Zero-sum game

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Zero-sum game is a mathematical representation in game theory and economic theory of a situation that involves two sides, where the result is an advantage for one side and an equivalent loss for the other. [1] In other words, player one's gain is equivalent to player two's loss, with the result that the net improvement in benefit of the game is zero. [2]

Contents

If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Thus, cutting a cake, where taking a more significant piece reduces the amount of cake available for others as much as it increases the amount available for that taker, is a zero-sum game if all participants value each unit of cake equally. Other examples of zero-sum games in daily life include games like poker, chess, and bridge where one person gains and another person loses, which results in a zero-net benefit for every player. [3] In the markets and financial instruments, futures contracts and options are zero-sum games as well. [4]

In contrast, non-zero-sum describes a situation in which the interacting parties' aggregate gains and losses can be less than or more than zero. A zero-sum game is also called a strictly competitive game, while non-zero-sum games can be either competitive or non-competitive. Zero-sum games are most often solved with the minimax theorem which is closely related to linear programming duality, [5] or with Nash equilibrium. Prisoner's Dilemma is a classic non-zero-sum game. [6]

Definition

Choice 1Choice 2
Choice 1−A, AB, −B
Choice 2C, −C−D, D
Generic zero-sum game
Option 1Option 2
Option 12, −2−2, 2
Option 2−2, 22, −2
Another example of the classic zero-sum game

The zero-sum property (if one gains, another loses) means that any result of a zero-sum situation is Pareto optimal. Generally, any game where all strategies are Pareto optimal is called a conflict game. [7] [8]

Zero-sum games are a specific example of constant sum games where the sum of each outcome is always zero. [9] Such games are distributive, not integrative; the pie cannot be enlarged by good negotiation.

In situation where one decision maker's gain (or loss) does not necessarily result in the other decision makers' loss (or gain), they are referred to as non-zero-sum. [10] Thus, a country with an excess of bananas trading with another country for their excess of apples, where both benefit from the transaction, is in a non-zero-sum situation. Other non-zero-sum games are games in which the sum of gains and losses by the players is sometimes more or less than what they began with.

The idea of Pareto optimal payoff in a zero-sum game gives rise to a generalized relative selfish rationality standard, the punishing-the-opponent standard, where both players always seek to minimize the opponent's payoff at a favourable cost to themselves rather than prefer more over less. The punishing-the-opponent standard can be used in both zero-sum games (e.g. warfare game, chess) and non-zero-sum games (e.g. pooling selection games). [11] The player in the game has a simple enough desire to maximise the profit for them, and the opponent wishes to minimise it. [12]

Solution

For two-player finite zero-sum games, the different game theoretic solution concepts of Nash equilibrium, minimax, and maximin all give the same solution. If the players are allowed to play a mixed strategy, the game always has an equilibrium.

Example

A zero-sum game (Two person)
Blue
Red
ABC
1
−30
30
10
−10
−20
20
2
10
−10
−20
20
20
−20

A game's payoff matrix is a convenient representation. Consider these situations as an example, the two-player zero-sum game pictured at right or above.

The order of play proceeds as follows: The first player (red) chooses in secret one of the two actions 1 or 2; the second player (blue), unaware of the first player's choice, chooses in secret one of the three actions A, B or C. Then, the choices are revealed and each player's points total is affected according to the payoff for those choices.

Example: Red chooses action 2 and Blue chooses action B. When the payoff is allocated, Red gains 20 points and Blue loses 20 points.

In this example game, both players know the payoff matrix and attempt to maximize the number of their points. Red could reason as follows: "With action 2, I could lose up to 20 points and can win only 20, and with action 1 I can lose only 10 but can win up to 30, so action 1 looks a lot better." With similar reasoning, Blue would choose action C. If both players take these actions, Red will win 20 points. If Blue anticipates Red's reasoning and choice of action 1, Blue may choose action B, so as to win 10 points. If Red, in turn, anticipates this trick and goes for action 2, this wins Red 20 points.

Émile Borel and John von Neumann had the fundamental insight that probability provides a way out of this conundrum. Instead of deciding on a definite action to take, the two players assign probabilities to their respective actions, and then use a random device which, according to these probabilities, chooses an action for them. Each player computes the probabilities so as to minimize the maximum expected point-loss independent of the opponent's strategy. This leads to a linear programming problem with the optimal strategies for each player. This minimax method can compute probably optimal strategies for all two-player zero-sum games.

For the example given above, it turns out that Red should choose action 1 with probability 4/7 and action 2 with probability 3/7, and Blue should assign the probabilities 0, 4/7, and 3/7 to the three actions A, B, and C. Red will then win 20/7 points on average per game.

Solving

The Nash equilibrium for a two-player, zero-sum game can be found by solving a linear programming problem. Suppose a zero-sum game has a payoff matrix M where element Mi,j is the payoff obtained when the minimizing player chooses pure strategy i and the maximizing player chooses pure strategy j (i.e. the player trying to minimize the payoff chooses the row and the player trying to maximize the payoff chooses the column). Assume every element of M is positive. The game will have at least one Nash equilibrium. The Nash equilibrium can be found (Raghavan 1994, p. 740) by solving the following linear program to find a vector u:

Minimize:

Subject to the constraints:

u ≥ 0
Mu ≥ 1.

The first constraint says each element of the u vector must be nonnegative, and the second constraint says each element of the Mu vector must be at least 1. For the resulting u vector, the inverse of the sum of its elements is the value of the game. Multiplying u by that value gives a probability vector, giving the probability that the maximizing player will choose each possible pure strategy.

If the game matrix does not have all positive elements, add a constant to every element that is large enough to make them all positive. That will increase the value of the game by that constant, and will not affect the equilibrium mixed strategies for the equilibrium.

The equilibrium mixed strategy for the minimizing player can be found by solving the dual of the given linear program. Alternatively, it can be found by using the above procedure to solve a modified payoff matrix which is the transpose and negation of M (adding a constant so it is positive), then solving the resulting game.

If all the solutions to the linear program are found, they will constitute all the Nash equilibria for the game. Conversely, any linear program can be converted into a two-player, zero-sum game by using a change of variables that puts it in the form of the above equations and thus such games are equivalent to linear programs, in general. [13]

Universal solution

If avoiding a zero-sum game is an action choice with some probability for players, avoiding is always an equilibrium strategy for at least one player at a zero-sum game. For any two players zero-sum game where a zero-zero draw is impossible or non-credible after the play is started, such as poker, there is no Nash equilibrium strategy other than avoiding the play. Even if there is a credible zero-zero draw after a zero-sum game is started, it is not better than the avoiding strategy. In this sense, it's interesting to find reward-as-you-go in optimal choice computation shall prevail over all two players zero-sum games concerning starting the game or not. [14]

The most common or simple example from the subfield of social psychology is the concept of "social traps". In some cases pursuing individual personal interest can enhance the collective well-being of the group, but in other situations, all parties pursuing personal interest results in mutually destructive behaviour.

Copeland's review notes that an n-player non-zero-sum game can be converted into an (n+1)-player zero-sum game, where the n+1st player, denoted the fictitious player, receives the negative of the sum of the gains of the other n-players (the global gain / loss). [15]

Zero-sum three-person games

Zero-sum three-person game The zero-sum three-person game.png
Zero-sum three-person game

It is clear that there are manifold relationships between players in a zero-sum three-person game, in a zero-sum two-person game, anything one player wins is necessarily lost by the other and vice versa; therefore, there is always an absolute antagonism of interests, and that is similar in the three-person game. [16] A particular move of a player in a zero-sum three-person game would be assumed to be clearly beneficial to him and may disbenefits to both other players, or benefits to one and disbenefits to the other opponent. [16] Particularly, parallelism of interests between two players makes a cooperation desirable; it may happen that a player has a choice among various policies: Get into a parallelism interest with another player by adjusting his conduct, or the opposite; that he can choose with which of other two players he prefers to build such parallelism, and to what extent. [16] The picture on the left shows that a typical example of a zero-sum three-person game. If Player 1 chooses to defence, but Player 2 & 3 chooses to offence, both of them will gain one point. At the same time, Player 1 will lose two-point because points are taken away by other players, and it is evident that Player 2 & 3 has parallelism of interests.

Real life example

Economic benefits of low-cost airlines in saturated markets - net benefits or a zero-sum game [17]

Studies show that the entry of low-cost airlines into the Hong Kong market brought in $671 million in revenue and resulted in an outflow of $294 million.

Therefore, the replacement effect should be considered when introducing a new model, which will lead to economic leakage and injection. Thus introducing new models requires caution. For example, if the number of new airlines departing from and arriving at the airport is the same, the economic contribution to the host city may be a zero-sum game. Because for Hong Kong, the consumption of overseas tourists in Hong Kong is income, while the consumption of Hong Kong residents in opposite cities is outflow. In addition, the introduction of new airlines can also have a negative impact on existing airlines.

Consequently, when a new aviation model is introduced, feasibility tests need to be carried out in all aspects, taking into account the economic inflow and outflow and displacement effects caused by the model.

Zero-sum games in financial markets

Derivatives trading may be considered a zero-sum game, as each dollar gained by one party in a transaction must be lost by the other, hence yielding a net transfer of wealth of zero. [18]

An options contract - whereby a buyer purchases a derivative contract which provides them with the right to buy an underlying asset from a seller at a specified strike price before a specified expiration date – is an example of a zero-sum game. A futures contract – whereby a buyer purchases a derivative contract to buy an underlying asset from the seller for a specified price on a specified date – is also an example of a zero-sum game. [19] This is because the fundamental principle of these contracts is that they are agreements between two parties, and any gain made by one party must be matched by a loss sustained by the other.

If the price of the underlying asset increases before the expiration date the buyer may exercise/ close the options/ futures contract. The buyers gain and corresponding sellers loss will be the difference between the strike price and value of the underlying asset at that time. Hence, the net transfer of wealth is zero.

Interest Rate Swap Example.png

Swaps, which involve the exchange of cash flows from two different financial instruments, are also considered a zero-sum game. [20] Consider a standard interest rate swap whereby Firm A pays a fixed rate and receives a floating rate; correspondingly Firm B pays a floating rate and receives a fixed rate. If rates increase, then Firm A will gain, and Firm B will lose by the rate differential (floating rate – fixed rate). If rates decrease, then Firm A will lose, and Firm B will gain by the rate differential (fixed rate – floating rate).

Whilst derivatives trading may be considered a zero-sum game, it is important to remember that this is not an absolute truth. The financial markets are complex and multifaceted, with a range of participants engaging in a variety of activities. While some trades may result in a simple transfer of wealth from one party to another, the market as a whole is not purely competitive, and many transactions serve important economic functions.

The stock market is an excellent example of a positive-sum game, often erroneously labelled as a zero-sum game. This is a zero-sum fallacy: the perception that one trader in the stock market may only increase the value of their holdings if another trader decreases their holdings. [21]

The primary goal of the stock market is to match buyers and sellers, but the prevailing price is the one which equilibrates supply and demand. Stock prices generally move according to changes in future expectations, such as acquisition announcements, upside earnings surprises, or improved guidance. [22]

For instance, if Company C announces a deal to acquire Company D, and investors believe that the acquisition will result in synergies and hence increased profitability for Company C, there will be an increased demand for Company C stock. In this scenario, all existing holders of Company C stock will enjoy gains without incurring any corresponding measurable losses to other players.

Furthermore, in the long run, the stock market is a positive-sum game. As economic growth occurs, demand increases, output increases, companies grow, and company valuations increase, leading to value creation and wealth addition in the market.

Complexity

It has been theorized by Robert Wright in his book Nonzero: The Logic of Human Destiny , that society becomes increasingly non-zero-sum as it becomes more complex, specialized, and interdependent.

Extensions

In 1944, John von Neumann and Oskar Morgenstern proved that any non-zero-sum game for n players is equivalent to a zero-sum game with n + 1 players; the (n + 1)th player representing the global profit or loss. [23]

Misunderstandings

Zero-sum games and particularly their solutions are commonly misunderstood by critics of game theory, usually with respect to the independence and rationality of the players, as well as to the interpretation of utility functions[ further explanation needed ]. Furthermore, the word "game" does not imply the model is valid only for recreational games. [5]

Politics is sometimes called zero sum [24] [25] [26] because in common usage the idea of a stalemate is perceived to be "zero sum"; politics and macroeconomics are not zero sum games, however, because they do not constitute conserved systems.[ citation needed ]

Zero-sum thinking

In psychology, zero-sum thinking refers to the perception that a given situation is like a zero-sum game, where one person's gain is equal to another person's loss.

See also

Related Research Articles

Game theory is the study of mathematical models of strategic interactions among rational agents. It has applications in many fields of social science, used extensively in economics as well as in logic, systems science and computer science. Traditional 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 21st century, game theory applies to a wider range of behavioral relations, and it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers.

Minmax 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.

In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equilibrium strategies of the other players, and no one has anything to gain by changing only one's own strategy. The principle of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to competing firms choosing outputs.

A coordination game is a type of simultaneous game found in game theory. It describes the situation where a player will earn a higher payoff when they select the same course of action as another player. The game is not one of pure conflict, which results in multiple pure strategy Nash equilibria in which players choose matching strategies. Figure 1 shows a 2-player example.

Matching pennies is the name for a simple game used in game theory. It is played between two players, Even and Odd. Each player has a penny and must secretly turn the penny to heads or tails. The players then reveal their choices simultaneously. If the pennies match, then Even keeps both pennies, so wins one from Odd. If the pennies do not match Odd keeps both pennies, so receives one from Even.

In game theory, a player's strategy is any of the options which they 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. A player's strategy will determine the action which the player will take at any stage of the game. In studying game theory, economists enlist a more rational lens in analyzing decisions rather than the psychological or sociological perspectives taken when analyzing relationships between decisions of two or more parties in different disciplines.

A non-cooperative game is a form of game under the topic of game theory. Non-cooperative games are used in situations where there are competition between the players of the game. In this model, there are no external rules that enforces the cooperation of the players therefore it is typically used to model a competitive environment. This is stated in various accounts most prominent being John Nash's paper.

In game theory, a Perfect Bayesian Equilibrium (PBE) is a solution with Bayesian probability to a turn-based game with incomplete information. More specifically, it is an equilibrium concept that uses Bayesian updating to describe player behavior in dynamic games with incomplete information. Perfect Bayesian equilibria are used to solve the outcome of games where players take turns but are unsure of the "type" of their opponent, which occurs when players don't know their opponent's preference between individual moves. A classic example of a dynamic game with types is a war game where the player is unsure whether their opponent is a risk-taking "hawk" type or a pacifistic "dove" type. Perfect Bayesian Equilibria are a refinement of Bayesian Nash equilibrium (BNE), which is a solution concept with Bayesian probability for non-turn-based games.

In game theory, a Bayesian game is a strategic decision-making model which assumes players have incomplete information. Players hold private information relevant to the game, meaning that the payoffs are not common knowledge. Bayesian games model the outcome of player interactions using aspects of Bayesian probability. They are notable because they allowed, for the first time in game theory, for the specification of the solutions to games with incomplete information.

Backward induction is the process of reasoning backwards in time, from the end of a problem or situation, to determine a sequence of optimal actions. It proceeds by examining the last point at which a decision is to be made and then identifying what action would be most optimal at that moment. Using this information, one can then determine what to do at the second-to-last time of decision. This process continues backwards until one has determined the best action for every possible situation at every point in time. Backward induction was first used in 1875 by Arthur Cayley, who discovered the method while trying to solve the Secretary problem.

In game theory, strategic dominance occurs when one strategy is better than another strategy for one player, no matter how that player's opponents may play. Many simple games can be solved using dominance. The opposite, intransitivity, occurs in games where one strategy may be better or worse than another strategy for one player, depending on how the player's opponents may play.

In game theory, fictitious play is a learning rule first introduced by George W. Brown. In it, each player presumes that the opponents are playing stationary strategies. At each round, each player thus best responds to the empirical frequency of play of their opponent. Such a method is of course adequate if the opponent indeed uses a stationary strategy, while it is flawed if the opponent's strategy is non-stationary. The opponent's strategy may for example be conditioned on the fictitious player's last move.

In game theory, a repeated game is an extensive form game that consists of a number of repetitions of some base game. The stage game is usually one of the well-studied 2-person games. Repeated games capture the idea that a player will have to take into account the impact of their current action on the future actions of other players; this impact is sometimes called their reputation. Single stage game or single shot game are names for non-repeated games.

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.

Quantal response equilibrium (QRE) is a solution concept in game theory. First introduced by Richard McKelvey and Thomas Palfrey, it provides an equilibrium notion with bounded rationality. QRE is not an equilibrium refinement, and it can give significantly different results from Nash equilibrium. QRE is only defined for games with discrete strategies, although there are continuous-strategy analogues.

Risk dominance and payoff dominance are two related refinements of the Nash equilibrium (NE) solution concept in game theory, defined by John Harsanyi and Reinhard Selten. A Nash equilibrium is considered payoff dominant if it is Pareto superior to all other Nash equilibria in the game. When faced with a choice among equilibria, all players would agree on the payoff dominant equilibrium since it offers to each player at least as much payoff as the other Nash equilibria. Conversely, a Nash equilibrium is considered risk dominant if it has the largest basin of attraction. This implies that the more uncertainty players have about the actions of the other player(s), the more likely they will choose the strategy corresponding to it.

In game theory, an epsilon-equilibrium, or near-Nash equilibrium, is a strategy profile that approximately satisfies the condition of Nash equilibrium. In a Nash equilibrium, no player has an incentive to change his behavior. In an approximate Nash equilibrium, this requirement is weakened to allow the possibility that a player may have a small incentive to do something different. This may still be considered an adequate solution concept, assuming for example status quo bias. This solution concept may be preferred to Nash equilibrium due to being easier to compute, or alternatively due to the possibility that in games of more than 2 players, the probabilities involved in an exact Nash equilibrium need not be rational numbers.

<span class="mw-page-title-main">Simultaneous game</span>

In game theory, a simultaneous game or static game is a game where each player chooses their action without knowledge of the actions chosen by other players. Simultaneous games contrast with sequential games, which are played by the players taking turns. In other words, both players normally act at the same time in a simultaneous game. Even if the players do not act at the same time, both players are uninformed of each other's move while making their decisions. Normal form representations are usually used for simultaneous games. Given a continuous game, players will have different information sets if the game is simultaneous than if it is sequential because they have less information to act on at each step in the game. For example, in a two player continuous game that is sequential, the second player can act in response to the action taken by the first player. However, this is not possible in a simultaneous game where both players act at the same time.

<span class="mw-page-title-main">Jean-François Mertens</span> Belgian game theorist (1946–2012)

Jean-François Mertens was a Belgian game theorist and mathematical economist.

References

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Further reading