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Game theory : an introduction
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Game Theory
Wiley Series in
OPERATIONS RESEARCH AND MANAGEMENT SCIENCE
Operations Research and Management Science (ORMS) is a broad, interdisciplinary branch
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three sections: Decision and Risk Analysis; Optimization Models; and Stochastic Models.
Advisory Editors Decision and Risk Analysis
Gilberto Montibeller, London School of Economics
Gregory S. Parnell, United States Military Academy at West Point
Founding Series Editor
James J. Cochran, Louisiana Tech University
Decision and Risk Analysis
Barron Game Theory: An Introduction, Second Edition
Forthcoming Titles
Nussbaum and Mislick Cost Estimation: Methods and Tools Optimization Models
Optimization Models
Ghiani, Laporte, and Musmanno Introduction to Logistics Systems Management,
Second Edition
Stochastic Models
Game Theory
An Introduction
SECOND EDITION
E.N. Barron
Loyola University Chicago
Chicago, Illinois
Copyright C 2013 by John Wiley & Sons, Inc. All rights reserved.
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Library of Congress Cataloging-in-Publication Data:
Barron, E. N. (Emmanual N.), 1949–
Game theory : an introduction / Emmanuel N. Barron. – Second edition.
pages cm
Includes bibliographical references and index.
ISBN 978-1-118-21693-4 (cloth)
1. Game theory. I. Title.
QA269.B27 2013
519.3–dc23
2013008270
Printed in the United States of America.
ISBN: 9781118216934
10 9 8 7 6 5 4 3 2 1
To Christina, Michael, and
Anastasia; and Fotini and
Michael
Contents
Preface for the Second Edition xi
Preface for the First Edition xv
Acknowledgments xvii
Introduction 1
1 Matrix Two-Person Games 5
1.1 The Basics, 5
Problems, 16
1.2 The von Neumann Minimax Theorem, 18
1.2.1 Proof of von Neumann’s Minimax Theorem
(Optional), 21
Problems, 24
1.3 Mixed Strategies, 25
1.3.1 Properties of Optimal Strategies, 35
1.3.2 Dominated Strategies, 38
1.4 Solving 2 × 2 Games Graphically, 41
Problems, 43
1.5 Graphical Solution of 2 × m and n × 2 Games, 44
Problems, 50
1.6 Best Response Strategies, 53
Problems, 57
1.6.1 MapleTM/MathematicaR , 58
Bibliographic Notes, 59
2 Solution Methods for Matrix Games 60
2.1 Solution of Some Special Games, 60
2.1.1 2 × 2 Games Revisited, 60
Problems, 64
2.2 Invertible Matrix Games, 65
2.2.1 Completely Mixed Games, 68
Problems, 74
vii
viii Contents
2.3 Symmetric Games, 76
Problems, 81
2.4 Matrix Games and Linear Programming, 82
2.4.1 Setting Up the Linear Program: Method 1, 83
2.4.2 A Direct Formulation Without Transforming:
Method 2, 89
Problems, 94
2.5 Appendix: Linear Programming and the Simplex Method, 98
2.5.1 The Simplex Method Step by Step, 101
Problems, 108
2.6 Review Problems, 108
2.7 Maple/Mathematica, 109
2.7.1 Invertible Matrices, 109
2.7.2 Linear Programming: Method 1, 110
2.7.3 Linear Programming: Method 2, 111
Bibliographic Notes, 113
3 Two-Person Nonzero Sum Games 115
3.1 The Basics, 115
Problems, 123
3.2 2 × 2 Bimatrix Games, Best Response, Equality
of Payoffs, 125
3.2.1 Calculation of the Rational Reaction Sets for
2 × 2 Games, 125
Problems, 132
3.3 Interior Mixed Nash Points by Calculus, 135
3.3.1 Calculus Method for Interior Nash, 135
Problems, 143
3.3.2 Proof that There is a Nash Equilibrium for Bimatrix Games
(Optional), 146
3.4 Nonlinear Programming Method for Nonzero Sum Two-Person
Games, 148
3.4.1 Summary of Methods for Finding Mixed Nash
Equilibria, 156
Problems, 158
3.5 Correlated Equilibria, 159
3.5.1 LP Problem for a Correlated Equilibrium, 165
Problems, 166
3.6 Choosing Among Several Nash Equilibria (Optional), 167
Problems, 172
3.6.1 Maple/Mathematica, 173
3.6.2 Mathematica for Lemke–Howson Algorithm, 173
Bibliographic Notes, 175
Contents ix
4 Games in Extensive Form: Sequential
Decision Making 176
4.1 Introduction to Game Trees—Gambit, 176
Problems, 189
4.2 Backward Induction and Subgame Perfect Equilibrium, 190
Problems, 193
4.2.1 Subgame Perfect Equilibrium, 194
4.2.2 Examples of Extensive Games Using Gambit, 200
Problems, 209
Bibliographic Notes, 212
5 n-Person Nonzero Sum Games and Games
with a Continuum of Strategies 213
5.1 The Basics, 213
Problems, 235
5.2 Economics Applications of Nash Equilibria, 242
5.2.1 Cournot Duopoly, 243
5.2.2 A Slight Generalization of Cournot, 245
5.2.3 Cournot Model with Uncertain Costs, 247
5.2.4 The Bertrand Model, 250
5.2.5 The Stackelberg Model, 252
5.2.6 Entry Deterrence, 254
Problems, 256
5.3 Duels (Optional), 259
5.3.1 Silent Duel on [0,1] (Optional), 262
Problem, 266
5.4 Auctions (Optional), 266
5.4.1 Complete Information, 271
Problems, 272
5.4.2 Incomplete Information, 272
5.4.3 Symmetric Independent Private Value
Auctions, 275
Problem, 286
Bibliographic Notes, 287
6 Cooperative Games 288
6.1 Coalitions and Characteristic Functions, 288
Problems, 307
6.1.1 More on the Core and Least Core, 310
Problems, 317
6.2 The Nucleolus, 319
6.2.1 An Exact Nucleolus for Three-Player Games, 327
Problems, 333
x Contents
6.3 The Shapley Value, 335
Problems, 347
6.4 Bargaining, 352
6.4.1 The Nash Model with Security Point, 358
6.4.2 Threats, 365
6.4.3 The Kalai–Smorodinsky Bargaining Solution, 377
6.4.4 Sequential Bargaining, 379
Problems, 384
Review Problems, 386
6.5 Maple/Mathematica, 386
6.5.1 Finding the Nucleolus One Step at a Time, 386
6.5.2 Mathematica Code for Three-Person Nucleolus, 391
6.5.3 The Shapley Value with Maple, 393
6.5.4 Maple and Bargaining, 393
Bibliographic Notes, 394
7 Evolutionary Stable Strategies and
Population Games 395
7.1 Evolution, 395
7.1.1 Properties of an ESS, 402
Problems, 408
7.2 Population Games, 409
Problems, 428
Bibliographic Notes, 430
Appendix A: The Essentials of Matrix Analysis 432
Appendix B: The Essentials of Probability 436
Appendix C: The Essentials of Maple 442
Appendix D: The Mathematica Commands 448
Appendix E: Biographies 463
Problem Solutions 465
References 549
Index 551
Preface for the Second Edition
This second edition expands the book in several ways. There is a new chapter on extensive
games that takes advantage of the open-source software package GAMBIT1 to both draw the
trees and solve the games. Even simple examples will show that doing this by hand is not
really feasible and that’s why it was skipped in the first edition. These games are now included
in this edition because it provides a significant expansion of the number of game models that
the student can think about and implement. It is an important modeling experience and one
cannot avoid thinking about the game and the details to get it right.
Many more exercises have been added to the end of most sections. Some material has
been expanded upon and some new results have been discussed. For instance, the book now
has a section on correlated equilibria and a new section on explicit solutions of three player
cooperative games due to recent results of Leng and Parlar (2010). The use of software makes
these topics tractable. Finding a correlated equilibrium depends on solving a linear programming problem that becomes a trivial task with MapleTM/MathematicaR or any linear
programming package.
Once again there is more material in the book than can be covered in one semester,
especially if one now wants to include extensive games. Nevertheless, all of the important
topics can be covered in one semester if one does not get sidetracked into linear programming
or economics. The major topics forming the core of the course are zero sum games, nonzero
sum games, and cooperative games. A course covering these topics could be completed in
one quarter.
The foundation of this class is examples. Every concept is either introduced by or
expanded upon and then illustrated with examples. Even though proofs of the main theorems
are included, in my own course I skip virtually all of them and focus on their use. In a
more advanced course, one might include proofs and more advanced material. For example,
I have included a brief discussion of mixed strategies for continuous games but this is a topic
that actually requires knowledge of measure theory to present properly. Even knowing about
Stieltjes integrals is beyond the prerequisites of the class. Incidentally, the prerequisites for
the book are very elementary probability, calculus, and a basic knowledge of matrices (like
multiplying and inverses).
Another new feature of the second edition is the availability of a solution manual that
includes solutions to all of the problems in the book. The new edition of the book contains
answers to odd-numbered problems. Some instructors have indicated that they would prefer
to not have all the solutions in the book so that they could assign homework for grades
1McKelvey RD, McLennan AM, Turocy TL. Gambit: software tools for game theory, Version 0.2010.09.01;
2010. Available at: http://www.gambit-project.org (accessed on 2012 Nov 15), and which can also be
obtained from website www.math.luc.edu/∼enb.
xi
xii Preface for the Second Edition
without making up all new problems. I am persuaded by this argument after teaching this
course many times.
All the software in the book in both Maple and Mathematica is available for download
from my website:
www.math.luc.edu/∼enb
My classes in game theory have had a mix of students with majors in mathematics,
economics, biology, chemistry, but even French, theology, philosophy, and English. Most
of the students had college mathematics prerequisites, but some had only taken calculus
and probability/statistics in high school. The prerequisites are not a strong impediment for
this course.
I have recently begun my course with introducing extensive games almost from the first
lecture. In fact, when I introduce the Russian Roulette and 2 × 2 Nim examples in Chapter 1,
I take that opportunity to present them in Gambit in a classroom demonstration. From that
point on extensive games are just part of the course and they are intermingled with matrix theory as a way to model a game and come up with the game matrix. In fact, demonstrating the
construction using Gambit of a few examples in class is enough for students to be able to construct their own models. Exercises on extensive games can be assigned from the first week. In
fact, the chapter on extensive games does not have to be covered as a separate chapter but used
as a source of problems and homework. The only concepts I discuss in that chapter are backward induction and subgame perfect equilibrium that can easily be covered through examples.
A suggested syllabus for this course may be useful:
1. Chapters 1, 2 (3 weeks)
(a) Upper and lower values, mixed strategies, introduction to game trees and Gambit
(b) Expected payoffs, minimax theorem, graphical method
(c) Invertible matrix games, symmetric games, linear programming method
2. Chapter 3 (2 weeks)
(a) Nonzero sum two-person games, pure and mixed Nash equilibrium
(b) Best responses, equality of payoffs
(c) Calculus method, Lemke-Howson, correlated equilibrium
3. Chapter 4 (1 week)
(a) Extensive form games
(i) Trees in Gambit, information sets, examples
(ii) Subgame perfect equilibrium, backward induction, examples
(b) Exam 1
4. Chapter 5 (2 weeks)
(a) Pure Nash equilibrium for games with a continuum of strategies
(b) Selected examples: Cournot, Stackelberg, Traveler’s paradox, Braess’ paradox, War of
Attrition
5. Chapter 6 (3 weeks)
(a) Cooperative games
(i) Characteristic functions, imputations, core, least core
(ii) Nucleolus, Shapley value.
Preface for the Second Edition xiii
(b) Bargaining, Nash solution, threats
(c) Exam 2
6. Chapter 7 (1 week)
(a) Evolutionary stable strategies
(b) Population games and stability
(c) Review
Naturally, instructors may choose from the many peripheral topics available in the book
if they have time, or for assignment as extra credit or projects. I have made no attempt to make
the book exhaustive of topics that should be covered, and I think that would be impossible
in any case. The topics I have chosen I consider to be foundational for all of game theory
and within the constraints of the prerequisites of an undergraduate course. For further topics,
there are many excellent books on the subject, some of which are listed in the references.
As a final note on software, this class does not require the writing of any programs. All
one needs is a basic facility with using software packages. In all cases, solving any of the games
in Maple or Mathematica involves looking at the examples and modifying the matrices as
warranted. The use of software has not been a deterrent to any student I have had in any
game theory class, and in fact, the class can be designed without the use of any software.
In the first edition I listed some of the game theorists who have been awarded the Nobel
Prize in Economics. In 2012, Lloyd Shapley and Alvin Roth, both pioneers in game theory
and behavioral economics, were awarded the Nobel prize, continuing the recognition of the
contributions of game theory to economics.
Acknowledgment: I am very grateful to everyone who has contacted me with possible errors
in the first edition. I am particularly grateful to Professor Kevin Easley at Truman State, for
his many suggestions, comments, and improvements for the book over the time he has been
teaching game theory. His comments and the comments from his class were invaluable to
me. I am grateful to all of those instructors who have adopted the book for use in their course
and I hope that the second edition removes some of the deficiencies in the first and makes
the course better for everyone.
As part of an independent project, I assigned my student Zachary Schaefer the problem
of writing some very useful Mathematica programs to do various tasks. The projects ranged
from setting up the graphs for any appropriate, sized matrix game, solving any game with
linear programming by both methods, automating the search for Nash equilibria in a nonzero
sum game, and finding the nucleolus and Shapley value for any cooperative game (this last
one is a real tour de force). All these projects are available from my website. Zachary did a
great job.
I also thank the National Science Foundation for partial support of this project under
grant 1008602.
I would be grateful for notification of any errors found.
Chicago, Illinois E.N. Barron
ebarron@luc.edu
2012
Preface for the First Edition
Man is a gaming animal. He must always be trying to get the better in something or other.
—Charles Lamb, Essays of Elia, 1823
Why do countries insist on obtaining nuclear weapons? What is a fair allocation of
property taxes in a community? Should armies ever be divided, and in what way in order
to attack more than one target? How should a rat run to avoid capture by a cat? Why do
conspiracies almost always fail? What percentage of offensive plays in football should be passes,
and what percentage of defensive plays should be blitzes? How should the assets of a bankrupt
company be allocated to the debtors? These are the questions that game theory can answer.
Game theory arises in almost every facet of human interaction (and inhuman interaction as
well). Either every interaction involves objectives that are directly opposed, or the possibility of
cooperation presents itself. Modern game theory is a rich area of mathematics for economics,
political science, military science, finance, biological science (because of competing species
and evolution), and so on.1
This book is intended as a mathematical introduction to the basic theory of games,
including noncooperative and cooperative games. The topics build from zero sum matrix
games, to nonzero sum, to cooperative games, to population games. Applications are presented
to the basic models of competition in economics: Cournot, Bertrand, and Stackelberg models.
The theory of auctions is introduced and the theory of duels is a theme example used in
both matrix games, nonzero sum games, and games with continuous strategies. Cooperative
games are concerned with the distribution of payoffs when players cooperate. Applications of
cooperative game theory to scheduling, cost savings, negotiating, bargaining, and so on, are
introduced and covered in detail.
The prerequisites for this course or book include a year of calculus, and very small parts
of linear algebra and probability. For a more mathematical reading of the book, it would
be helpful to have a class in advanced calculus, or real analysis. Chapter 7 uses ordinary
differential equations. All of these courses are usually completed by the end of the sophomore
year, and many can be taken concurrently with this course. Exercises are included at the
end of almost every section, and odd-numbered problems have solutions at the end of the
book. I have also included appendixes on the basics of linear algebra, probability, Maple,2
and Mathematica,3 commands for the code discussed in the book using Maple.
1In an ironic twist, game theory cannot help with most common games, like chess, because of the large
number of strategies involved.
2Trademark of Maplesoft Corporation.
3Trademark of Wolfram Research Corp.
xv
xvi Preface for the First Edition
One of the unique features of this book is the use of Maple1 or Mathematica2 to find
the values and strategies of games, both zero and nonzero sum, and noncooperative and
cooperative. The major computational impediment to solving a game is the roadblock of
solving a linear or nonlinear program. Maple/Mathematica gets rid of those problems and
the theories of linear and nonlinear programming do not need to be presented to do the
computations. To help present some insight into the basic simplex method, which is used
in solving matrix games and in finding the nucleolus, a section on the simplex method
specialized to solving matrix games is included. If a reader does not have access to Maple or
Mathematica, it is still possible to do most of the problems by hand, or using the free software
Gambit,3 or Gams.4
The approach I took in the software in this book is to not reduce the procedure to a
canned program in which the student simply enters the matrix and the software does the rest
(Gambit does that). To use Maple/Mathematica and the commands to solve any of the games
in this book, the student has to know the procedure, that is, what is going on with the game
theory part of it, and then invoke the software to do the computations.
My experience with game theory for undergraduates is that students greatly enjoy both
the theory and applications, which are so obviously relevant and fun. I hope that instructors
who offer this course as either a regular part of the curriculum, or as a topics course, will find
that this is a very fun class to teach, and maybe to turn students on to a subject developed
mostly in this century and still under hot pursuit. I also like to point out to students that
they are studying the work of Nobel Prize winners: Herbert Simon5 in 1979, John Nash,6
J.C. Harsanyi7 and R. Selten8 in 1994, William Vickrey9 and James Mirrlees10 in 1996, and
Robert Aumann11 and Thomas Schelling12 in 2005. In 2007 the Nobel Prize in economics
was awarded to game theorists Roger Myerson,13 Leonid Hurwicz,14 and Erik Maskin.15 In
addition, game theory was pretty much invented by John von Neumann,16 one of the true
geniuses of the twentieth century.
Chicago, Illinois E.N. Barron
2007
1Version 10.0 or later.
2Version 8.0.
3Available from www.gambit.sourceforge.net/.
4Available from www.gams.com.
5June 15, 1916−February 9, 2001, a political scientist who founded organizational decision making. 6See the short biography in the Appendix E.
7May 29, 1920−August 9, 2000, Professor of Economics at University of California, Berkeley, instrumental
in equilibrium selection.
8Born October 5, 1930, Professor Emeritus, University of Bonn, known for his work on bounded rationality.
9June 21, 1914−October 11, 1996, Professor of Economics at Columbia University, known for his work
on auction theory.
10Born July 5, 1936, Professor Emeritus at University of Cambridge.
11Born June 8, 1930, Professor at Hebrew University.
12Born April 14, 1921, Professor in School of Public Policy, University of Maryland.
13Born March 29, 1951, Professor at University of Chicago.
14Born August 21, 1917, Regents Professor of Economics Emeritus at the University of Minnesota.
15Born December 12, 1950, Professor of Social Science at Institute for Advanced Study, Princeton.
16See a short biography in the Appendix E and MacRae (1999) for a full biography.