, (8.8) (with L = 3 , 5 , ••• ) or (8.9) (with L = 2, 1 , ... ) can be fulfilled. Hence we canignore it. Now (8.3) becomes K =
^ ( Q +(£)) +
J
(8 .1 3 ) L
^
{even) •
(8 .t) becomes
K £ - I (Q- (§)) + 1 for
L - Q (even) 5
wlth
=
if
V
It is best to discuss (8.13), (8.it) separately for for
T] ^ 0 . T| = 0 :
Tj = 0
and
(8.13) becomes
Q + (0 ) = | K
(8.15)
0 '
for L - Q { ° ^ n) .
(8. It) becomes (8 .1 6 )
Q -(£) § K - -b
(8.1 1 0 becomes (8.18)
Q - (§) = |
(1
f'or
- K)
The second relation in (8 .1 7 ) can be transformed by adding (8.18) to it. This gives 2Q + i > 1 . Since for
Q = 1 , 2, .. .,
L | ^ n} .
this is always true, except when
Q = 1, £ = -
forbidding this. Hence all these cases (expressed by (8.15), (8.16) for and by (8.17), (8.18) for
(8 .1 9 )
a 2 > ... > am _, > a^ = b are allowed. The whole discussion that follows will be more informal, and in parts (2 ) and
(*0
more heuristic, than the discussions in "Theory of Games"
or in the preceding paper.
The definitely formulated conclusions and their
proofs are, nevertheless, rigorous. $
2.
CASE (I) : A CONTINUUM OF ALLOWED BIDS
2 .1 .
Let us analyze a potential good strategy -- since the game
is symmetric, it does not matter for which player. Assume that for all hands
x > xQ ,
where
determined, the strategy provides always betting sible bid.
For the other bids
(i.e.,
a,
xQ
is a constant to be
i.e., the highest pos
a > oi1 > b) ,
let (|)( y )> x 1
y £ I
of the open interval
Then (3-1 -1 ) implies the existence (y) 7^0have
r-
in
^ 0.
Consider an open sub-interval x
x
y
of a jjlsuch that the 0.Henceu ^ y.
measure^
Now the goodness of the opponent's strategy excludes on a set with measure ^o where 0v (y) ^ 0, hence y' £ I with %A y') V a^L0yU ” ay^Lt1 a^ V i.e.(since
~
©^ = 0 for
ai9 0. Hence the goodness of the strategy allows yy (x) )> Yy - 1 (x) these x only for a set of measure 0. I.e., with such exceptions
for
TWO VARIANTS OF POKER (3 -1*-*0
*v (x)
b
be given.
Choose
av > dJ > av+1 . Then by (5 -T -^+")
S
e a >c*.'
=Y /*
_
“ e
/
e
^ < v
.5 ;
A>v
= TT\ /*■
----- ---
A>v aA-l + a A
ln aA-JL .+. aA 2a
A
y
with
m
TWO VARIANTS OF POKER
ln(l + \
Replacing
0 ((aA _ 1
- aA )2),
0 (g (ay
changed by
----- - )
i.e. by
£
- aA )).
i.e. by
0 (g(a
- am )),
_ e
= e"
'
---= e
-
Now
affl = b,
- ln( 1 +
by
0 (s(aA_ 1
o
^ ln ^
5 111
a
----- )
changes it by
Hence* the entire
0 (g).
- b))j i.e. by
+
A *A
A )
'is Thus
+ ° (£)
0(O
m
. o (S) i ( i a )
= „.
I.e. :
2
ik.,.2)
45
The right hand side of (4 .1 .2 ) is equal to (4.1 .3)
a f (cOdcl +
(1
- x0) ,
01' J
with the
$(cO
probabilities (for
£ — >
0)
of (2 .1 .6 ) and the
9^
for the bids
a^
xQ
of (2.1.7).
I.e. the a priori
define a distribution that converges
to the distribution with the cumulative distribution func
tion (^.1.3) -- i.e. with the probability density
(])(cO
in
a > oc > b
and
the point probability 1 - x at ot = a. According to (2.3) this is precisely the distribution of a priori probabilities of bids that character izes the good strategies that were obtained in (2) for the continuum case, i.e. (I) in (1 ). In other words:
If the mesh-width of the bid system (cf. (^.1 .1 ))
GILLIES, MAYBERRY, VON NEUMANN converges to
0,
the distribution of a priori probabilities of the bid
system for case (II) converges to that one for case (I). To this extent, then, we have continuity.
4 .2 . ev
The behavior of the a priori probabilities, i.e. of the
(or, rather, of the
us now consider the
0 ^),
XQ
©v (x)
turned out to be continuous.
Let
themselves, or, which in view of (3.3.2)
amounts to the same thing, the Consider again the set up of the
£
(4.1 .1).
of
4 .1 ,
more specifically
Wewill prove, that this is
variety of behaviors for the
£— > 0
for
compatible with
|v .
We observe first, that (3 -7 -3 ) implies
Y
o
r^ y p
S ! l i i V
2ay
^
A
1 /*• '
i.e.
av ^ f K v
^ av+i ^/* £1^.
^
S / , 9ll < a ,
Since
Replace
1.
..., m -
(3 -1 -3 )), (t.2 .2 ) implies
there follows
f°r in (b-3-1)-
Then (t.2.1) gives
— . 7T (a - a , ) < ( a 9 •••>
1, ..., m,
Hence (1 -3 .7 )
h = (—)/°
V(A)
•••, n. Again, we plot these marginal lines in P 2 . As a typical example let us consider the diagram for a
2x5
case:
The minimum function for player I is given by the broken dark line, the optimal strategy is and value the g81116 v * In the above diagram there are nineteen critical points involved, some of which are obviously unimportant. Since in higher dimensional cases we cannot have the support of a diagram and hence cannot see which points are important, we want now to devise a computational procedure from purely algebraic considerations. In Part II we will discuss the formal details of the computational procedure, but for the present we use the above diagram to Illustrate our procedure. Since and x^(£) take on minimum values on the boundary
59
THE DOUBLE DESCRIPTION METHOD planes
= O
and
f2 = 0
we
consider the minimum function of
these two marginal lines, viz:
Now evaluating (0,1)
and
at the critical points
be discarded.
But
x2
at
of
and
lies below the critical point and
hence we must find the points of intersection of and
(1,0),
we note that these lines lie above the minimum function and so may x1
and
x2
and of
x2
x ^ . We then discard the critical point arising from the intersection x1
and
x ^ . The critical point with the largest
x
value then gives
the optimal strategy and the value of the game.
)5 • In the
3 x n
THE 3 x n GAME
game
12
In
*21
22
x2n
*31
32
3n
we consider the game space
viz:
Each marginal function x j($) can represented as a plane in • It is now possible to represent geometrically I's minimum function and to find the optimal strategies and value, v, of the game. A basic strategy, is an optimal solution such that (^°^,v) is a point of inter section of 3 planes (we include boundary planes 7^; £ = 0 ,
60
MOTZKIN, RAIFFA, THOMPSON, AND THRALL
The geometrical model for the three dimensional case can be constructed analogously to the two dimensional model with planes playing the role of straight lines.
It is suggested the the reader keep this model
in mind while reading the next part of this paper. PART II.
THE COMPUTATIONAL PROCEDURE
$ 6.
SUMMARY OP PROBLEM
As we have seen, the goal of player I is to find those maximize his minimum function hyperplanes in
f(£).
Since the marginals
the minimum surface
x = f(f)
in
£
x. = £Cj
which are
Effl is a polyhedron
and so can be completely described by giving its vertices which are, of course, finite in number.
We now develop a systematic computational pro
cedure for determining these vertices. Suppose the vertices are Q 1 = (^ 1^ ; x ^1^), ..., Qg = (^ S ^; x ^s ^). ( i) £ J
value of the game and the
Then
v = max x ^
( i) x J = v
for which
is the
^ are basic optimal
strategies in the sense that the set of all optimal strategies is just the set of points in the smallest convex subspace of see [8], page 2 8 , 3 0 .
maximizing
Sffi which contains these
It can be shown that the two
definitions of basic strategies are equivalent, see [6], appendix. $ 7•
THE SOLUTIONS FOR PLAYER I
A basic component of the computational technique, to be discussed, will be to find the intersection of the line segment joining two points of Tn] and a hyperplane in LEMMA. P1 =
P^.
To this end, we introduce the following lemma.
The line segment joining the two points x^)
and
P. =
intersects the hyperplane: only if and
d[k) d^.k) < 0
djk ^ =
d|k ^
< 0
x^)
in
^(£;£Ck ); ^ £ S ^ }
where
- x ^ .
if ana
d[k) = £(l)Ck - x (l)
In particular, if
then the point of intersection,
P,
is
unique, and given by the relation:
p — p
Proof.
-d(,k) P. + d(k) P. J 1 d
-
The line segment joining
P^
and
P . can be parametrized
61
THE DOUBLE DESCRIPTION METHOD by the relations
t P. + (l - t)P . where
0 < t < 1.
This line segment
will intersect the hyperplane if and only if there exists a interval
[0,1]
t
in the
such that
(t
+
(1
- t)£^)CL. - (t x ^
+ (1 - t ) x ^ )
=0
,
or if (7-1 ) If
t d(k ^ + (1 - t ) d ^ - o,
then the point
P^
= 0 .
lies in the hyperpiane.
then the point Pj lies in the hyperplane. If d P ^ = line segment lies in the hyperplane. If both d^ and dj
If
= 0
= 0 then the are different
from zero and of the same sign then there is no solution of 7-1 for 0 < t < 1.
If, however,
different sign (i.e.,
d ^
dP^
and
djk ^
10/21, 0, 0), (3/7, 0, 5/1^, 0, 3/l *0,
and
(2 1 / 6 3 , 0 , 22 / 6 3 , 20 / 6 3 , 0 ). PART III.
GENERAL INEQUALITIES AND SECOND VARIANT OF THE COMPUTATIONAL PROCEDURE $10.
Let of
h
ROUGH PROCEDURE
S a ^ x ^ > 0 , j = 1 , ..., h; k = 1 , ..., n;
inequalities in
n
-unknowns.
the system formed hy the first fixed Then the
h ”^
inequalities is given hy
taking on ali non-negative values.
inequality will determine a half-space (or the whole space)
hoth in x-space and A-space. the half space
h - 1
Pkl >
Sb-^A^ > o
Putting
h1 =
Sa^p^,
cone generated hy the rays from 0
toward
h-, > o, and
11
and 12
qk m, m = hy
with
the common part of
and of the positive A-orthant will he the convex
unit vector) for every every
be a system
Suppose that the general solution of
1
with h^ b^
•••> s >
and
0.
stants and adding the inequality
The points with
| = 0
lie in
the hyperplane at infinity. Now suppose that a full double description has been obtained at a certain stage, and a new plane to
H.
step is to be taken corresponding to a hyper
We write the coefficients
C and
If the products involving
H
by
of
by
H
and the hyperplanes
C and
of
H
as an additional column next
D and compute the inner products with the rows of
A
and
B.
are all non-negative, then the cone defined C
and
D
is the same as the cone defined
D above, which by supposition Is fully described.
Hence
H
is superfluous (it either gives no face at all or a face already indicated) and should be omitted. Secondly, if the products involving zero, while there exist rows of such row should be thrown out.
B
H
and rows of
A
are all
for which the product is negative, each
However, before throwing a row out it
should be combined with each row of
B
corresponding to an adjacent face,
as explained before, and giving a positive product.
By combining we mean
determining the Intersection ray of the plane corresponding to the two rows and of
H
and writing the row obtained as an additional row to
determination can
be effected by the formula
Section 1 0 , or as
in the computing instruction below.
Finally rows of
A
cription by
H
vanish.
We choose as normal form of
A
pairs of opposite vectors; hence the product with
positive for a certain row
a
of
A
I of
2 ) delete every row
a* ^ a
of
A
a
and
-a
and
adjoin a
II is to
negative of that combination; 3) replace every row of or positive product by its combination with SPECIAL CASE:
a
or
-a,
B
and by the giving a negative
respectively.
x = 0
If the inequalities x 1 = o, xn = o occur in the given system, as for instance in the game case treated in Parts I and II, these inequalities can be taken first and since their solution is the positive orthant,
d
B;
giving a positive product, while re
-a* by its "combination" defined as before witha
412.
of
a des
(if there are several such rows
choose one). Then one has to: 1 ) delete placing
I b^
we have to consider the case where not all products
involving d
pkl | b^ |+ p ^
B. The
is already zero, the central part
A
is void and the last-
TO
MOTZKIN, RAIFFA, THOMPSON, AND THRALL
mentioned possibility in the procedure of Section 11 does not occur.
If
we suppose that the given system is non-degenerate in the sense that no n + 1
of the (inhomogeneous) linear functions vanish at the same point,
which is always the case after a small change of the coefficients, then also the condition for adjacency takes on an especially simple form and a computing instruction for such a system would be as given below. The computation at the end (see Tables II and III) concerns a submatrix of the diet-matrix in [9]• C
In this example the matrices
of the schematic diagram above are absent.
(L i
represents the
ties
x1
i-th
row below
0, ..., xn > 0,
L),
The rows
A
and
L 1, ..., L n
corresponding to the inequali
are the initial entries in the matrix
D
which
is written as rows rather than columns for convenience in tabulation. additional rows
L n + 1, ..., L n + h
of D,
given inequalities, are used successively in the computation. in
L n + h + 1
Column
o
The
corresponding to the other The entries
are the coefficients of the function to be minimized.
of the table contains the constants of the linear inequalities
and, below
P,
through
contain the coefficients of the linear inequalities and of the
6
the homogenizing coordinates of the vertices.
Columns
1
function to be minimized and the coordinates of the vertices. The rows P 1, constitute the matrix computation rows
..., P n + 1 ( P i means the
B
i-th
row under
at the beginning of the computation.
P n + 2, ...
are incorporated in
B,
P)
During the
while some P-rows
may cease to belong to
B- The scalar products in the matrix
the computations appear
in columns
n + 1, ..., n+ h + 1 .
M
used in
The arrows
indicate the correspondence between the L-rows and these latter columns. Columns
-3, -2, and
-1
are used to record labels and side calculations.
The final polyhedron is described by B namely, it has vertices P 12, P 20; sides
L 0
and by to
L 10
D
P1
to
P 35
except
in its final form,
P 1, P 8, P 10, P 11,
in its final form, namely, by the five-dimensional except
L 8,
where
L o
denotes the hyperplane at
infinity. Since row
P 19
gives the smallest value in column
11,
it is
the only solution of the minimization problem. ABBREVIATIONS.
L 3
means
the third row below
L.
P 3 means the third row below P . P 3 7 means the number in row P 3 and column ORDER OFSTEPS. Perform step 1 A, then all steps 1 B, then step 2 A, then steps 2 B, step 3 A, ..., until step h B. STEP s A. Compute entries P k n+s in the n+sth far down as possible by formula 1, except that if P k 0 = 0 P k n+s = oo; and omit P k n+s if P k n+h+1 is an x. for which
7.
column as write
STEP s B. For every k for which P k n+s < 0 and for every P 1 n+s > 0 or P I n+s = oo, and for which P k and P 1
1
THE DOUBLE DESCRIPTION METHOD
-k
-3
-2
-1
0
1
2
...
n
L 1
0
1
0
...
0
2
0
0
1
...
0
n
0
0
0
...
1
...
1
71
n+1
...
n+h
n+h+1
n+1 given n+h 0
1
P 1
1
0
0
...
0
2
0
1
0
...
0
n+1
0
0
0
...
1
n+h+1
1
n+2 to be computed
n+3
TABLE II
have
n-1
common zeros perform substep n+s k 1.
stepsn+s k 1 all), to
belonging
make an
n+h+1
column
1000 |P k
x in P k n+h+1
in row P k. SUBSTEP n+s k 1-
-k.
Wrtie
k
in
o o );
tions by
1000
umns in which
write
Start a new row by its number, say column
-3, 1 in column
1000
in column
in column 0
and
P 1
-2,
-1
n+1
m,
in
and
(to be omitted if
(n.b., we multiply our computa
to avoid decimals); and write P k
all sub
(there may be- none at
and in all free places in columns
n+s|/(|P k n+s| + P 1 n+s)
P 1 n+s =
"When through
to the same P k n+s < 0
0
in each of the
have common zeros and in column
n-T col
n+s. The
remaining
P m j, j = 1, ..., n,
P 1 n+s =
oo,
umn
are unnecessary for subsequent calculation and are marked by an
n+s
compute by formula 2, except that if
use formula 3-(Other entries in row
FORMULA 1.
P k
x.
1/1000[P m (-1) (P 1 j - P k j)] .
3. P m j = 1000 |L n+s 0 1 / L n+s j
in which case write
coming before col
n+s = (P k o .L n+s 0) + (P k 1 . L n+s 1)
+ ... + (P k n . L n+s n) . FORMULA 2. P m j = P k j + FORMULA
P m
P m j = 1000 |L n+s o | .
unless
L n+s j = 0
THE DOUBLE DESCRIPTION METHOD
72
-4 -3 -2 -1 0 L 1 0 2 0 0 3 4 0 0 5 6 0 7 -3 8 -70 -1 9 10 -1 2 0 11 P
26
27
28
29 30 31 32 33 34 35
3
k
5
6
1 0 0 0 0 0
0 1 0 0 0 0 12 393
0 0 1 0 0 0
0 0 0 1 0 0
0 0 0 0 1 0 6
0 0 0 0 0 1 2
283
94
25 786
1
15 203 183
1
1
26 18 655 651
1
245 1 1 1 72
10 6
1 0 0 0 0 0 1 0 0 0 0 0 0 0 1 0 0 0 1 0 0 0 0 0 0 0 0 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 1000 120 0 0 0 0 0 250 0 0 0 1000 0 0 115 0 0 1000 0 0 0 166 0 1000 1000 0 0 0 0 500 0 0 0 0 0 1000 1000 1000 0 0 0 0 0 0 0 1000 91 61 1000 98 0 0 0 90 1000 96 0 0 0 0 0 0 1000 0 0 1000 0 61 87 0 0 1000 0 0 94 0 91 1000 0 0 92 0 0 1000 0 1000 0 0 0 250 0 11*8 0 0 27 1000 0 0 0 153 39 1000 0 0 0 0 152 1000 1000 0 0 0 0 2000 0 53 0 0 59k 1000 1000 0 0 0 0 380 1000 51 0 0 0 288 0 0 0 1+0 381 1000 1000 35 0 60 0 91 1000 0 0 159 0 81+ 0 28 91 0 49 1000 0 0 93 0. 34 1000 0 0 80 2k 83 1000 TABLE III
7
8
9
10
11
-3 00 00
X 00 00 00 00 00 00
X 00 00 00 00 00 00
X 00
X 00 00 00 00 00 00 X
3 1
27
0 0 0 0 0 0 1 0 0 0 0 0 1500
0 0 0
300
0 0 0
303
0 0 0
131
0 0
360
0 0 0 0 0
189
0
00
00 00 00 00 00 00 00 0 24320 -880 X 0 28250 2750 33750 250 0 5325 -885 X X 38066 0 -336 X X 0 71500 4000 -9000 X 0 71000 3500 1500 X 0 191 1000 X 0 X 0 17636 152 0 X 0 8434 188 0 X 0 15588 396 X 0 60000 1000 X 0 X 0 5427 148 0 X 0 -4686 X 0 X 0 2832 395 X 0 49250 250 X 0 X 0 29201 175 0 X 0 25719 192 0 X 0 28777 283 0 2000 X X X 0 447 0 X X 0 740 0 X X 0 339 0 X X 0 421 0 X X 0 0 186 X X 0 243 X 0 X 0 0 0 168 X 0 0 31 6 X 0 0 0 187 X 0 00
0
16
17 18 19 20 21 22 23 24 25
1 2 1 3 1 4 1 5 1 6 1 7 8 2 8 9 242 8 12 180 8 13 200 10 4 10 9 243 10 12 181 10 13 202 11 5 11 9 108 11 12 077 11 13 087 12 6 12 9 21 1 12 13 2k0 12 16 51 6 12 24 259 20 16 357 20 18 072 20 19 463 20 21 627 20 2k 15k
2
0 CCir\OVJ
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1
THE DOUBLE DESCRIPTION METHOD
73
BIBLIOGRAPHY J.-B., Oeuvres II (Paris, 1 8 9 0 ), p. 3 2 5 .
[1]
FOURIER, J.
[2]
MOTZKIN, T. S., Beitrage zur Theorie der linearen Ungleichungen (Dissertation, Basel, 1933) Jerusalem, 1936.
[3 ]
MOTZKIN, T. S., "The double description method of maximization,11 Notes of Seminar on Linear Programming at the Institute for Numerical Analysis, National Bureau of Standards (Los Angeles, December, 1950).
[b]
MOTZKIN, T. S., "Two consequences of the transposition theorem on linear inequalities," Econometrica 19 (1951), pp • 1 8 ^- 1 8 5 .
[5 ]
von NEUMANN, J. and MORGENSTERN, 0-, Theory of Games and Economic Behavior, Princeton 1 9 ^ , 2nd ed. 19^7-
[6]
RAIFFA, H., THOMPSON, G. L., and THRALL, R. M., "An algorithm for the determination of all solutions of a two-person zero-sum game with a finite number of strategies," Engineering Research Institute, University of Michigan, Report No. M 7 2 0 - 1 , R 28 (September, 1950).
[7 ]
RAIFFA, H., THOMPSON, G- L-, and THRALL, R. M., "Determination of all solutions of a two-person zero-sum game," Symposium on Linear In equalities and Programming, Department of the Air Force and National Bureau of Standards, Washington D. C. (June, 1951)-
[8]
SHAPLEY, L. S. and SNOW, R. N-, "Basic solutions of discrete games," Annals of Mathematics Study No. 2k (Princeton, 1950) pp. 2 7 -3 5 .
STIGLER, G- F-, "The cost of subsistence," Journal of Farm Economics 27 (19^5), pp. 303-3U. [10] WEYL, H., "Elementary proof of a minimax theorem due to von Neumann," Annals of Mathematics Study No. 2k (Princeton, 1950) pp. 1 9 -2 5 . [9]
T. S. Motzkin H. Raiffa G- L. Thompson R. M- Thrall
National Bureau of Standards, University of California, Los Angeles, and University of Michigan
SOLUTIONS OF CONVEX GAMES AS FIXED-POINTS1 M- Dresher and S. Karlin
jj 1 . INTRODUCTION In a game with a finite number of pure strategies the choice of a mixed strategy is equivalent to the selection of a point in a simplex. If the strategies are constrained in any way, then the choice is no longer made from a simplex but from an arbitrary convex set.
Many infinite games,
e.g., polynomial and polynomial-like, are essentially finite games over general convex sets since the choosing of a mixed strategy is equivalent to choosing a point in a finite dimensional convex set. In this paper we study games played over arbitrary convex sets. Interpreting the solutions of a game as the fixed-points in a continuous mapping, we obtain some general results on the dimensionality and continui ty of solutions. Dimensional relationships for games played over simplices were first derived in [1] and [3].
Some dimensional and continuity rela
tionships for polynomial-like games were first obtained in [2].
The gen
eral convex game treated here can be formulated as a polynomial-like game by spanning the convex set with a Peano space-filling curve.
However, the
complicated nature of such a curve makes this formulation impractical for theoretical and computational purposes. We also describe a method of com puting the solutions by mapping one convex set onto another.
The method is
applicable to both finite games and infinite games with polynomial or polynomial-like payoffs.
j 2.
CONVEX GAMES
We define a finite dimensional convex game as follows: Player I chooses a point
r = (r1, r2 , ..., r )
from a convex set
R
lying in
Euclidean m-space. Player II chooses a point s = (s^ s2, ..., sn ) from a convex set S in Euclidean n-space. R and S are bounded and closed. The payoff from Player II to Player I is given by a bilinear form
1The preparation of this paper was sponsored by The RAND Corporation.
75
76 (1 ) where
DRESHER AND KARLIN A(r,s) = f(r)
f j(r)sj + fo (r) = X i = l
and
g(s)
are linear functions of
If Player I has strategies, then
R
and
m S
r
and
s,
respectively.
pure strategies and Player II has are
(m - 1)-dimensional and
sional simplices, respectively, and to Player I.
S1 (s)r*1 + g0 (s) =
A(r,s)
n
pure
(n - 1)-dimen
is the mixed strategy payoff
However, if a game has a finite number of pure strategies and
the mixed strategies are subject to some finite number of linear constraints, then the sets
R
and
S
are polyhedral convex sets.
If a game is con
tinuous and the payoff is polynomial-like, i.e., the payoff to Player I from Player II if they choose pure strategies
x
and
y,
respectively,
is given by M(x,y) =
where
r^
and
Sj
a±J.r1 (x)Sj(y)
are continuous functions, then
R
is the convex set
spanned by the curve r± = r1 (x), traced out in
m
0 < x < 1,
dimensions, and
s j = s i y ^’ traced out in
n
S
1=1,2,
is the convex set spanned by the curve
0 < y < 1.
dimensions [2]. $3-
j =
The payoff
A(r,s)
2 , •••, n, Is given by (l).
SOLUTIONS OP CONVEX GAMES
The existence of optimal strategies
r°,s°
and a game value
v,
such that (2)
max A(r,s°) = min A(r°,s) = v r£R sGS
can be established in two fundamental ways.
We may use properties of con
vex sets, specifically the result that two non-overlapping convex sets can be separated by a hyperplane. It also follows from the Kakutani fixed-point theorem [ k ]. The optimal strategies (one set for each player), or solutions are the generalized fixed-points in the upper semicontinuous mapping de scribed as follows: Let r° £ R. Define the image of r° on S to be the set of points S(r°) C S where min A(r°,s) is assumed- S(r°), which is sGS the intersection of a hyperplane with the boundary of S or coincides with
SOLUTIONS OF CONVEX GAMES S,
is
a convex set.Let
s° G S
77
and let the image of
s°
on
R be the
set of
points R(s°)C R where max A(r,s°) is assumed. If r° £ R(s°) o o ~~ o o s £ S(r ), then r ,s satisfies (2) and is therefore a solution of
and
the game. r°, r°
Further,since and
s°
clear that if S°
and
R
and
and S,
s° is an image of
respectively.
are the sets of optimal strategies of the R°
is an
image of everypoint
It is two players
ofS° and every point
is an image of every point of R ° . We can also formulate the solutions as fixed-points of the
point-set mapping R (x) S
is an image of s°
arefixed points in
R°,S°
then every point of of
r°
F
which takes a point
into the non-void set
S(r)
(r,s)
in the product space
(R(s),S(r)) = F(r,s)
in
R(x)S,
where
R(s)
are defined above. CONTINUITY OF SOLUTIONS To develop the theory of convex games, we first study the solu
tions for continuity.
The following theorem, first proven in [2], is
repeated for completeness. THEOREM 1.
The solution of a convex game is a
lower semi-continuous function of the payoff. PROOF.
Let
G
be an open set containing the optimal strategies
R°
of player Iin the
of
A is perturbed by at most
game with payoff £,
let
A = A(r,s).
and R^denote the set of optimal strategies of player for
asufficiently small
£, R^
Then there exists a sequence sequence of payoffs rn
be in R£
rn
tends to
A^
n butnot in r
is in (£n )
as n —> oo,
Since where
G.
I.
We assert that,
For, let us assume the contrary
tending to zero with a corresponding
such that each G*
Suppose each element
A^ denote the resulting payoff
R
R& is not contained in G- Let n is compact we may suppose that
ris not in
G
but in
R.
Further,
it is readily verified that a limit point of optimal strategies for the payoffs G
A£ is an optimal strategy for the payoff A. But r n 0 and hence not in R and so we arrive at a contradiction.
is not in
By an identical argument one can show that if the strategy spaces Rn
converge to
R,
then the sets of solutions are lower semi-continuous.
A set of spaces Rr is said to converge to R if every point of R is a limit point of points of R r and there exist no other limit points of points of R .
78
DRESHER AND KARLIN $ 5 • GAMES WITH UNIQUE SOLUTIONS In this section we derive a dimensional relationship for games
with unique solutions.
It is shown that the relevant property of the
polyhedral face containing the optimal strategy is the dimension of the face rather than the number of vertices. Let
r°,s°
be
the unique solution of the game with payoff
A(r,s)over the strategy space
(R,S). Assume that
hedral convex sets. Let
be interior to a k-dimensional face
R,
and
s°
R
i
Since
o
R . Similarly, LEMMA 1•
s° r
0
tion
R0 ^ r 0 ,
strategy space
of
are poly
S. R°
R°
of
and
1
maps onto some maximal face
The game with payoff
t
i
(R ,S )
Since
r°
maps onto
it follows that
t *
(R ,S ).
r°,s°
S°
A(r,s)
0
S ^ S .
over the
has the unique solu
S ^ S°
s°
and
s°
maps onto
is a solution of the game over the
To show it is unique, let us assume that
is another optimal strategy for Player II. containing R ° .
S°
S
r°,s°.
PROOF. p
and
is optimal, it maps onto some maximal
reduced strategy spaces
R*
R
be interior to an 1-dimensional face
are polyhedral faces. face
r°
Let s = £s
Then
s
t
therefore maps onto a face containing
t
G S
t
maps onto some face
(1 - e ) s°be a solution close
+
s
to
s°,
and
Now for the original game over i o we defined R as the maximal face upon which s maps. Hence a 0 f s sufficiently close to s will map into some part of R con
(R,S) point taining
r ° . Therefore
s
R°.
is another solution of the full game, which
contradicts the uniqueness assumption.
t
t
(R ,S ). Similarly,
We may now confine ourselves to the reduced polyhedral game over In this game
r
s°is interior
o
is interior to to
LEMMA 2.
S° and
If r°,s° t
polyhedral game
is the
maps
o
and
r
onto
maps onto
S
t
R .
unique solution ofthe
i
(R ,S ),
R° = R
s°
o
R ,
then and
S° = S .
o 1 o 1 PROOF. Suppose s is on the boundary of S , or S C S . 1 0 Consider a sequence S of polyhedra interior to S excluding S which -•-i i expand out to all of S as n increases. We can construct S by using i any inner point c of S and taking the set of all points on the segment
Ac + (1 - A)x
0 < * < 1 - £n
SOLUTIONS OP CONVEX GAMES ana
x
79
I
any point of S . Consider the game over the spaces
note the solutions to this game.
(R ,Sn ) . Let
the solutions
r° r
Therefore, for
is interior to
R°,
then for
large,
maps into all of S , it follows that t game over (R ,Sn ) . It also follows that terior to
sn
tends to
sufficiently large R°
as a face. o R . But
sn maps into a polyhedron containing
r°
game over
n
lie interior to a polyhedron having n
(r°,s ) is a solution of the o (r ,sn ) is a solution of the
(R ,Sl). This contradicts the hypothesis, since s * ’ 0 1 0 S . Therefore S = S , and similarly R = R . REMARK.
de
Then from the lower semi-continuity of
the solutions it follows that every sequence of solutions s °. Now since
(XR , Yn )
is in-
Using a similar argument, we can generalize Lemma 2 to
games with non-unique solutions.
Let
R°
he the smallest polyhedral face
containing the set of solutions of Player I.
Now every optimal strategy
of Player II will map onto some polyhedral face of R; some of the optimal o * strategies will map onto R . Let R be the maximal intersection of these polyhedral faces. Then, by an argument identical to above, it can be » o 0 R = R . Similarly, if S is the smallest polyhedral i face containing the optimal strategies of Player II, and S is the inter
readily shown that
section of all polyhedral faces into which are mapped Player I ’s optimal • o S = S . Again, we may confine ourselves to the reduced
strategies, then
game over the space
(R°,S°).
THEOREM 2.
If a polyhedral game has a unique solu
tion, then the two optimal strategies lie in polyhedra of the same dimension. PROOF. we must have
Since
r°
maps into an 1-dimensional polyhedron in
fj(r) = 0 or some
1
least,
J = 1, 2, ..., 1,
linear relations must be satisfied.
a manifold of points in m-1.
R
S,
mapping onto
S°
These relations determine
and having dimension, at
Now the manifold and the k-dimensional polyhedron have only
r° in common, otherwise the uniqueness of the solution would be contra dicted . Therefore, m - 1 + k < m or k < 1
80
DRESHER AND KARLIN
Similarly we can show
l . For any polyhedral game, the set of solutions and their containing polyhedra satisfy the dimensional relationship u - k = v - L. PROOF.
We haveshown that
X
maps onto
R ° . Consider the reauced game over the spaces
S°
and
Y
maps onto
R°, S ° . The payoff now
becomes A(r,s) = The common zeros
g d ) s j + f0 (r) = 2 k " of
f^r), f0(r), ..., x\.(r)
E j U ) ^ + g0 (s). in
R°
correspond to the
optimal strategies of Player I and tho* common zeros of gu (s)
in
S°
Form the factor space of space containing R° anc taking a cross section “T polyhedron
R
becomes a
to R°, then X way we construct the polyhedron terior point and
g^s), g2(s),
correspond to the optimal strategies of Player II. Eu/ Xu ,
where
becomes
is the Euclidean
Xu is the linear extension-of X in Eu . By inEu perpendicular to the manifold X, the nowpolyhedron in
T.
Since X
becomes a unique interior point the factor space E / and by S°
Eu
a polyhedron
U
was interior
r° of T. In a similar taxing a cross section,
anaY
s° . We obtain the induced mappings of
becomes a unique in f1 , f'2, ..., f
gpi gP, d '-mi on T to U, which are qwellq defined. For this mapping it is clear that r , s are optimal strategies,
as Xu and Yv constitute the zeros of f. and g., respectively. They are also unique, since any other strategy r 1 of Player I must cover all of T and hence must be a common zero of theinduced mappings f1, f2 , ..., f . In terms of Eu , this implies that r 1 belongs to the coset Xu . From Theorem 2 it follows that dim T = dim U
81
SOLUTIONS OF CONVEX GAMES or u - k = v - 1.
t) 7 • UNIQUENESS OF SOLUTION AND PERTURBATION OF PAYOFF We shall demonstrate that if a finite polyhedral game has a unique solution, then for any sufficiently small change in the payoff the solution remains unique. Let the solution r°,s° a
k
and 1
dimensionalface
that
k = 1.
Let
S ° . Then
T
T
where b^j T
be
is
gamebe interior to
S ,respectively.
be the manifold of all points in
is defined by Xi=i
of apolyhedral R and
1
R
We have proven mapping into
linear relations, say
Dijri = 0 '
j = 1, 2, ..., 1
a linear function of the matrix
A.
Let the dimension of
w, then w > m - 1.
Since
T
anaR°
intersect in a
unique point
r°,
we have
m > v + k = w + 1, ana thus w = m - 1. The last relationship implies that the matrix rank.
If thepayoff is perturbed by a sufficiently
mension of
T
(bpj)
has fall
small amount, the di
will not change -- the rank is preserved.
preserve the rank of the intersection of the manifold
We can also T
and
R°.
There
fore we can obtain an (m - 1)-dimensional manifold which intersects R° t t in a unique point r . In a similar way we can obtain a unique point s o 1 1 in S . Since r and s are unique points of intersections, it follows t t that r ,s is the unique solution of the game with the perturbed payoff. If the game is a general convex game, not necessarily polyhedral, then the uniqueness of a solution is no longer preserved under small perturbations. For example, in the game with payoff
M(x,y) = xy - x ,
both
players have unique optimal strategies lying on the boundaries of their o respective spaces. If the payoff is perturbed to xy - x + £x, the uniqueness is destroyed.
However, if both players possess interior unique
82
DRESHER AND KARLIN
optimal strategies, then the planes terior point and the planes
^
g^vs) = o
= 0
intersect in a unique in
also intersect in a unique interior
point, and small perturbations of the payoff preserving this intersection property will preserve the uniqueness as well. $8.
INTERIOR AND "IDENTICALLY v" SOLUTIONS
We can interpret geometrically two general types of solutions: 1.
Solutions interior to
R
and
S.
2.
Strategies which yield identically
v
to a
player independent of strategies of the other player. Let
r°
be an interior optimal strategy of Player I and
some optimal strategy of Player II. containing no interior point of
R
Then unless
s°
maps onto a set
gj_(s°) = o
for all
s°
R(s°) i.
There
fore every optimal strategy of Player II is on the intersection of the planes tion,
gn-(s) = 0, and thereby yields identically v. The interior soluo r , of Player I need not have any special position relative to the
planes ^j(r ) = °- However, an optimal strategy r yields identically v if and only if it lies on the common portion of all the planes f*(r) = 0.
J
9 ■ SYMMETRIZING A CONVEX GAME A finite convex game can be symmetrized in a manner similar to the simplex game.
Let the payoff be represented by
(AT..) -
( Si:,
*ij-i)»r
Define p(rn ,sn ) = max (Ar,sn) - min (Ar0 ,s). rGR sGS It can be verified that if and only if (r0 ,sQ )
p(r0 ,sQ ) > 0 , for all r0 ,so and p(r0 ,sQ) = 0 is a solution of the game. Furthermore,
p(rn ,s ) = max (Ar,s ) + max (rn ,-A's) r£R U sGS U = max [(Ar,s ) + (rn ,-As)]. r£R sGS Form the product space
En+m = En ® Em
and the Product convex
SOLUTIONS OF CONVEX GAMES set
Rg£.
Consider the linear operator
83
(A,-A } lr,s}
defined over
Ln+rn*
The payoff over the product space becomes ( [A ,-A'} (r,s), ts0 >ro ^ = (Ar,sQ) + (rQ ,-A s) . This is a symmetric game in which Player I picks picks
(s,r),
game are those
each from the space (r0 ,sQ)
Every finite in (n + m)-dimensional
for which
R®S.
(r,s)
and Player II
The solutions of this symmetric
p(r0 ,sQ) = 0.
convex game can be
symmetrized to a newconvexgame
space whose payoff matrix is given by
r\ 0
° )
-A' /
and where both players choose points from the product set and
S
are both simplices, then
R@S
RgS.
is no longer a simplex.
If
R
In order
to play on a simplex set it is necessary to add an extra dimension. $10.
COMPUTATION
We can compute the set of solutions nation of the spaces
R
The method consists of vex subsets S
R
boundary of
S,
= °>
and similarly dividing the
R.
S
and each of the subsets
The subsets, R.
by means
R^,
S 1, S2, ...,
onto
S . maps onto some maximal
will overlap, but their union is the
From the previous discussion, it follows that
are the fixed-points in the mappings of for some
S 1, S2, ..., Sp
g^(s) = 0, i = 1, 2, ..., m, and the boundaries of R. is such that each of its subsets R^ maps onto some
full strategy space,
S° = S.
into a finite number of con
into a finite numbe;? of convex subsets
maximal boundary of
and
for fixed-points in a continuous mapping.
dividing the space
and the boundaries of
of the hyperplanes The division of R
R°,S°
S
by an orderly exami-
R 1, R 2 , .. ., R We now divide the spaces
R
and
S
into the following convex
sets : R,(P,
> 0. P 2> 0),
R2 (p1> 0, p 2
0 ,q 2 < 0 ),
S^q, < 0 , q 2
s t (q i
= q2 = ° ) •
>
0),
0 ),
into
S
the later mappings. Some of the
and each
SJ
R1
*(S,)-- »(R3),
R^
^
where
^
(S.)
Therefore
(
R
into
R,
R
= R,_
P 2 = 0).
they will not
sets overlap.Mapping eachR^
R 2 ---X S , ) -- >(R3),
2 )>
and
Kg(P1 =
we have R 3 -- K S 2) -- v(R2)
> R^.
represents a point in 0
0, p 2 > 0)
S 3 (q, = 0 , q2 < 0 )
Some of these sets may be void, in which case appear in
Rjtp,
aj ,
in case
There results
lim + U(a) = a — >a
f a A(o,y)fa (y)dy
1
But
f a, A ^0,y)fa 1^y)dy i J^a, A(al,y)fai(y)dy »
M a1) = 1,
GAMES OF TIMING
119
and this second integral is zero since it is the negative of the corre sponding quantity W in Case I, which was proved to be zero in Case I. This proves the second limiting relation. To obtain the third relation set a = 0 in (6.10 and (6 .5 ). The two integrals on the right-hand sides are then identical, and their elimina tion gives U( 0 ) = — 1 +
I0
T7fy>— 0.
solution of the game with
But we have already established in a
discussion near the beginning of $ 3, that
a
cannot be
0
in the case
A( 0 ,0) = 0 . There would therefore be no optimal strategy and if we suppose that in this case an optimal strategy must exist, the resulting contra0
.diction would establish the lemma. We now give another proof of the lemma independent of the general theory of games. A(a) < 1
Again suppose that the lemma were false, so that
for all
a in
game with the same kernel £ < x < 1, £ < y < since
A(£,fc) > 0.
l.
0
< a 0.
Select a fixed
0. We have, from (6 .7 ) for sufficiently small
j
£
A(o,y) < 0 b > 0
for so tha
8,
A(g,y)Yg (y)dy + J ^ A(£,y)Y£ (y)ay = 0
or (A(g,y) - A(£,afc))Y£ (y)dy +
= -A(£,a£) (l ~ \
The left-hand side is
( 0,
-
j h
(A(g,y) - A(£,b) )V£ (y)dy
- A(£,b)
Y£(y)dy .
while the right-hand sicie approaches
-A(0,b) lim f} Y (y)dy which is > 0 unless the limit expression is 1 C_^ Q C 8 zero. Therefore lim /, Vc(y)dy = o. £ ^0 ^ From (6.8), we now have
c*^A(£,1 ) + J
+j l
^
(A(x,1 ) - A(b,1 ) )'Y^(x)dx + A(b,1 ) ^ 1 -
y^(x)dx^
(A(x, 1) - A(1,1))Vt(x)dx + A( 1 ,1 )J ’ Y g x ) d x = 0 .
Taxe the limit as £ — > 0. All the integrals above except for the last are < o, with g f(x ) d x — > o, and A(0,1) < o, A(b,D < o. if
SHIFFMAN
— y dQ ,
y
satisfying the following conditions: (a)
The functions
and have continuous triangles
x y
The value
respectively.
]§(1 )
lies between
K( 1 ,1 )
and
M( 1,1 )
and
5(0) lies between K(o,o) and M(o,o) while the value assigned to for 0 0
and
Mx (x,y) > 0
for
x< 1
Ky(x,y) < 0
and
M^(x,y) < 0
for
y< 1
(in their respective domains of definition). In particular,
K
and
tion, are strictly increasing in
M, x
in their respective regions of defini and strictly decreasing in
A solution to the game defined by the payoff kernel pairof distribution functions F(x) and G(y) whereo < x < 1 0 v
for all
y and
L(x,y)aG(y) < v
for all
x.
y. L(x,y)
is a
and
If F(x) isa strategy of the form ((x)dx *£(0) ,
for
y > b.
For
y = 0, dK(o,o)
must be replaced by
and for y = 1 , /5M( 1 ,1 ) by ySj( 1 ) . The procedure we follow will be to try to find a solution of the
following form: an absolutely continuous distribution with continuous derivative on the interior of the unit interval with additional possible jumps at the ends of the interval.
Such solutions will be exhibited and
afterwards their uniqueness will be established. only as a guide to the subsequent theory.
The following lemma serves
It will not be explicitly used
hereafter. LEMMA 1.1.
If both players possess optimal strat
egies of the form F = G = (tfl0 , Y cd(y) , cfl-j ), is given by
$ab = $al
^ab^x ^ ^ 1 ^ and then the form of the density and
ycd = 'V^1
i.e., the spec
trum of the absolutely continuous part of both distri butions begin at a common value
0 < a < 1
and extend
to the upper end of the unit interval. PROOF.
For any distribution of the type indicated above, we see
that
/q L(x,y)dF(x)
is continuous and non-increasing for
$(x)
is zero in any interval, then
in that portion by condition (c). strategy and yield
c
is in the spectrum of
/ L(x,y)dF(x) = v
includes the interval establish that
/ L(x,y)dF(x)
Since
for
F(x) G,
c < y < 1,
0 < y < i.
If
is strictly decreasing
represents an optimal
it therefore follows that the and hence that the spectrum of
[c ,1] . A similar argument applies to
G
and we
c = a. THE MAIN THEOREM
The main theorem of Part I deals with a complete description of the optimal strategies for the payoff kernel
(1.1).
Unfortunately, many
different type of solutions may occur depending upon the nature of M(x,x)
and the values of
L(x,y)
K(x,x),
at the extreme points of the unit square.
It is therefore necessary to present a mutually exclusive classification of the various possibilities. The analysis of the kernel L(x,y) of (1.1) subdivides into three main parts. In the case where there exists an x o such that K ( x q ,x o ) = M(x0 ,xQ), then the type of optimal strategies that
KARLIN appear occur under the headings of B, C and D of Theorem 1.
More precisely,
the essential feature is to study the spectral radius
and
A(a)
the two integral equations (1.2) and (1. l) given below.
a
(x
o both
,x
for some
) = M(x ,x ) O O O A(a) > 1 and
a
in the unit interval. for some
jul( a) > 1
ana
assumption of
A(o) M(x,x)
ana
K(0,l) > M(1,0)
respectively.
plays a very fundamental role.
The statement of the theorem to be established in Part I is summarized in the following array: THEOREM 1.1. off kernel
(1 .1 )
The optimal strategies for the pay are unique and are enumerated in the
following table:
Optimal P
Kernel A
K(l,l) < M(1,1) K(x,x) > M(x,x), a < x < 1
Optimal G
t
B A(a) = 1 A a) < 1 K(x,x) > M(x,x), a < x < 1
n a>
C A(a) = 1 /x(a) = 1 K(x,x) > M(x,x), a < X < 1 D
M&) < 1 >i(a) = 1 If
K ( x q ,x o )
for some
= M(xqJ'xo}
B, C, or D
o < xQ M(x,x), 0 < X < 1 A(o) < i m ( o ) < 1 K(0,1 ) < M(1,0) E
§(0 ) = K(o,o)
or
xr with 0 1
Furthermore, if
second and third parts of Theorem 1 suppose that t3th 0 < x < 1
of
The type of solu
tions as described in B, C, arm D always appear when either A(a) > 1
/t(a)
(*I ) v o', $ yo/
B, C, or D
In
for
REDUCTION TO INTEGRAL EQUATIONS
Optimal G
Optimal F
Kernel
( n 0 , g , rfi,)
F
SQ < 5(0) < K(o,o)
G
i(o) = S0
Klo. g )
H
M(o,o) < 5(o) < SQ
(*I0 , g , W
(yio> r &)
I
M(o,o) = 5(o)
( g , ,81,)
(*i0 ,
Io
h
K(x,x) > M(x,x)j 0 < x < 1
A(O) < 1 / * ( o ) < 1 K(o,1) > M(1,o) j
K(o,1) > 5(0) > M(i ,o )
K
K(o,o) > 5(0) > K(0,1)
L
K(o,o) = 5(0)
ug,
M
M(1,o) > 5(o) > M(o,o)
(*I0 , g > /SI,)
N
5(o) = M(o,o)
(g, ,91,)
Ug,
/I,)
(Y0 ,
H o
i I
Fur thermor e , the densities tion to certain integral equations.
$
and
ug,
Y
g)
are obtained as the solu-
These solutions are either Neumann
series or eigenfunctions of integral operators. The proof lemmas.
The aim of
of this theorem shall be divided into a series of the first series of lemmas, Lemma 1.2 - 1.16 is purely
to show the existence of the solutions indicated in the shorthand of Theorem 1.1, in the various cases
A
through
N.
The uniqueness question
is settled by Lemmas 1.17 - 1.20. LEMMA 1.2. (1 ,1 ) PROOF. and (c).
If
K( 1 ,1 ) < M(1,1),
is a saddle point of the kernel
then the point L(x,y).
The statement is an immediate consequence of conditions (b)
130
KARLIN THE INTEGRAL EQUATIONS On account of Lemma 1.2 we can suppose in all that follows that
K( 1 ,1 ) > M( 1,1 ) . The continuity of val
a < x < 1
for which
K
and
M
provides a non-empty inter
K(x,x) > M(x,x). We introduce now the following
integral equations: Let
(1 - 2 )
f( V
~
Ja T(x>f)f (x)dx = f - xQ) .
ana integration over
(a, 1 - £)
° “
«t ^ A(ai / r *
becomes unbounded as
a — > 1,
- [K(xo ,X(J
?),
*• j v * a as
K
for which
a
tends to
by Property II we have an LEMMA 1.1.
- *•> x ,
and since
for which
a
A(a) — > 0
A(a) = 1 .
Under tne assimption of Lemma 1 .3 there
exist optimal strategies for both players of the form: an absolutely continuous distribution over an interval [a,l]
with a possible jump at
1
for one of the
players. PROOF. which
either
A(a) a (x)dx +
f lS 3(b* - 1
a,
(a > xQ)
Since
for which
M(x,y)a (x)dx
is a constant depending only on
a
yu.(a) = 1 ,
/^(a) = 1 . We begin with the first case.
we obtain a $Q (x) > 0 This implies that (1.5)
and
for
for
or A(a) = 1,
cl cl
cl
T_c|)_ = $ .
a < y < l
since differentiation of
equation (1-5) yields precisely the relation Ta = 0. Let /a Y ?(y)dy = c. Define J 1+c so that f J Y S ( y)dy = i 0 . An analogous remark applies to (I U& ) . If we set (I - Ta )_ 1p ± =