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Slides by

John
Loucks
St. Edward’s
University

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
1
Chapter 5, Part B
Advanced Linear Programming Applications

 Game Theory
• Competing for Market Share
• Identifying a Pure Strategy Solution
• Identifying a Mixed Strategy Solution

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2
Introduction to Game Theory

 In decision analysis, a single decision maker seeks to


select an optimal alternative.
 In game theory, there are two or more decision
makers, called players, who compete as adversaries
against each other.
 It is assumed that each player has the same
information and will select the strategy that provides
the best possible outcome from his point of view.
 Each player selects a strategy independently without
knowing in advance the strategy of the other player(s).
continue

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3
Introduction to Game Theory

 The combination of the competing strategies provides


the value of the game to the players.
 Examples of competing players are teams, armies,
companies, political candidates, and contract bidders.

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4
Two-Person Zero-Sum Game

 Two-person means there are two competing players in


the game.
 Zero-sum means the gain (or loss) for one player is
equal to the corresponding loss (or gain) for the other
player.
 The gain and loss balance out so that there is a zero-
sum for the game.
 What one player wins, the other player loses.

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5
Two-Person Zero-Sum Game Example

 Competing for Vehicle Sales


Suppose that there are only two vehicle dealer-
ships in a small city. Each dealership is considering
three strategies that are designed to take sales of
new vehicles from the other dealership over a
four-month period. The strategies, assumed to be
the same for both dealerships, are on the next slide.

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Two-Person Zero-Sum Game Example

 Strategy Choices
Strategy 1: Offer a cash rebate
on a new vehicle.
Strategy 2: Offer free optional
equipment on a
new vehicle.
Strategy 3: Offer a 0% loan
on a new vehicle.

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Two-Person Zero-Sum Game Example

 Payoff Table: Number of Vehicle Sales


Gained Per Week by Dealership A
(or Lost Per Week by Dealership B)
Dealership B
Cash Free 0%
Rebate Options Loan
Dealership A b1 b2 b3
Cash Rebate a1 2 2 1
Free Options a2 -3 3 -1
0% Loan a3 3 -2 0

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Two-Person Zero-Sum Game

 Step 1: Identify the minimum payoff for each


row (for Player A).
 Step 2: For Player A, select the strategy that provides
the maximum of the row minimums (called
the maximin).

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9
Two-Person Zero-Sum Game Example

 Identifying Maximin and Best Strategy


Dealership B
Cash Free 0%
Rebate Options Loan Row
Dealership A b1 b2 b3 Minimum
Cash Rebate a1 2 2 1 1
Free Options a2 -3 3 -1 -3
0% Loan a3 3 -2 0 -2
Best Strategy Maximin
For Player A Payoff

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Two-Person Zero-Sum Game

 Step 3: Identify the maximum payoff for each column


(for Player B).
 Step 4: For Player B, select the strategy that provides
the minimum of the column maximums
(called the minimax).

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Two-Person Zero-Sum Game Example

 Identifying Minimax and Best Strategy


Dealership B Best Strategy
Cash Free 0% For Player B
Rebate Options Loan
Dealership A b1 b2 b3
Cash Rebate a1 2 2 1
Free Options a2 -3 3 -1
3 -2 0 Minimax
0% Loan a3 Payoff
Column Maximum 3 3 1

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Pure Strategy

 Whenever an optimal pure strategy exists:


 the maximum of the row minimums equals the
minimum of the column maximums (Player A’s
maximin equals Player B’s minimax)
 the game is said to have a saddle point (the
intersection of the optimal strategies)
 the value of the saddle point is the value of the
game
 neither player can improve his/her outcome by
changing strategies even if he/she learns in
advance the opponent’s strategy

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Pure Strategy Example

 Saddle Point and Value of the Game Value of the


game is 1
Dealership B
Cash Free 0%
Rebate Options Loan Row
Dealership A b1 b2 b3 Minimum
Cash Rebate a1 2 2 1 1
Free Options a2 -3 3 -1 -3
0% Loan a3 3 -2 0 -2
Column Maximum 3 3 1 Saddle
Point

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Pure Strategy Example

 Pure Strategy Summary


 Player A should choose Strategy a (offer a cash
1
rebate).
 Player A can expect a gain of at least 1 vehicle
sale per week.
 Player B should choose Strategy b (offer a 0%
3
loan).
 Player B can expect a loss of no more than 1
vehicle sale per week.

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Mixed Strategy

 If the maximin value for Player A does not equal the


minimax value for Player B, then a pure strategy is not
optimal for the game.
 In this case, a mixed strategy is best.
 With a mixed strategy, each player employs more than
one strategy.
 Each player should use one strategy some of the time
and other strategies the rest of the time.
 The optimal solution is the relative frequencies with
which each player should use his possible strategies.

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16
Mixed Strategy Example

 Consider the following two-person zero-sum game.


The maximin does not equal the minimax. There is
not an optimal pure strategy.

Player B
Row
Player A b1 b2 Minimum
Maximin
a1 4 8 4
a2 11 5 5
Column
Maximum 11
Minimax
8

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Mixed Strategy Example

p = the probability Player A selects strategy a1


(1 - p) = the probability Player A selects strategy a2

If Player B selects b1:


EV = 4p + 11(1 – p)
If Player B selects b2:
EV = 8p + 5(1 – p)

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Mixed Strategy Example

To solve for the optimal probabilities for Player A


we set the two expected values equal and solve for
the value of p.
4p + 11(1 – p) = 8p + 5(1 – p)
4p + 11 – 11p = 8p + 5 – 5p
11 – 7p = 5 + 3p Hence,
-10p = -6 (1 - p) = .4
p = .6
Player A should select:
Strategy a1 with a .6 probability and
Strategy a2 with a .4 probability.

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Mixed Strategy Example

q = the probability Player B selects strategy b1


(1 - q) = the probability Player B selects strategy b2

If Player A selects a1:


EV = 4q + 8(1 – q)
If Player A selects a2:
EV = 11q + 5(1 – q)

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Mixed Strategy Example

 Value of the Game Expected gain


per game
for Player A
For Player A:
EV = 4p + 11(1 – p) = 4(.6) + 11(.4) = 6.8
For Player B:
EV = 4q + 8(1 – q) = 4(.3) + 8(.7) = 6.8

Expected loss
per game
for Player B

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21
Dominated Strategies Example

Suppose that the payoff table for a two-person zero-


sum game is the following. Here there is no optimal
pure strategy.
Player B
Row
Player A b1 b2 b3 Minimum

a1 6 5 -2 -2
a2 1 0 3 0
a3 3 4 -3 -3
Column Maximin
Maximum 6 5 3
Minimax

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Dominated Strategies Example

If a game larger than 2 x 2 has a mixed


strategy, we first look for dominated strategies in
order to reduce the size of the game.
Player B
Player A b1 b2 b3
a1 6 5 -2
a2 1 0 3
a3 3 4 -3

Player A’s Strategy a3 is dominated by


Strategy a1, so Strategy a3 can be eliminated.

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23
Dominated Strategies Example

We continue to look for dominated strategies


in order to reduce the size of the game.
Player B
Player A b1 b2 b3
a1 6 5 -2
a2 1 0 3

Player B’s Strategy b2 is dominated by


Strategy b1, so Strategy b2 can be eliminated.

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24
Dominated Strategies Example

The 3 x 3 game has been reduced to a 2 x 2.


It is now possible to solve algebraically for the
optimal mixed-strategy probabilities.

Player B
Player A b1 b3
a1 6 -2
a2 1 3

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Two-Person Zero-Sum Game Example #2

 Competing for Vehicle Sales


Let us continue with the two-dealership game
presented earlier, but with a change to one payoff.
If both Dealership A and Dealership B choose to
offer a 0% loan, the payoff to Dealership A is now
an increase of 3 vehicle Sales per week. (The
revised payoff table appears on the next slide.)

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26
Two-Person Zero-Sum Game Example #2

 Payoff Table: Number of Vehicle Sales


Gained Per Week by Dealership A
(or Lost Per Week by Dealership B)
Dealership B
Cash Free 0%
Rebate Options Loan
Dealership A b1 b2 b3
Cash Rebate a1 2 2 1
Free Options a2 -3 3 -1
3 -2 3
0% Loan a3

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
27
Two-Person Zero-Sum Game Example #2

 The maximin (1) does not equal the minimax (3), so a


pure strategy solution does not exist for this problem.
 The optimal solution is for both dealerships to adopt a
mixed strategy.
 There are no dominated strategies, so the problem
cannot be reduced to a 2x2 and solved algebraically.
 However, the game can be formulated and solved as a
linear program.

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28
Two-Person Zero-Sum Game Example #2

 Let us first consider the game from the point of view of


Dealership A.
 Dealership A will select one of its three strategies based
on the following probabilities:
PA1 = the probability that Dealership A selects strategy a1
PA2 = the probability that Dealership A selects strategy a2
PA3 = the probability that Dealership A selects strategy a3

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29
Two-Person Zero-Sum Game Example #2

 Weighting each payoff by its probability and summing


provides the expected value of the increase in vehicle
sales per week for Dealership A.

Dealership B Strategy Expected Gain for Dealership A


b1 EG(b1) = 2PA1 – 3PA2 + 3PA3
b2 EG(b2) = 2PA1 + 3PA2 – 2PA3
b3 EG(b3) = 1PA1 – 1PA2 + 3PA3

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Two-Person Zero-Sum Game Example #2

 Define GAINA to be the optimal expected gain in vehicle


sales for Dealership A, which we want to maximize.
 Thus, the individual expected gains, EG(b1), EG(b2) and
EG(b3) must all be greater than or equal to GAINA.
 For example,
2PA1 – 3PA2 + 3PA3 > GAINA
 Also, the sum of Dealership A’s mixed strategy
probabilities must equal 1.
 This results in the LP formulation on the next slide …..

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31
Two-Person Zero-Sum Game Example #2

 Dealership A’s Linear Programming Formulation


Max GAINA
s.t.
2PA1 – 3PA2 + 3PA3 – GAINA > 0 (Strategy b1)
2PA1 + 3PA2 – 2PA3 – GAINA > 0 (Strategy b2)
1PA1 – 1PA2 + 0PA3 – GAINA > 0 (Strategy b3)
PA1 + PA2 + PA3 = 1 (Probabilities sum to 1)
PA1, PA2, PA3, GAINA > 0 (Non-negativity)

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
32
Two-Person Zero-Sum Game Example #2

 Computer Solution: Dealership A

OBJECTIVE FUNCTION VALUE = 1.333


VARIABLE VALUE REDUCED COSTS
PA1 0.833 0.000
PA2 0.000 1.000
PA3 0.167 0.000
GAINA 1.333 0.000

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Two-Person Zero-Sum Game Example #2

 Computer Solution: Dealership A


CONSTRAINT SLACK/SURPLUS DUAL VALUES
1 0.833 0.000
2 0.000 -0.333
3 0.000 -0.667
4 0.000 1.333

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
34
Two-Person Zero-Sum Game Example #2

 Dealership A’s Optimal Mixed Strategy


• Offer a cash rebate (a1) with a probability of 0.833
• Do not offer free optional equipment (a2)
• Offer a 0% loan (a3) with a probability of 0.167

The expected value of this mixed strategy is a gain of


1.333 vehicle sales per week for Dealership A.

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
35
Two-Person Zero-Sum Game Example #2

 Let us now consider the game from the point of view of


Dealership B.
 Dealership B will select one of its three strategies based
on the following probabilities:
PB1 = the probability that Dealership B selects strategy b1
PB2 = the probability that Dealership B selects strategy b2
PB3 = the probability that Dealership B selects strategy b3

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
36
Two-Person Zero-Sum Game Example #2

 Weighting each payoff by its probability and summing


provides the expected value of the decrease in vehicle
sales per week for Dealership B.
Dealership A Strategy Expected Loss for Dealership B
a1 EL(a1) = 2PB1 + 2PB2 + 1PB3
a2 EL(a2) = -3PB1 + 3PB2 – 1PB3
a3 EL(a3) = 3PB1 – 2PB2 + 3PB3

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
37
Two-Person Zero-Sum Game Example #2

 Define LOSSB to be the optimal expected loss in vehicle


sales for Dealership B, which we want to minimize.
 Thus, the individual expected losses, EL(a1), EL(a2) and
EL(a3) must all be less than or equal to LOSSB.
 For example,
2PA1 + 2PA2 + 1PA3 < LOSSB
 Also, the sum of Dealership B’s mixed strategy
probabilities must equal 1.
 This results in the LP formulation on the next slide …..

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
38
Two-Person Zero-Sum Game Example #2

 Dealership B’s Linear Programming Formulation


Min LOSSB
s.t.
2PB1 + 2PB2 + 1PB3 – LOSSB < 0 (Strategy a1)
-3PB1 + 3PB2 – 1PB3 – LOSSB < 0 (Strategy a2)
3PB1 – 2PB2 + 3PB3 – LOSSB < 0 (Strategy a3)
PB1 + PB2 + PB3 = 1 (Probabilities sum to 1)
PB1, PB2, PB3, LOSSB > 0 (Non-negativity)

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
39
Two-Person Zero-Sum Game Example #2

 Computer Solution: Dealership B

OBJECTIVE FUNCTION VALUE = 1.333


VARIABLE VALUE REDUCED COSTS
PB1 0.000 0.833
PB2 0.333 0.000
PB3 0.667 0.000
LOSSB 1.333 0.000

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
40
Two-Person Zero-Sum Game Example #2

 Computer Solution: Dealership B


CONSTRAINT SLACK/SURPLUS DUAL VALUES
1 0.000 0.833
2 1.000 0.000
3 0.000 0.167
4 0.000 -1.333

© 2016 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part, except for use as permitted
in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
41
Two-Person Zero-Sum Game Example #2

 Dealership B’s Optimal Mixed Strategy


• Do not offer a cash rebate (b1)
• Offer free optional equipment (b2) with a probability of
0.333
• Offer a 0% loan (b3) with a probability of 0.667

 The expected payoff of this mixed strategy is a loss of


1.333 vehicle sales per week for Dealership B.
 Note that expected loss for Dealership B is the same as
the expected gain for Dealership A. (There is a zero-
sum for the expected payoffs.)

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
42
Other Game Theory Models

 Two-Person, Constant-Sum Games


(The sum of the payoffs is a constant other than zero.)
 Variable-Sum Games
(The sum of the payoffs is variable.)
 n-Person Games
(A game involves more than two players.)
 Cooperative Games
(Players are allowed pre-play communications.)
 Infinite-Strategies Games
(An infinite number of strategies are available for the
players.)

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
43
End of Chapter 5, Part B

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in a license distributed with a certain product or service or otherwise on a password-protected website for classroom use.
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