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Lecture 3
Lecture 3
Constant-sum games
This lecture will first study competitive games- these tend to be known as
“constant sum games” with “zero-sum games” as a special case.
Constant sum game- in each outcome the payoffs of the two players sum to a
constant amount. If one person has more than this amount then the other must
have an equivalent amount less.
LEFT RIGHT
UP 5, 1 8,-2
DOWN 3,3 2, 4
In this case we have an asymmetric constant sum game with payoffs summing
to 6.
The best known type of constant sum game is the zero- sum game which is
purely competitive.
Heads Tails
Heads 1, -1 -1,1
Tails -1,1 1, -1
Each player has a penny and secretly turns it to heads or tails. If the pennies
match then Row player wins while if the pennies don’t match then Column
player wins.
Zero-sum games have a special place in the history of game theory since the
first games were formulated in this form.
However, it is of interest that most economic and social situations are NOT of
this type and are better modelled using other games.
Much of the empirical evidence for this game focusses on so-called “mixed
strategy equilibria” that go beyond the scope of this course. For this reason we
will not discuss this game much further.
Prisoner’s Dilemma
The most famous game in the literature. The PD is a symmetric game of partial
conflict with one Nash Equilibrium.
e.g.
Silent Confess
Silent 10,10 0,15
Confess 15,0 5,5
The interesting part of the Prisoner’s Dilemma is the fact that the Nash
Equilibrium is not Pareto- optimal i.e. it doesn’t optimise overall welfare.
Rappaport & Chammah (1965)- 50% of strategy choices were cooperative i.e.
they would have chosen “silent”.
This holds even when looking at “one-shot” choices where an individual only
has one game to play.
Furthermore, variants of the Prisoner’s Dilemma have tended to show the same
result- large amounts of cooperation.
ii) Rabin (1993): Fairness/ reciprocal altruism. The reward one gets in a
particular outcome depends not just on the monetary payoff but also on that of
the other person.
Also depends on previous experience with other player. If other player has been
selfish then one is more likely to be selfish and vice versa.