In game theory, an n-player game is a game which is well defined for any number of players. This is usually used in contrast to standard 2-player games that are only specified for two players. In defining n-player games, game theorists usually provide a definition that allow for any (finite) number of players. [1] The limiting case of is the subject of mean field game theory. [2]
Changing games from 2-player games to n-player games entails some concerns. For instance, the Prisoner's dilemma is a 2-player game. One might define an n-player Prisoner's Dilemma where a single defection results everyone else getting the sucker's payoff. Alternatively, it might take certain amount of defection before the cooperators receive the sucker's payoff. (One example of an n-player Prisoner's Dilemma is the Diner's dilemma.)
n-player games can not be solved using minimax, the theorem that is the basis of tree searching for 2-player games. Other algorithms, like maxn, are required for traversing the game tree to optimize the score for a specific player. [3]
An evolutionarily stable strategy (ESS) is a strategy that is impermeable when adopted by a population in adaptation to a specific environment, that is to say it cannot be displaced by an alternative strategy which may be novel or initially rare. Introduced by John Maynard Smith and George R. Price in 1972/3, it is an important concept in behavioural ecology, evolutionary psychology, mathematical game theory and economics, with applications in other fields such as anthropology, philosophy and political science.
Game theory is the study of mathematical models of strategic interactions. It has applications in many fields of social science, and is used extensively in economics, logic, systems science and computer science. Initially, game theory addressed two-person zero-sum games, in which a participant's gains or losses are exactly balanced by the losses and gains of the other participant. In the 1950s, it was extended to the study of non zero-sum games, and was eventually applied to a wide range of behavioral relations. It is now an umbrella term for the science of rational decision making in humans, animals, and computers.
Minimax is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty.
The Evolution of Cooperation is a 1984 book written by political scientist Robert Axelrod that expands upon a paper of the same name written by Axelrod and evolutionary biologist W.D. Hamilton. The article's summary addresses the issue in terms of "cooperation in organisms, whether bacteria or primates".
The prisoner's dilemma is a game theory thought experiment that involves two rational agents, each of whom can cooperate for mutual benefit or betray their partner ("defect") for individual reward. This dilemma was originally framed by Merrill Flood and Melvin Dresher in 1950 while they worked at the RAND Corporation. Albert W. Tucker later formalized the game by structuring the rewards in terms of prison sentences and named it the "prisoner's dilemma".
In game theory, the Nash equilibrium is the most commonly-used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy. The idea of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to his model of competition in an oligopoly.
In economics and game theory, a participant is considered to have superrationality if they have perfect rationality but assume that all other players are superrational too and that a superrational individual will always come up with the same strategy as any other superrational thinker when facing the same problem. Applying this definition, a superrational player playing against a superrational opponent in a prisoner's dilemma will cooperate while a rationally self-interested player would defect.
Evolutionary game theory (EGT) is the application of game theory to evolving populations in biology. It defines a framework of contests, strategies, and analytics into which Darwinian competition can be modelled. It originated in 1973 with John Maynard Smith and George R. Price's formalisation of contests, analysed as strategies, and the mathematical criteria that can be used to predict the results of competing strategies.
In game theory, the centipede game, first introduced by Robert Rosenthal in 1981, is an extensive form game in which two players take turns choosing either to take a slightly larger share of an increasing pot, or to pass the pot to the other player. The payoffs are arranged so that if one passes the pot to one's opponent and the opponent takes the pot on the next round, one receives slightly less than if one had taken the pot on this round, but after an additional switch the potential payoff will be higher. Therefore, although at each round a player has an incentive to take the pot, it would be better for them to wait. Although the traditional centipede game had a limit of 100 rounds, any game with this structure but a different number of rounds is called a centipede game.
In game theory, a move, action, or play is any one of the options which a player can choose in a setting where the optimal outcome depends not only on their own actions but on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship.
In game theory, grim trigger is a trigger strategy for a repeated game.
In game theory, the stag hunt, sometimes referred to as the assurance game, trust dilemma or common interest game, describes a conflict between safety and social cooperation. The stag hunt problem originated with philosopher Jean-Jacques Rousseau in his Discourse on Inequality. In the most common account of this dilemma, which is quite different from Rousseau's, two hunters must decide separately, and without the other knowing, whether to hunt a stag or a hare. However, both hunters know the only way to successfully hunt a stag is with the other's help. One hunter can catch a hare alone with less effort and less time, but it is worth far less than a stag and has much less meat. But both hunters would be better off if both choose the more ambitious and more rewarding goal of getting the stag, giving up some autonomy in exchange for the other hunter's cooperation and added might. This situation is often seen as a useful analogy for many kinds of social cooperation, such as international agreements on climate change.
In game theory, Deadlock is a game where the action that is mutually most beneficial is also dominant. This provides a contrast to the Prisoner's Dilemma where the mutually most beneficial action is dominated. This makes Deadlock of rather less interest, since there is no conflict between self-interest and mutual benefit. On the other hand, deadlock game can also impact the economic behaviour and changes to equilibrium outcome in society.
In game theory, folk theorems are a class of theorems describing an abundance of Nash equilibrium payoff profiles in repeated games. The original Folk Theorem concerned the payoffs of all the Nash equilibria of an infinitely repeated game. This result was called the Folk Theorem because it was widely known among game theorists in the 1950s, even though no one had published it. Friedman's (1971) Theorem concerns the payoffs of certain subgame-perfect Nash equilibria (SPE) of an infinitely repeated game, and so strengthens the original Folk Theorem by using a stronger equilibrium concept: subgame-perfect Nash equilibria rather than Nash equilibria.
In game theory, the outcome of a game is the ultimate result of a strategic interaction with one or more people, dependant on the choices made by all participants in a certain exchange. It represents the final payoff resulting from a set of actions that individuals can take within the context of the game. Outcomes are pivotal in determining the payoffs and expected utility for parties involved. Game theorists commonly study how the outcome of a game is determined and what factors affect it.
In game theory, the traveler's dilemma is a non-zero-sum game in which each player proposes a payoff. The lower of the two proposals wins; the lowball player receives the lowball payoff plus a small bonus, and the highball player receives the same lowball payoff, minus a small penalty. Surprisingly, the Nash equilibrium is for both players to aggressively lowball. The traveler's dilemma is notable in that naive play appears to outperform the Nash equilibrium; this apparent paradox also appears in the centipede game and the finitely-iterated prisoner's dilemma.
Program equilibrium is a game-theoretic solution concept for a scenario in which players submit computer programs to play the game on their behalf and the programs can read each other's source code. The term was introduced by Moshe Tennenholtz in 2004. The same setting had previously been studied by R. Preston McAfee, J. V. Howard and Ariel Rubinstein.
Subjective expected relative similarity (SERS) is a normative and descriptive theory that predicts and explains cooperation levels in a family of games termed Similarity Sensitive Games (SSG), among them the well-known Prisoner's Dilemma game (PD). SERS was originally developed in order to (i) provide a new rational solution to the PD game and (ii) to predict human behavior in single-step PD games. It was further developed to account for: (i) repeated PD games, (ii) evolutionary perspectives and, as mentioned above, (iii) the SSG subgroup of 2×2 games. SERS predicts that individuals cooperate whenever their subjectively perceived similarity with their opponent exceeds a situational index derived from the game's payoffs, termed the similarity threshold of the game. SERS proposes a solution to the rational paradox associated with the single step PD and provides accurate behavioral predictions. The theory was developed by Prof. Ilan Fischer at the University of Haifa.
The optional prisoner's dilemma (OPD) game models a situation of conflict involving two players in game theory. It can be seen as an extension of the standard prisoner's dilemma game, where players have the option to "reject the deal", that is, to abstain from playing the game. This type of game can be used as a model for a number of real world situations in which agents are afforded the third option of abstaining from a game interaction such as an election.
The Berge equilibrium is a game theory solution concept named after the mathematician Claude Berge. It is similar to the standard Nash equilibrium, except that it aims to capture a type of altruism rather than purely non-cooperative play. Whereas a Nash equilibrium is a situation in which each player of a strategic game ensures that they personally will receive the highest payoff given other players' strategies, in a Berge equilibrium every player ensures that all other players will receive the highest payoff possible. Although Berge introduced the intuition for this equilibrium notion in 1957, it was only formally defined by Vladislav Iosifovich Zhukovskii in 1985, and it was not in widespread use until half a century after Berge originally developed it.