Autor:
Paulo
Sérgio
da
Silva
Borges
A
Model
of
Strategy
Games
Based on
the
Paradigm
of
the
Iterated
Prisoner's
Dilemma
Employing
Fuzzy
Sets
Esta
tese foi julgadaadequada
para
a
obtenção
títulode
“Doutor
em
Engenharia", especialidade
Engenharia
de Produção
e
aprovada
em
sua
forma
finpelo
Programa de
Pós-graduação.
Ricardo Ricardo M.
B
PhD
Coordenador do Programa de Pós-Graduação
em
Engenharia
~ -Produção
Banca
Examinadora:
Ricardo M.
Bírci
,Ph.D,
advisor
Qwag
Jó,
ólwz-W
Suresh
K.Khator,
Ph.D
/A¿›ÀÍraha4í~
cz<fv@¬
E
ar
Lanze
,Ph.D.
A^ÀYõ-À‹>
~ ~ 0-\J\¢>‹_§Ú/
A
” io _Novaes,
Ph.D.
I°`“7
Universidade
Federal
de
Santa
Catarina
Programa
de
Pós-Graduação
em
Engenharia
de
Produção
A
model
'ofstrategy
games
based
on
the
paradigm
of
the
Iterated
Prisoner's
Dilemma
employing
Fuzzy
Sets
ih t f the conditions
required
forDoctoral
Dissertationsubmitted
asa
partia! fuliinen
o
the
obtainance
of
thedegree of
Doctor
inProduction
and Systems
Engineering
_-_i
ii.
1a
a
às
II
I
IIIHI-*_
as
.Zi
I I P *2O
247.395 UFSC-BUPaulo
Sergioda
SilvaBorges
Universidade
Federal
de
Santa
Catarina
Programa
de
Pós
Graduaçao
em
Engenharia
de
Produçao
Um
modelo
de jogos de
estratégia
com
base
no
paradigma do
Dilema do
Prisioneiro Iterado,
com
emprego
de
Fuzzy
Sets
Tese
submetida
como
requisito parcialpara
obtenção
do
títulode
Doutor
em
Engenharia de
Produçao
Orientador
Prof. Titular
Ricardo
Miranda
Barcia,Ph.D.
I
Coordenador
do
Programa
Prof. Titular
Ricardo
Miranda
Barcia,Ph. D.
Agradecimentos
e
dedicatória
Agradeço ao
ProfessorAbraham
Kandel, da Universityof South
Florida,que de
forma
sempre
gentil incentivou a elaboraçãoda
presente Tese,provendo
valiososcomentados
e sugestões para melhorá-la, e dispondo-se a participar'de
minha
banca
de
examinadores.Agradeço
também
aJoseph Benios,
estudantegraduado da
Universityof South
Florida,
que
incansavelmente auxiliou-mena
preparação
do programa
computacional
para as simulaçõesdo modelo
aplicativousado
nesta Tese.Dedico
estetrabalho
ameus
pais,a
minha
esposa Hélia
eaos
meus
filhos\Í
Resumo
A
Teoria de Jogos pode ser definidacomo
a análise matemática formal de situações onde se observa algum tipo de conflito de interesses.Os
jogadores são assumidos, pela teoria clássica,como
racionais,o que significa que buscam sempre no jogo a maximização de suas utilidades esperadas.
O
jogo de2participantes conhecido por "Dilema do Prisioneiro" (PD) é considerado
como
o que melhor representaa contradição entre o emprego da racionalidade individual e da coletiva.
Na
versão tradicional do PD, asestrategias são sempre compostas pelas ações elementares “Cooperate" (C) ou “Defect” (D).
O
jogoiterado (IPD) constitui-seem
um
modelo que traduzcom
bastante fidelidade, e de forma simples,inúmeras questões freqüentemente encontradas na realidade, quando pessoas, grupos ou empresas
disputam parcelas de recursos escassos ou limitados.
A
literatura disponivel sobre o tema e muitovasta, e muitas analises do lPD, incluindo simulações atraves de torneios computacionais e uso de
tecnicas de inteligência artificial já foram efetuadas. Contudo, as estrategias consideradas no jogo estão
restritas, na grande maioria dos estudos, a combinações deterministicas, condicionais ou probabilislicas
das ações pontuais citadas, ou seja
C
e D. Nesta tese,uma
nova versão do IPD e desenvolvida,chamada
de Fuzzy Iterated Pn`soner”s Dílemma--
FIPD. Este metodo, ao permitir que os jogadorespossam
implementar ações graduais, objetivauma
modelagem mais realista do conflito de interessesrepresentado pelo jogo, Adicionalmente, no FlPD os agentes decidem
com
baseem
um
raciocinioqualitativo, traduzido neste trabalho pelo uso de sistemas especialistas difusos.
A
tese inclui doisenfoques do FIPD.
O
primeiro, de carater exploratório, consisteem
um
torneio computacional confrontando os estrategistas assistidos pelo sistema de decisão difuso entre si ecom
outros tipos de jogadores tradicionalmentebem
sucedidosem
trabalhos anteriores (TFT e Pavlov).O
segundoenfoque,
bem
mais elaborado e detalhado, trata deuma
aplicação pratica aum
problema de divisão demercado, onde varias firmas atuam vendendo produtos ou serviços a
uma
população diversificada decompradores, que
possuem
diferentes poder de compra e preferências relativas à qualidade dos itens. Esta abordagem imprimiuuma
caracteristica altamente dinâmica às interações, simuladascom
auxiliode
um
programa computacional orientado a objetos especialmente desenvolvido. As estrategiasempregadas pelos participantes e seus
desempenhos
são analisados e discutidos, especialmente naAbstract
Game
Theory can be defined as the formal mathematical analysis of situations wheresome
kind ofconflict ofinterest exists. The classical theory assumes that the players are rafional, in the sense that
they always seek the maximization ot their expected utilities.
The
2-persongame
known by thename
of“Prisoner's Dilemma” (PD) is considered as the situation which best depicts the contradiction between
the individual and the collective rationality. ln its traditional version, the strategies in the
PD
are alwayscomposed
by the elementary and dichotomic actions "Cooperate“ (C) ou “Defect" (D). The iteratedgame
(IPD) constitutes a model that mirrors, in a simple and direct manner, several problems oftenfound in the real world,
when
people, groups or companies are involved in a dispute oversome
limited or scarce resource. The available literature regarding that theme is vast, andmany
comprehensiveanalysis of the IPD have been already performed, including computational tournaments and the
employment of artificial intelligence techniques. However, the strategies considered in the
game
areusually confined to deterministic or probabilistic combinations of the mentioned punctual actions
C
andD. ln this dissertation, an innovative version of the IPD is presented and developed, called Fuzzy
lterated Pn`soner's Dilemma
-
FlPD. That method, by allowing the players to implement gradualactions, aims al attaining a more realistic model of the conflict of interested represented by the game.
Additionally, in the FlPD the agents decide based on a qualitative system of reasoning, which in this
work regards the utilization of
mzzy
expert systems (FES). The dissertation includes two approaches ofthe FlPD.
The
first has an exploratory character, and consists of a computational contest where the FES-assisted strategists confront each other and also other well known successful rules (TFT andPavlov). The second approach,
much
more elaborate and perfected, is directed at a practicalapplication concerning a market share problem. There, several firms are present offering their products
or services to a diversified population of buyers, the Consumers, which on their turn possess different buying powers and preferences relative to the quality of itens desired. That method has the advantage
of imprinting a highly dynamic feature to the environment, which has been simulated by
means
of anobject-oriented
C++
program especially written. The strategies employed by the participants and theirrespective performances are extensively analyzed and discussed, mainly in the second approach, from which
many
important conclusions have been drawn.vii
Contents
Page
Resumo
v Abstract v1Chapter
1 Introduction 1.1Preambie
... ._ 1.11.2
The
Prisoner'sDilemma
... .. 1.21.3 Description of the
Problem
and
Objective of the Dissertation 1.31.4
Methodoiogy
... .. 1.61.5 Structure
and
Outiine of the Dissertation ... .. 1.81.6
Main
Contributions of the Dissertation ... ..1.10
Chapter
2
A
Review
ofFundamental
Topics ofGame
Theory
2.1 introduction ... ._
21
2.2
Representation
of StrategicGames
... ..24
2.2.1 Decision Trees ... ..
24
2.2.2 Rule Sets ... ..
25
2.3
Usual
Methods
for the Evaluation of theSub-optima!
Function
... ..25
2.3.1
The Minimax Method
... ..26
2.3.2 Alpha-Beta Cuts ... ..
27
2.4 information
Sets
... ..28
2.5 Strategies ... ..
29
2.5.1 Saddle Points ... ._
2.10
25.2
Pureand
Mixed Strategies ... _.211
2.5.3
The Minimax Theorem
... _.2.14
2.6 Preferences, Utility
and
Rationality ... ..216
2.6.1
Fundamental
Axioms
of Utility Theory ... _.2_17
2.6.2 Prospect Theory ... ..
2319
2.6.3 Rationality
and
the Maximization of Expected Utility ... .. 2_22
2.6.4 Other Criticisms to the
Maximum
Expected UtilityMethod
225
2.7 Extensive
and Normal
Forms
ofa
Game
... ..2.26
2.7.1 Extensive
Form
... _.2_26
2.7.2
Normal Form
... _.2,27
2.8
Competitive
Non-Zero-Sum
Games
... _.2.27
2.9
Dominant
and
Nash
Equilibria ... ..2.28
2.9.1
Dominant
Strategy Equilibrium ... ..229
2.9.2
Nash
Equilibrium ... _.2_30
2.10 Cooperative
Games
... ..2.32
210.1
Two-Person
CooperativeGames
... ._233
2.10.2
Von
Neumann
and
Morgenstern Solution ... _.234
2.10.3 Arbitration
Schema
... ._2.39
210.4
Nash's ArbitrationScheme
... _.240
210.5
Criticisms to Nash'sScheme
... _.2_42
2.10_6 Other Arbitration
Models
... ._2,42
2.11
Cournot
and
BertrandGames
... _.2.44
2.11.1
Cournofs
Theory ... ..2,44
211.2
Bertrand'sModel
... ._246
2.11 .3
Some
Variations on the BertrandGame
... ..248
LX
Chapter
3
The
Prisoner'sDilemma Game:
A
Survey
3.1 introduction ... ._ 3.1
3.2
The
Prisoner'sDilemma
in theContext
of 2><2Games
... _. 3.53.2.1
Some
Peculiar SocialDilemmas
... _. 3_53.2.2
The
Effect of Preferences in 2..»:2Games
... _. 3_73.2.3 Other Related 2:-›~;2
Games
... _. 3_113.3
Computational
Tournaments
of the Prisoner'sDilemma
.... _. 3.113.3.1 Overview ... ._ 3_11
3.3.2 Aspects of the Tournaments'
Dynamics
... ._3.12
3.4 Evolutionary
Games,
Spatialand
AlTechniques
Approaches
ofthe
PD
... _.3.19
3.4.1
An
Evolutionary Biological Application:The
Hawk-Dove
Game
3_19
3.4.2 Spatial
Models
of the IPD ... ._3_24
3.4.3 Singular Reactive Strategies ... ._
325
3.4.4
The
lF>D with Al-aided Players ... ._3_27
3.5
The
One-sided
Prisoner'sDilemma
... ._3.39
3.6 Applications of PD-related
Games
toEconomic
Problems
3_413.6.1 international Trade Tariff Policy ... ._ 3.41
3.6.2
Share
Takeover ... ._3,42
3.6.3
An
OligopolyGame
... _.3,43
3.7. _Concluding
Remarks
... __3.45
Chapter
4
A
Review
ofFuzzy
SetTheory and
ExpertSystems
4.1 Introduction _______________________________________________________________________ ._ 4.1
4.2
Fuzzy Measures and Fuzzy
Set
Theory
... ._ 4.24.2.1 General Discussion ... _. 4,2
4.2.3 Belief
and
PlausibilityMeasures
... ..4.2.4 Fuzzy Set Theory ... ..
4.3
Operations
withFuzzy
Sets
... ..4.3.1 Basic
Concepts
... ._4.3.2
The
Extension Principle ... ..4.3.3 Triangular
Norms
and Co-norms
... ._4.3.4
The
Fuzzy Integral ... ._4.3.5 Modification of the Fuzzy integral ... _.
4.3.6 Linguistic
Hedges
... _.4.4
Fuzzy
ExpertSystems
... _.4.4.1 General Discussion ... ._
4.4.2 Fuzzy Logic
and
Fuzzy Inference ... _.4.4.3 Defuzzification
Methods
... ..Chapter
5
A
Fuzzy
Approach
to the Prisoner'sDilemma
5.1 introduction ... ._
5.2
A
PayoflFunction
... ._5.3
Fuzzy
DecisionRules
... ._5.3.1 Relation
Between Accumulated Wealths
... ..5.3.2 Last Iterations
between
the Parties ... ..5.3.3 Relation
between
overall Trends ofWealth
... ._5.4
Determination
of a PIayer's Action ina
Move
... ..5.5
Example
ofan
lteration of theFlPD
... ._5.5.1 Identification of the Players ... _.
5.5.2
The
lteration Process ... ..5.5.3
The
Decision Process for a Player ... ._5.5.4 Computation of the Payoffs ... ..
5.5.5
Update
of the Populationand
Players' Parameters5.6 Simulations ... ._ 4.5
4.10
4.13
4.13
4.16
4.17
4.18
4.214.24
4.27
4.27
4.29
4.32
5.1 5.3 5.6 5.6 5.9 5.115.12
5.13
5.13
5.13
5.14
5.16
5.16
5.17
X1
5.7
Discussion
of the Results ... ..5.19
5.8
Conclusions
... ._5.20
Chapter
6
An
Application of theFuzzy
lterated Prisoner”sDilemma
6.1 Introduction ... .. 6.1
6.2 Description of the
Problem
... .. 6.26.3
Methodology
Overview
... _. 6.46.3.1
The
BasicGame
... .. 6_46.3.2 Basic lteration Process ... .. 6_8
6.4 Detailed Formulation of the
One-sided
Fuzzy IPD
Market
Share
Game
... ._6.10
6.4.1
The
Sellers ... ._6_1O
6.4.2 The.Advertising
Budget
... .. 6,116.4.3
The
Size of the Potential Market ... ..6,12
6.4.4
The
Firms' Revenues, Costsand
Profit ... ..6313
6.4.5
The
Consumers
... _.6,19
6.4.6
The
Evaluation of a Product or Service by theConsumer
.... ._6,37
6.4.7
The Consumers'
Payoffs ... ..6,45
6.4.8
The
Consumefs
Decision ... _.655
6.5
Summary
of theMarket
Share
Game
... ..6.67
Chapter
7
Simulation of the
One-sided Fuzzy
IPD MarketShare
Game
7.1
The
SimulationProgram
... .. 7.17.2
Methodology
of theExperiments
... .. 7.37.2.1
Bookkeeping
of the Results ... .. 7.37.2.2
Scope
of the Simulations ... ..7
4
7.3 Analysis
and
Discussion
of the Results ... .. 7.87.3.2
The
Simulations ofPhase
I ... ..7.10
7.3.3
The
Simulations ofPhase
Il ... ..7.22
7.3.4
The
Simulations ofPhase
III ... ..7.35
7.3.5
The
Simulations ofPhase
lV ... ..7.40
7.4 Final
Remarks
... ..7.49
Chapter
8
Conclusions
8.1
Summary
of the Dissertation ... ._ 8_18.2
Synopsis
of the Results ... ..82
8.2.1
The FIPD Tournaments
... ..82
8.2.2
The 1S-FlPD and
the MarketShare
Game
... ._84
8.3
Main
Contributions of theWork
... ._88
8.4 Limitations of the
Work
and
Suggestions
forFuture
Developments
... .. 8.7
8.4 Final
Remarks
... ..89
Appendix
App.
A
Listing of theConsumers' Frequency and lncomes
App
63
App.
B
Graphs
of the Attractiveness to Priceand
QualityFunotions
... .. App. 6.bReferences
and
Bibliography
... _.Rem
Figures
2.1
Fragment
of a Decision Tree with the Node's Gains attributed bythe
Minimax Method
... ._ 2.62.2 Payoff Matrix of a Non-strictly Competitive
Game
I ... ..2,28
2.3 Payoff Matrix of a Non-strictly Competitive
Game
ll ... ..231
2.4 Payoff Matrix of
a
Strictly Solvable CompetitiveGame
... ..2_32
.`\`.Hl
2.6 Negotiation Set
R
for theVon
Neumann
and
Morgenstern Solution Vof a Cooperative
Game
withTwo
Independent Mixed Strategies2.35
2.7 Cooperative Solution Set R'and
Pareto's Optimal Set ... ..2,37
2.8 Pareto's Optimal Setand
the Negotiation Set ... ..2,33
2.9
Space
of FeasibleAgreements
with the statusquo
point ... .. 2,412.10 Reaction Functions in the Cournot Duopoly
Game
... ..2,46
2.11 Bertrand Reaction Functions
and
Equilibrium Price withDifferentiated Products ... ..
2.50
3.1 Generic Payoff Matrix of the Prisoner's
Dilemma
... .. 3_33.2
A
FSM
that playsTFT
in the IPD ... ..329
3.3
Schematic Diagram
of a Best EvolvedFSM
withSeven
States .... ..336
3.4
A
Multi-layer Perceptron for the IPD with continuous Actionsand
Payoffs ... _. 3-37
3.5
Normal
Form
of the Product QualityGame
-An
One-sidedPD
.... ..3,40
3.6 Payoff Matrix of a Cournot Duopolistic
Game
... ..3_44
4.1 Relationship
among
theMain
Classes of FuzzyMeasures
... _. 4_44.2 Carnival
Wheel
with a Hidden Sector ... .. 4_74.3
Some
Shapes
Commonly
employed
for theMembership
Functionuz_z(x) representing a Fuzzy Set
S
... .. 4_114.4
Comparison
of Min,Max
and
Bounded
Sum
Operators ... ..414
4.5
Example
of Fuzzy Sets that result from the Application of LinguisticHedges
... ..4.25
4.6
Example
of Three Criteria for determining the Centroid using theCenter of Gravity
Method
... ..4.34
5.1 Fuzzy Sets describing Possible Actions in the
FlPD
... .. 5,45.2
The
F|PD's Payoff Function ... ._55
5.3 Fuzzy Sets for the Qualitative Description of fi ... ._
57
5.4 Fuzzy Sets for the Qualitative Description of fz ... ..
5,10
6.1
Normal
Form
of the SimplifiedPD
With Qualitative Payoffs 6,66.2 Relation
between
theCost
qigand
the cost c.g ... ..6,18
6.4 Fuzzy Sets describing the
Consumers'
NormalizedIncome
... .. .624
6.5 Fuzzy Sets describing the
Consumers'
Sensitivity to Priceand
Quality ... ... ..5.27
6.6 Basic Fuzzy Sets describing the price p¡gand
the quality qrg ... _.631
6.7Example
of the Defuzzification ofThe
Sensitivity to PriceParameter
635
6.8 Modified Fuzzy Sets according to aConsumers
Sensitivity to Price636
6.9 Modified Fuzzy Sets according to aConsumers
Sensitivity to Quality ... ..6.37
6.10 Fuzzy Sets depicting the Attractiveness of the price prg ... ..6_39
6.11 Fuzzy Sets depicting the Attractiveness of the quality qrg ... ..640
6.12
The
importance Factors of the Attributes Price, Quality ... ..6_43
6.13 Attractiveness lndexes cnpjand
um ... ._6_47
6.14Range
of the Synthetic Evaluation as a Function of theConsumers'
Sensitivities to Price ... ..6.43
6.15Some
Estimated Payoffs Functions ... ..659
7.1 Basic
Diagram
of the Simulation Process ... ..72
7.2 Syenthetic Evaluation
Ranges
&
Optimum
Prices ... ..710
7.3(a-e) Ratio of
Success
-
Game
1, Cycle 1 ... ..711
7.4 Cycle 1:
%
of Total Successful Iterations with All Firms ... ..713
7.5 Cycle
1-
MarketShare
... ._713
7.6 Cycle1-
Profit ... ..7.13
7.7 Cycle1-
Comparison between
Profitand
MarketShare
... ._7_14
7.8 Evolution of theSuccess
Ratio forConsumers
of Class 2 ... ..7_15
7.9 Evolution of theSuccess
Ratio forConsumers
of Class 3 ... ..715
7.10 Evolution of the
Success
Ratio forConsumers
of Class 4 ... ..716
7.11 Evolution of the
Success
Ratio forConsumers
of Class 5 ... ..716
7.12 Evolution of the
Success
Ratio forConsumers
of Class 6 ... ..717
7.13 Evolution of the
Success
Ratio forConsumers
of Class 7 ... ..717
7.14 Evolution of the
Success
Ratio for the Population ofConsumers
718
7.15Comparison
of Global Profitand
MarketShare
for FirmsO and
1719
7.16
Comparison
of Global Profitand
MarketShare
for Firms 2and
37_19
XV
7.18 Firm 0:
Success
Ratio&
Profit as a Function of Cost ... _. 7.23
7.19 Firm 1:
Success
Ratio&
Profit as a Function of Cost ... _.724
7.20 Firm 2:
Success
Ratio&
Profit as a Function of Cost ... ._7_25
7.21 (a) Firm 0:
Success
Ratio ... ._730
7.21 (b) Firm 0: Profit ... ._
730
7.22(a) Firm 1:
Success
Ratio ... ._730
7.22(b) Firm 1: Profit ... ._
730
7.23(a) Firm 2:
Success
Ratio ... _.730
7.23(b) Firm 2: Profit ... ._
7.30
7.24(a) Firm 3:
Success
Ratio ... ._731
7.24(b) Firm 3: Profit ... ._
731
7.25(a) Firm 4:
Success
Ratio ... ._731
7.25(b) Firm 4: Profit ... ._
731
7.26(a) Firm 5:
Success
Ratio ... __731
7_26(b) Firm 5: Profit ... _.
731
7.27 Evolution of
Success
forGames
1-4 ... _.732
7.28 Evolution of Profit for
Games
1-4 ... _.732
7.29 Units sold per
Game
... ._733
7.30 Firms' Profits per
Game
... _.733
7.31 Distribution of
Buyers-Game
1 ... __7.35
7.32 Contribution to Firms' Profits from fhe
Consumers'
Classes ... ._735
7.33 Distribution of Successful Iterations ... ._
736
7.34 Distribution of Profits ... _.
736
7.35
Game
1-
Successes and
Profit as functions- of theMarkup
... __7.37
7.36
Game
2-
Successes and
Profit as functions of theMarkup
... _.7.37
7.37
Game
3-
Successes and
Profit as functions of theMarkup
... ._7.37
7.38
Game
4-
Successes and
Profit as functions of theMarkup
... _.7.37
7.39
Game
5-
Successes and
Profit as functions of theMarkup
... _.7.38
7.40
Game
6-
Successes and
Profit as functions of theMarkup
... _.7.38
7.41 Conjoint
Success
Ratio for Classes 1&
2-_
Game
1 _________________ ._7.45
7.42 Firms'
Accumulated
Payoffs with Class 1 ... ._7,46
7.44 Total Profit in
Game
2
(Without Advertising Expenses) ... ..7.45
Number
of lterationsand
Successes-
Equivalent Advertising ... ..7.46
Number
of lterationsand
Successes-
Differentiated AdvertisingTables
2.1 information Categories of a
Game
... ..2.2 Allais` Situation 1 ... _.
2.3 Allais' Situation 2 ... ..
3.1 Four Distinctive 2><2
Dilemmas
... _.3.2
Types
of Playersand
their Ranking of Preferences ... ..3.3 Possible Pairings of Players
and
the Resulting Joint Elective Strategies ... ._3.4 Payoff Matrix of A×elrod's Computational
Tournaments
of the IPD3.5
The
Hawk-Dove
Games
Payoff Matrix ... ._4.1
Mass
Functionand
Belief lnteivals for the CarnivalWheel
... _.4.2
A Sample
of LinguisticHedges
... _.4.3
A
Boolean Truth Table for the Statements P,Q
... ._5.1 Usual Payoff Matrix of the
PD
Game
... _.5.2 Fuzzy Production Rules involving the
Wealth
Relation fzand
anAction ai ... ._
5.3 Strategies used by the
512
Different Fuzzy Players of theFIPD
5.4(a) First Phase:
Groups
1 to 16 ... ..5.4(b) First Phase:
Groups
17 to32
... ..5.5
Second Phase
... ..5.6 Third
Phase
... ..5.7 Fourth
Phase
(Final) ... ..6.1 Actions
and
Payoffs in a SimplifiedOne-Sided
MarketShare
PD
6.2
Main
Components
of the Market ShareGame
... ..7.47
7.48
7.48
2.82.24
2.24
3.6 3.93.10
3.13
3.20
4.84.26
4.30
5.3 5.85.13
5.18
5.18
5.18
5.18
5.19
6.8 6.9xvii
6.3
The
Firms' Payoffs ... ..6.14
6.4 Relative Frequency Distribution of
The Consumers' Income
... ..621
6.5 Specification of the
Consumers' Income
Fuzzy Sets ... .. 6_23
6.6 Rules
used
by the Fuzzy ExpertSystem
associatingincome and
Sensitivities to Price
and
Quality ... ..6.29
6.7 Operations for modifying the Fuzzy Sets depicting the
Consumers'
Perceptions of Price
and
Quality ... .. 6-316.8 Rules
used
by the Fuzzy ExpertSystem
associating the priceperceived p..;,
and
its correspondent attractiveness ... _.5.39
6.9 Rules used by the Fuzzy Expert
System
associating the qualityperceived qm
and
its correspondent attractiveness ... ..6.49
6.10 Possible Values of the Synthetic Evaluation o.-Q ... ._
6.46
6.11
Maximum
and
Minimum
Values for the Synthetic Evaluation ... ..6_48
6.12 Regression Equations for the Extreme Values that can be
assumed
by ‹s¡g¡ as a Function of sm ... ..6_49
6.13
Consumers'
Payoffs as a Function of c¡g¡and
sm» ... ..6.50
6.14
Summary
of theGames
Payoffs ... .. 6_517.1 Costs
and
Prices forPhase
I ... .. 7_57.2
Phase
ll,Group
A: Constant Pricesand
Varying Costs ... .. 7.67.3 Costs, Prices
and
Markups
forGames
ofPhase
ll,Group
B
... .. _7_67.4(a) Costs, Prices
and
Markups
forGames
ofPhase
ill ... .. 7_77.4(b) Costs, Prices
and
Markups
forGames
ofPhase
Ill ... .. 7.87.5 Results of Firm O ... ..
7,22
7.6 Results of Firm 1 ... ..723
7.7 Results of Firm 2 ... ..725
7.8 Results of Firm 3 ... ..726
7.9 Results of Firm 4 ... ..7_27
7.10 Results of Firm 5 ... ..7,27
7.11 Total Payoffs received by All Firms
and
the Population (A) ... ..728
7.12 Total Payoffs received by All Firms
and
the Population (B) ... ..735
7.13
Phase
lV: Pricesand
Costs forGames
1and
2 ... ..740
7.14 Determination of the Differentiated Advertising
Budget
... .. 7.417.15 (c-e)
Game
1 - Equivalent Adverising Budgets ... ..7_43
7.16 (a)
Game
2
- Differentiated Adverising Budgets ... _.7_43
Chapter
1Introduction
Discovering the Przsoner 's
Dilemma
issomething like díscoveriíng air. It
has
always been with us,
and
peoplehave
always' noticed
it-more
or' less.-William
Poundstone, in PriSoner's Dilemma (1992)1.1 -
Preamble
Understanding
thepattem
of
behaviorof
rational agentswhen
they areconfionted
by
amutual
coøzƒlictof
interest hasbeen
deserving a. continuousand
increasing attentionby
researchers
from
various scientific areas. In classical DecisionTheory
the actors try tofind
the best solutions to theirproblems
When
dealing With possible statesQfthe
world, thatcan
be
detemiinistic, probabilistie, fuzzy, oreven
chaotic.That approach
usuallydoes
notconsider specific or particulaiized reactions
from
one
agent to thedeeds
of
another.On
theother
hand
there isGame
Theory,which
hasbeen
developed aiming
at. explaininghow
rational people oughzf to
make
decisions in antagonic situations, if theywant
to achieve a paiticular goal.Game
Theoiy
isnormativa
and
not descriptive, in the sense that itdoes
notattempt to
make
predictionsabout
how
the agents Will actually behave.The
observed
fact that decisionmakeis
often fail to follow the theoreticalprescriptions regarding their resolutions
towards
themaximization of
theexpected
utilitiesraises
some
concems
about
the realmeaning
ot rationalizyand
theadequate
definition oturzílzíy,
mainly
when
the disputecannot be
modeled by
a .stricthz conzpetzfivelgame.
In anon-zero-sum game,
the players (decisionmakers)
may
nothave
a strictlyopposed
preference
of
one
outcome
over
another ( as inzero-sum
games). Ifboth
players prefer thesame outcome
over any
other, theformer
is calledPareto-optima!
[RAPO92].
In this work, the
paradigm of
a2x2 game
called the IteratedPrisoner
'sDilemma
(IPD)
is explored.Taking
into account the vast diversityof
individualcomportment,
thatare
guided
by
many
factors (psychological, environmental, utilitaúan, etc.), amathematical
analytical
model
of
acomplex
system
composed
of
many
PD
players turns out tobe
impracticable. Therefore, this dissertation
approaches
theproblem
using simulation techniques, allied to anew
fuzzy versionof
thePD.
_1.2 -
The
Prisoner's
Dilemma
The
Prz`soner'sDilemma game
(PD), invented in1950 by
Melvin and Dresher
from
Rand
Corporation, is consideredby
many
the quintessenceof
a conflictof
interest, a social :rap that exposes inan
elementaryand
clearfonn
the discrepancybetween
íncliviclual
and
collective rationality.In the
PD,
all three principlesof
individual rational decision, that is, dominzmíng,maxmin
and
equ.1Ílibr1`1un, point to the choice “Defection”.The
players'maxmin
strategies intersect in thesame
outcome,
but that is not Pareto-optimal. Nevertheless, the collective rational decisionmust
be
Pareto-optimal.Herodotusl
describesan
earlyexample of
reasoning in the PrisonerisDilenuna
inthe conspiracy
of Darius
against the Persian emperor.A
group of
noblesmet and
decidedto
overthrow
the emperor, itwas
proposed
to adjourn till another meeting. Darius thenspoke
up and
said that if they adjourned,he
knew
thatone of
them Would go
straight to theemperor and
fink
on them
because
ifnobody
else did,he
would
himself. Darius alsosuggested a solution - that they
immediately
go
to the palaceand
kill the emperor3.1 Cited in [RASM89], p. 38, Note 1.2
3 Danus meant that defiêction (delation) is the
move
that yields the best payotf-the emperofs gratitudeand expected privileges-
When
adopted isolated in the presence of collective cooperation (silence about the plot). But if everyone goes to the emperor to delate the conspiracy-mutnal defection, all will be obviously worse off.1.3
1.3 -
Description of the
Problem and
Objective of the Dissertation
The
Prisoner”sDilemma
isnot about
prisoners. Its use asan
adequate paradigm
tomodel
conflictsof
interest. is mirroredby
a crescentnumber
of
applications in operations research, economics, biology, sociology, political science, etc. Thus, theachievement of
a better insightof
thedynamics of
thePD
game
areof
great value in predictinghow
competitive systems
might
evolve.The
situation described inHerodotus
fableabove
well illustrates the basic natureof
the
PD. However,
those circumstances reflect the dichotomic characterof
the classicalgame,
inwhich
there areno
intermediate actions:A
playercan
only eithercooperate (C)
ordqďct (D).
But
in real-life, practical problems, that isseldom
the case,and
the tra.ditionalbinary
PD
is not able to capture thenuances of
the real processesbeing modeled.
A
decision
maker
can
almost everemploy
gradual strategies,chosen
from
a continuouspalette
of
optionsbetween
two
limiting points.And
even
if the question alonedoes
nota.dmit gradation concerning the final decision, the reasoning process that lea.ds to the
concluding
move
certainly passesthrough
a non-discrete process. Likewise, theworld
isgenerally sufliciently diverse to allow a. player to compensa.te for
an extreme
settlementWith another related one.
A
question thatcomes
tomind
is,What would happen
in theIPD
ifone
departsfrom
the traditional dichotomic actionsC
and
D
and
the participants in thegame
may
select actions in a continuous range?Moreover,
What
if the playersmake
their decisionsbased
on
a qualitative
method?
The
attempt to offer a contribution to thecomprehension of
those questionsconstitutes the
main
subjectof
this dissertation,Which
is thedevelopment of
amodel
of
theIPD
where
the foregoing general assumptions are considered. In order to achieve that goal,a version
of
thePD
hasbeen developed and implemented.
It hasbeen denominated
theFuzzzv Iterated Pr'isoner"s Dilerrm-za (FIPD),
and
relies basicallyon
fuzzy
set theoryand
expert systems.
Before
oífering a straightforward answer, let us consider theway
aperson
drives a car.Depending
on
the vehicle trajectory, the driver assesses the situationand
reacts steering to the right or left, with different emphasis. In thismanner, though
the driversucceeds
inmaíntaining
thecar
under
control, itdoes
notknow
either the exact angleand
other quantitative chamcteristics
of
its actionconveyed
to thewheels
by
themechanical
system
of
the car, or the external physical numexical attributesof
its path.In the
example
above, the driver is using a qualitativemethod
tomake
its decisions.In the
PD, on
the other hand, the counterpartof
a. rationa.l player is another rational player,and
theyhave
conflicting (albeit non-strictly) interests.That
situation is, in a sense,much
more
complex, because
some
variablesof very
difficultand
questionable quantification arepresent in the decision process (e.g. rationality, preferences, utility, not
mentioning moral
related attributes). Thus, the process is blurrzv
because
the variables that take part in it arealso bluiry.
Nevertheless, to handle this kind
of
situation, fi1zzy set. theory(FST)
can
provide aadequate
method
to mirror the rulesby which
peoplemanage
and
negotiate the perceptionsand
actions involved in thegame.
Additionally, it has alreadybeen demonstrated
by
numerous
successful applications inmany
areas that theF
ST
can augment, and
eventuallyexceed
othermore
conventionalmathematical
techniques regarding theperformance of an
obtained solution or control
procedure
directed at nonlinear or othercomplex phenomena.
Such
is theproblem
of
theIPD, and
it isaassumed,
Withconfidence,
that theIPD
isthe case for
an
applicationof filzzy
set theoryand
fuzzy expert systems,which
resulted inthe
F
IPD
models.Two
approaches
regarding theFIPD
are investigated:The
first regards acomputational
toumament
of
theFIPD
where
512
differentfilzzy
strategists confrontthemselves
and
three other peculiar players, namely, Titgbr-Taí(TFT),
Pmflov,and
also a.fuzzy version
of
TFT.
The
second
consistsof
a practical applicationof
theone-sided
1.3
Apart
from
other specific questions addressed, especially in the latterand
more
elaborate
model,
the following topicsmotivated
the research:0
How
do
the players perceive aopponent*s
strategyand What
are theirresponses?
0
What
is thedynamic
behaviorof
theWhole
environment,concerning
theconflict
of
interestembedded
in the process ?0
Can
an
equilibriumbe
established? If it can,which
are the charactenisticsof
the strategies thatcompound
it?0
Which
are thedominant
strategies in tennsof
attaining the best results?Are
they Stable?A
practical applicationof
theIPD
isdeveloped
alongChapter
6,Where
theproblem
of modeling
a competitivemarket
is studiedunder
the one-sidedIPD
approach. There,an
environment
With a variablenumber
of Firms
(sellers)and
Consumers
(buyeis) hasbeen
designed
and
initialized.Each Firm
arbitrates the a.dvertising budget, the priceand
the cost(associated to the quality)
of
its product or service,and
offers it for sale in the market.The
population is
composed
of one thousand
buyers, differentiatedby
theirincomes
and
preferences relative to the price
and
qualityof an
item.While
theFinns can
fix
their variables freely,which
isdone
arbitrarily in order toinvestigate the
most
successful policies, theconsumers
operate in a.dynamic mode,
Where
the population`s consolidated decisions constantly influenceeach
individual. It also is affectedby
the tradeoffbetween
itsown
expectationsand
concrete results achieved.The
final
objectiveof
themodel
contained inChapter 6
is finding outhow
prices,costs
and
advertising budgets are relatedconceming
theachievement
of
the besteconomic
results, not only in terms
of
themarket
share but alsoof
the net profit. It is important tonote that. the
consumers
are not static in their decisions,because
they are also rational inchapter
implements
theOne-síded
FuzzçvPD(lSFIPD)
through a
simulationprogram
withseveral examples.
1.4 -
Methodology
The
perfonnance of
strategies in the dichotomic[PD
has already'been
exhaustivelystudied.
The
computationaltoumaments
of
theIPD
accomplished
by
Axelrod
[AXEL84]
greatly increased the
knowledge about
how
cooperation evolves,and which
are the characteristicsof
themost
effective strategies tobe employed.
But
all those conclusions are entirely contextdependent, and
further researchdemonstrated
thatsome
very successful strategies, likeTFT, would
notdo
so well ifsome
othernewly
fonnulated rules (likePavlov, or
Generous TFT)4
were
includedamong
the opponents.Even
so, the alludedtournaments
relied entirelyon
previously formulat.ed plansby
human
strategists.The
current directionof
the research in the area is toemploy
softcomputing and
artificial intelligence techniques allied to intensive simulation
methods
in order toautomate
the process
of
discoveringnew
tactics to successfully playing thegame.
In
Chapter
5, theFIPD
is outlined.Each
player is representedby
a collectionof
three fuzzy expert systems (FES).
The
FES
have
as inputs, or antecedents, three distinct factors,which
regard the relationbetween
a playerand
itsopponent”s
wealth (fi), the a.dve1sa1y”s last threemoves
(fi)and
the relationbetween
the trendsof
itsaccumulated
payoff and
thatconceming
the entire population.The
outputs are given in termsof
thegradual action to
be implemented
in the currentmove,
which
variesbetween
zero
(totaldefection)
and one
(total cooperation).The
players using that decision processadd
up
to 512, as ar resultof
thecombination
of
the different tacticsemployed
foreach
factor.Included in the participants are three other Well
known
strategists, previously mentioned.A
computational
toumament
using a.program
inC++
language especiallydeveloped
for the'simulations
was
accomplished,and
several conclusionswere
drawn from
the results[BORG95].
1.7
The
primary purpose of
thatpan
of
the dissertation is to investigate theperformance of
the fuzzy players regarding their particular strategies.Because of
the greatnumber
of
possible painvise combinations ( 132355), the contestantsWere randomly
divided in groups,
each
confronting a. specificopponent about
150
times,on
the average.The
essenceof
themodel
included inChapter
5 isftmdamentally
investigative,and
was
developed
asan
inquiryabout
the effectsof
qualitative reasoning in theIPD.
The method
utilized inChapter 6
thisWork
is rather distinct.Departing
from
the usual recentapproach of automating
discoveryof
new
effective strategiesby means of AI
techniques
[AXEL87], [FOGE93a], [FOGE94c],
theprocedure
had
a. converse goal:How
can
a player effectivelychoose
its strategwhen
randomly
confronted to adaptive,AI
guided
players?Observe
that the latterdo
not confronteach
other, so the iterations takeplace only
between
thetwo
typesof
players present in theplanned market
sharegame,
namely
Firms
and consumers.
The
paradigm
employed
Was'
theone-sided
IPD
[RASM89],
inwhich
onlyone
typeof player-the
Firms-
is involved in a. PD-likesituation.
The
iterations consistof randomly
assigned encountersbetween
buyersand
se1lers5.
Of
course, the sellerWould
prefer to sell alow
cost item for a high price,and
many
of
them.On
its turn, thebuyer
genetically favors the valueof
its acquisition,choosing
tobuy
the best qualityproduct
or service for the leastamount
of
money.
A
conflictof
interest is thereforeformed.
The
Firms
may
select their actions (price, costand
advertising budget) in acontinuous intelval,
which
Was
manually
done,aiming
atfinding
the relationsbetween
theselected policies
and
their performance.On
the other hand, theConsumers,
like in the classicalPD,
have
onlytwo
choices:buy
or notfrom
a given supplier.But
in themodel,
the
Consumers
are not at all equal in their resourcesand
tastes,and
theyperform
constantupdates in their decision processes,
Which
are againbased
infuzzy
expert systemsand
Belief theory.
5 The mechanisms used to pick a pair of players to interact are not random in the sense of “any pair is
The
game
is divided into qvcleswhere
afixed
number
of
iterations is completed.During each
cycle the Firms” variablesremain
constant, but theymay
be
adjusted for thenext round.
A
simulationC++
program
hasbeen developed
toimplement
the iterations,and
the results are presented, discussedand
analyzed.1.5
-Structure
and
outline
of
the Dissertation
The
dissertation hasbeen
divided in eight chapters. Chapters2
through4
contain a bibliographic reviewof
the topicsof
the theory related to thedevelopment of
the research.Chapters 5 through
7
approach
theFuzzy
IteratedPrisonefs
Dilemma,
new
with thisWork
and
constituting the coreof
the project.Chapter
8 presents the conclusions.ht the sequence,
a
brief descriptionof each
chapter”s content is given.0
Chapter
1: This introduction,where
the outlineof
thework
is disclosed, including the motivation, essenceof
theproblem
approached,and
themethodologf
employed.
0
Chapter
2: C-ontains a reviewof
thefundamental
aspectsof
Game
Theory.The
text includes the characterization
of
a conflictof
interest as a strategicgame,
competitive (stiictly
and
non-strictly)and
cooperativegames. Also
discussed are theconcepts
of
rationality,dominance,
equilibriumand
arbitrationschema.
0
Chapter
3:Embodies
the analysisof
the P1isoner`sDilemma
game,
Which
desetved a particular attention considering the fact that it constitutes the
comeistone
of
the research.The
history, applicationsand
most
important theoreticaldevelopments of
thePD
paradigm
areexamined
and
detailed. Specialmention
ismade
to the computationaltoumaments
of
the iteratedPD,
as Well as quite recentWorks
using artificial intelligence (AI) techniques for themodeling
of
the problem.To
complement
the review, the chapter includes topicsof
other significant PD-like1.9
Chapter
4:The model
developed
in the Dissertationcompounds
thePD
withFuzzy
SetTheory and
respective tools. Therefore,a review
of
the relatedtechniques has
been judged
necessary.The
chapter provides a descriptionof
themethods
relyingon
fuzzy
logic, fuzzymeasures
and
belief theory,Which
have been
taken advantage
of
in the formulationof
theFIPD.
Moreover,
theWorking of
thefizzzzv integral is presented,
and
a modification in thatmethod
is introduced.Chapter
5:An
investigative versionof
theFuzzy
Iterated Prisoner”sDilemma
is detailedand
simulated with acomputer program.
The
strategiesemployed by
the players departfrom
the traditional binary restriction,and
the processof
picking amove
relieson
fuzzy expert. systems that take in consideration inputs other than the usuallyadopted sequence ofthe opponentís
lastmoves.
Chapter
6: Consistsof
a. practical applicationof
theone-sided
versionof
theFIPD.
In order to supply a realistic
environment
for the analysisof
a conflictof
interestmodeled by
theFIPD,
amarket
sharegame
including buyersand
sellers hasbeen
designed,where
the contestants exercise their strategies.The
decision processof
the buyers has
been
intended to mirror, as far as possible, the behaviorof
rationalagents adopting qualitative reasoning.
The
experiments areaccomplished
by means
of
a object.-oiientedC++
program,
implemented
by
intensive simulationof
the interactions that take placebetween
pairsof
the agents, theFirms
and
theC-onsumers.
Chapter
7: lncludes a. descriptionof
theprogram
utilized topeifonn
theexperiments, as well as the results attained
by
the computational simulationof
themarket
sharegame
detailed in the previous chapter.The
outputs derivedfrom
thevarious situations assessed in the simulations are extensively
examined,
along with a graphical presentationof
themost
outstanding results.Chapter
8: Conclusions.An
outlookof
the research is depicted, including limitationsof
theWork
and
suggestionsof
topics for furtherdevelopment.
1.6 -
Main
Contributions of the Dissertation
The
most
importantadvancements
contained in thiswork
regard the followingtopics:
0
Use
of fuzzy
reasoning in the Prisoner”sDilemma Game;
0 Introduction
of an
adjustment process in the traditional fuzzy integral;0
Development
of
amethod
of
aggregating multiple decision criteria using themodified
fuzzy integraland
elementsof
belief theory;0
Implementation
of
an
applicationof
theISFIPD
to a practicalproblem;
0
Demonstration of
the feasibilityof
using theIPD
as a basisof
building tools forChapter
2
A
Review
of
Fundamental
Topics of
Game
Theory
2.1 -
Introduction
The
purpose of
this chapter is to proyide a.background of
themost
yitaland
basicaspects
of
Game
Theory. It is usually accepted that the mathematicallyformal
study in thisarea
began
WithVon
Neumann”s
papeis published in1928
and 1937 [NEUM28]_,
[NEUM37].
Another
author,Maurice
Frechet[FREC53],
considers that this initiativeshould
be
credited toEmile
Borel[BORE38],
although Withsome
exemptionsl.The
book
“Theory of
Games
and
Economic
Behavior”
is habitually referred as the firstcomplete and
systematic
approach
to the subject[NEUM44].
Game
theory dealswith
situationswhere
two
ormore
agentshave
some
conflictof
interest,about
some
limited or scarce resource. Itis not. a. prescn`ptive theory, because it
does
not intend to tellhow
peoplebehave
ormake
decisions, neither
make
predictionsabout
their acts. If itWere
so,such
a theorywould
be
also descriptive.
The
accuracyof
a. descriptive theory couldbe
measured by
the rateof
success With
which
it foreseesWhat
willbe done
insome
particular circumstancesby
rational agents. So, rather than desciiptive or prcscriptive,
game
theoryaims
tobe
normative.
4
The
goalof
anormativa
theory is toinfonn
rational peoplewhat
theyought
todo
to achieve the desired ends.
Here
aproblem
arises:What
is it tobe
rational or not?The
concept
of
rationality iscommonly
associated tomaximízation
of
gains, which,by
itstum
seems
toimply an
egoisticand
selfish conduct. Anatol Rapoport,from
Universityof
1
The exeinptions regard the non-achievement of a proof for the Minimax Theorem, which is viewed
M
a conierstone ofGame
Theory. Botel supposed that the l\-"Iinimax Theorem was not generically valid, being only applicable in special circ-utnstances. The nierit of proving it for general conditions isowed
toVon
Neumann.Toronto, presented a very
good
discussionof
thistheme [RAPO90], [RAPO92].
It isargued
that there is nothingWrong
with a gains-maximizing strategy.There
are a.whole
lotof
things, concreteand
abstract, thatcan be
categorized as gains.. Itcan be
money,
power,
self-esteem,knowledge,
recognition, etc.On
the other hand,one
less disputed definition, is thatof
what
consists a rationalagem:
It issomeone
who
acts bearing inmind what
theconsequences of
its decision should be.However,
toaccomplish
this objective, the agentmust
be
ableto effectivelychoose
among
the altematives,be aware of
which
consequences
each one of
them
Will entail, and, ultimately,have
the aptitude to establish its preferencesover the available choices.
Before
thedevelopment of
Game
Theory, the theoryof
decisionsunder
riskwas
already established. Differently
from
the former,which
is characterized,among
otherimportant things,
by
the existenceof
multiple (_two ormore)
intelligent agents, DecisionTheory
involved onlyone
actorand an
uncertain situation, or probabilistic environment.This situation is
sometimes
mirrored as“games
against Nature”.In that setting, the notion
of
risk arisesfrom
the fact that the decisionmaker
cannot, alone, or exclusivelyby means
of
itsown
acts, determine an.The
result willbe
aconsequence
of
its actsand
of
the “stateof
theworld”
thatcomes
forth,and
can
be
classified, according to the agent”s preferences, in
an
ordinal scale,from
better to worse.Ifdecisions are to
be
made
under
certainty, all that has tobe
done by
the agent. is a.specification
of
the qualitative orderof
its preferences, Withno
quantitativemeasures
attached to them. But, given the stochastic feature
of
the environment, With probabilitiesassociated to the occurrence
of
events, a numerical scalemust
be
introduced regarding the possibleoutcomes.
The
combination
of
these pairsof
quantities is defined as theexpected
gain, Which, in short, is a
Weighted
sum
of
all possible gains thatcorrespond
to a particular decision,where
the weights are the probabilitiesof each
occurrence. Thisconcept
hasbeen
established in the rnid-seventeenth century,
by
Blaise Pascaland
Pierrede
F
ermatz . Here,the
same
nonnative
feature present inGame
Theory
is also extant,because
themethod
ofThe ngorous definition ot`n1athe1nat1`cal expectation, that underlies the idea of Expected Gain, was first
given
by
Christian Huygens, in “The Rationalis inLudo
Alea” . This work, published in 1657, contains2.3
the expected gain did not intend to predict behaviots
of
the agents, as a descriptive theoryshould. Empirical evidence
showed
thathuman
agents hardly evermade
decisions thatconfomied
toWhat
shouldbe
called ratvfonal, that gainsThe
discrepanciesobserved between
the presciiptionsof
rationaland
actual choiceswere
alsoextended
towhat
shouldbe understood
as“commonscnse
behavior”.A
very
wellknown
and
dramatic instanceof
the foregoing situation is reflectedby
the St. Petersburg
Paradof.
The game
contained in the St. PetersburgParadox
shows
theinadequacy
of
themethod of
maximum
expected value asan
cxplanation for rationalbehavior.
Hence,
insteadof
value,what
shouldbe
maximized
is the zztility,which
isdefmed
as a function that assigns a cardinalmeasure
toan
individual”s preferences.Although
the theory regarding individualgames
can
be
defined as the analysisof
situations
where
a conflictof
interest.between
players is present, the conflict in itselfdoes
not
have
a significant role in themodeling of
the players*comportment,
but actually in theindividual results that are
consequences of
thosecomportment.
ln that case, the classicaltheory
presumes
that:i.
The
possibleoutcomes
are perfectly characterizedand
known
by
all players;The
available information iscommon
knowledge
among
the players;Additionally, it is
assumed
that every individual has ordered preferences for the feasibleoutcomes,
and
thateach
also recognizes the other players' rankings.The
preferences are represented numeiically
by
an
zztiliíyzƒiznction foreach
player,Which
has asarguments
the variables thatcompound
the possible resultsof
thegame.
The
utílizyconcept
willbe
discussed in asubsequent
sectionof
this chapter,which
also
examines
other relevantthemes of
Game
Theory, with the following structure:- Representa.tion
of
StrategicGames;
- Information Sets;
3 The
St. Petersburg Paradox is a.
game
proposedby
Daniel Bemoulli in the mid~eighteenth century, wherethe maximization of the expected value criteria. seems to lead to an irrational decision.