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.Ben Polak Game Theory: Lecture 1 Transcript ECON 159, 5 September 2007, Open Yale Courses. 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.
The term strategy is typically used to mean a complete algorithm for playing a game, telling a player what to do for every possible situation. A player's strategy determines the action the player will take at any stage of the game. However, the idea of a strategy is often confused or with that of a move or action, because of the correspondence between moves and pure strategies in normal-form game: for any move X, "always play move X" is an example of a valid strategy, and as a result every move can also be considered to be a strategy. Other authors treat strategies as being a different type of thing from actions, and therefore distinct.
It is helpful to think about a "strategy" as a list of directions, and a "move" as a single turn on the list of directions itself. This strategy is based on the payoff or outcome of each action. The goal of each agent is to consider their payoff based on a competitors action. For example, competitor A can assume competitor B enters the market. From there, Competitor A compares the payoffs they receive by entering and not entering. The next step is to assume Competitor B does not enter and then consider which payoff is better based on if Competitor A chooses to enter or not enter. This technique can identify dominant strategies where a player can identify an action that they can take no matter what the competitor does to try to maximize the payoff.
A strategy profile (sometimes called a strategy combination) is a set of strategies for all players which fully specifies all actions in a game. A strategy profile must include one and only one strategy for every player.
A player has a finite strategy set if they have a number of discrete strategies available to them. For instance, a game of rock paper scissors comprises a single move by each player—and each player's move is made without knowledge of the other's, not as a response—so each player has the finite strategy set {rock paper scissors}.
A strategy set is infinite otherwise. For instance the Fair division has a bounded continuum of strategies in the strategy set {Cut anywhere between zero percent and 100 percent of the cake}.
In a dynamic game, games that are played over a series of time, the strategy set consists of the possible rules a player could give to a robot or Software agent on how to play the game. For instance, in the ultimatum game, the strategy set for the second player would consist of every possible rule for which offers to accept and which to reject.
In a Bayesian game, or games in which players have incomplete information about one another, the strategy set is similar to that in a dynamic game. It consists of rules for what action to take for any possible private information.
For instance, strictly speaking in the Ultimatum game a player can have strategies such as: Reject offers of ($1, $3, $5, ..., $19), accept offers of ($0, $2, $4, ..., $20). Including all such strategies makes for a very large strategy space and a somewhat difficult problem. A game theorist might instead believe they can limit the strategy set to: {Reject any offer ≤ x, accept any offer > x; for x in ($0, $1, $2, ..., $20)}.
A mixed strategy is a probability distribution over the set of pure strategies. Rather than committing to a single course of action, the player randomizes among pure strategies according to specified probabilities. Mixed strategies are particularly useful in games where no pure strategy constitutes a best response, allowing players to avoid being predictable. Since the outcomes depend on probabilities, we refer to the resulting payoffs as expected payoffs.
A pure strategy can be viewed as a special case of a mixed strategy—one in which a single pure strategy is chosen with probability 1, and all others with probability 0.
A totally mixed strategy is a mixed strategy in which every pure strategy in the player's strategy set is assigned a strictly positive probability—that is, no pure strategy is excluded or played with zero probability. This means the player randomizes across all of their options, never fully ruling any one out. Totally mixed strategies are important in some advanced game theory concepts like trembling hand perfect equilibrium, where the idea is to model players as occasionally making small mistakes. In that context, assigning positive probability to every strategy—even suboptimal ones—helps capture how players might still end up choosing them due to small "trembles" in decision-making.
Goalie | |||
Lean Right | |||
+2, -2 | |||
0, 0 | |||
Payoff for the Soccer Game (Kicker, Goalie) | |||
This game has no pure-strategy equilibrium, because one player or the other would deviate from any profile of strategies—for example, (Left, Left) is not an equilibrium because the Kicker would deviate to Right and increase his payoff from 0 to 1.
The kicker's mixed-strategy equilibrium is found from the fact that they will deviate from randomizing unless their payoffs from Left Kick and Right Kick are exactly equal. If the goalie leans left with probability g, the kicker's expected payoff from Kick Left is g(0) + (1-g)(2), and from Kick Right is g(1) + (1-g)(0). Equating these yields g= 2/3. Similarly, the goalie is willing to randomize only if the kicker chooses mixed strategy probability k such that Lean Left's payoff of k(0) + (1-k)(-1) equals Lean Right's payoff of k(-2) + (1-k)(0), so k = 1/3. Thus, the mixed-strategy equilibrium is (Prob(Kick Left) = 1/3, Prob(Lean Left) = 2/3).
In equilibrium, the kicker kicks to their best side only 1/3 of the time. That is because the goalie is guarding that side more. Also, in equilibrium, the kicker is indifferent which way they kick, but for it to be an equilibrium they must choose exactly 1/3 probability.
Chiappori, Levitt, and Groseclose try to measure how important it is for the kicker to kick to their favored side, add center kicks, etc., and look at how professional players actually behave. They find that they do randomize, and that kickers kick to their favored side 45% of the time and goalies lean to that side 57% of the time. Their article is well-known as an example of how people in real life use mixed strategies.
Later, Aumann and Brandenburger (1995), re-interpreted Nash equilibrium as an equilibrium in beliefs, rather than actions. For instance, in rock paper scissors an equilibrium in beliefs would have each player believing the other was equally likely to play each strategy. This interpretation weakens the descriptive power of Nash equilibrium, however, since it is possible in such an equilibrium for each player to actually play a pure strategy of Rock in each play of the game, even though over time the probabilities are those of the mixed strategy.
A famous example of why perfect recall is required for the equivalence is given by Piccione and Rubinstein (1997) with their Absent-Minded Driver game.
Without perfect information (i.e. imperfect information), players make a choice at each decision node without knowledge of the decisions that have preceded it. Therefore, a player’s mixed strategy can produce outcomes that their behavioral strategy cannot, and vice versa. This is demonstrated in the Absent-minded Driver game. With perfect recall and information, the driver has a single pure strategy, which is continue,, as the driver is aware of what intersection (or decision node) they are at when they arrive to it. On the other hand, looking at the planning-optimal stage only, the maximum payoff is achieved by continuing at both intersections, maximized at p=2/3 (reference). This simple one player game demonstrates the importance of perfect recall for outcome equivalence, and its impact on normal and extended form games.
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