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Chapter 4 Decision and Game Theory
Chapter 4 Decision and Game Theory
Decision Theory
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Chapter Topics
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Introduction to Decision Analysis
• The field of decision analysis provides a framework
for making important decisions.
• Decision analysis allows us to select a decision from a
set of possible decision alternatives when
uncertainties regarding the future exist.
• The goal is to optimize the resulting payoff in terms
of a decision criterion.
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Decision Making Criteria
• Classifying decision-making criteria
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Payoff Table Analysis
• Payoff Tables
– Payoff table analysis can be applied when:
• There is a finite set of discrete decision alternatives.
• The outcome of a decision is a function of a single future
event.
– In a Payoff table -
• The rows correspond to the possible decision alternatives.
• The columns correspond to the possible future events.
• Events (states of nature) are mutually exclusive and
collectively exhaustive.
• The table entries are the payoffs.
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Components of Decision Making
■ A state of nature is an actual event that may occur in the future.
■ A payoff table is a means of organizing a decision situation,
presenting the payoffs from different decisions given the various
states of nature.
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1.Decision Making Without Probabilities
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1) Decision Making without Probabilities
Decision-Making Criteria
1) Maximax 2) Maximin 3) Minimax
4) Minimax regret 5) Hurwicz 6) Equal likelihood
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1) Maximax Criterion
In the Maxi-max criterion the decision maker selects the
decision that will result in the maximum of maximum payoffs; an
optimistic criterion.
Decision State of Nature Row max
Good economic Poor economic
condition condition
Apartment Building 50,000 30,000 50,000
Office building 100,000 -40,000 100,000 Maxim
um pay
Warehouse 30,000 10,000 30,000 off
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Solution to maximax
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2) Maxi-Min Criterion
In the maximin criterion the decision maker selects the decision
that will reflect the maximum of the minimum payoffs; a
pessimistic criterion.
Decision State of Nature Row
Good economic Poor economic min
condition condition
Apartment 50,000 30,000 30,000
Maximum pay of
Building
Office building 100,000 -40,000 -40,000
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3) Mini-Max Regret Criterion
Regret is the difference between the payoff from the best decision
and all other decision payoffs.
The decision maker attempts to avoid regret by selecting the
decision alternative that minimizes the maximum regret.
The maximum for good is 100,000 and poor is 30,000. subtract
them from each
Decision State of Nature row maximum
Good economic Poor economic
condition condition
Apartment Building 100,000- 30,000-30,000=0 50,000 Minimum
50,000=50,000 payoff
Office building 100,000-100,000=0 30,000-(- 70,000 regrets
40,000)=70,00
Warehouse 100,000-30,000= 30,000- 70,000
70,000 10,000=20,000
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Solution
The min-max regret decision value is 50,000 “
select apartment building”
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4) Hurwicz Criterion
The Hurwicz criterion is a compromise between the maxi-max
and maxi-min criterion.
A coefficient of optimism, , is a measure of the decision
maker’s optimism.
The Hurwicz criterion multiplies the best payoff by and the
worst payoff by 1- ., for each decision, and the best result is
selected. Assume that alpha is 0.4.
Decision Values
Apartment building $50,000(0.4) + 30,000(0.6)= 38,000
Office building $100,000(0.4) - 40,000(0.6) = 16,000
Warehouse $30,000(0.4) + 10,000(0.6) = 18,000
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Solution to Hurwizc
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5) Equal Likelihood Criterion
The equal likelihood ( or Laplace) criterion multiplies the
decision payoff for each state of nature by an equal weight, thus
assuming that the states of nature are equally likely to occur.
Decision Values
Apartment building $50,000(.5) + 30,000(.5)= 40,000
Office building $100,000(.5) - 40,000(.5) = 30,000
Warehouse $30,000(.5) + 10,000(.5) = 20,000
Solution
Therefore, the decision maker will select Apartment Building as
the best alternative; since it provides the maximum pay off
from the available alternatives i.e. 40,000.
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Summary of Criteria Results
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2) Decision Making with Probabilities
a)Expected Value
Expected value is computed by multiplying each decision
outcome under each state of nature by the probability of its
occurrence.
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Decision Trees (3 of 4)
■ The expected value is computed at each probability node:
EV(node 2) = .60($50,000) + .40(30,000) = $42,000
EV(node 3) = .60($100,000) + .40(-40,000) = $44,000
EV(node 4) = .60($30,000) + .40(10,000) = $22,000
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Decision Trees (4 of 4)
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Decision Analysis with Additional
Information Bayesian Analysis
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Bayes’ Theorem and Posterior Probabilities
• Knowledge of sample (survey) information can be used
to revise the probability estimates for the states of
nature.
• Prior to obtaining this information, the probability
estimates for the states of nature are called prior
probabilities.
• With knowledge of conditional probabilities for the
outcomes or indicators of the sample or survey
information, these prior probabilities can be revised by
employing Bayes' Theorem.
• The outcomes of this analysis are called posterior
probabilities or branch probabilities for decision trees.
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• Bayes’ Theorem provides a procedure to
calculate these probabilities
|
P(B Ai)P(Ai)
P(Ai|B) =
| |
P(B A1)P(A1)+ P(B|A2)P(A2)+…+ P(B An)P(An)
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Bayesian Analysis (2 of 3)
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Bayesian Analysis (3 of 3)
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Decision Analysis with Additional Information
Decision Trees with Posterior Probabilities (1 of 4)
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Decision Trees with Posterior Probabilities (2 of 4)
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Decision Trees with Posterior Probabilities (4 of 4)
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Decision Analysis with Additional Information: Utility (1 of 2)
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Decision Analysis with Additional Information: Utility (2 of 2)
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Additional Example of Decision Analysis
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Game Theory
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Game theory describes the situations involving
conflict in which the payoff (outcome) is affected by
the actions and counter-actions of intelligent
opponents.
Game theory is indeed about modeling for winning
business in a competitive environment.
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Types of Games
• Based on number of persons participating
– two player game
– n-persons game
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• Consider the following game in which player “I”, has two
choices from which to select, and player “II” has three
alternatives for each choice of player “I”.
• The payoff matrix T is given below:
Player 2
i/j j1 j2 j3
i1 4 1 3
Player 1
i2 2 3 4
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• In the payoff matrix, the two rows (i = 1, 2) represent the two
possible strategies that player I can employ, and the three columns (j
= 1, 2, 3) represent the three possible strategies that player II can
employ.
• Player I is called maximizing player as he would try to maximize the
gains.
• Player II is called minimizing player as he would try to minimize his
losses.
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1.Pure strategies
- Uses minimax and maximin principles(Game with saddle point)
Exapmle1.
• Two companies, A and B, sell two products.
• Company A advertises in Radio (A1), television (A2), and
newspapers (A3). Company B in addition to using radio (B1),
television (B2), and newspapers (B3), also uses mails and brochures
(B4). Depending on the effectiveness of each advertising campaign,
one company can capture a portion of the market from the others.
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Company B
Strategies B1 B2 B3 B4
Company A A1 8 -2 9 -3
A2 6 5 6 8
A3 -2 4 -9 5
Determine the optimal strategy for the game, and the value of the
game?
Solution
• The solution of the game is based on the principle of securing the best of
the worst for each player. Each competitor will act so as to minimize his
max loss or maximize his min gain.
Company B Maximin
Strategies B1 B2 B3 B4
Company A
Maximum of the
A1 8 -2 9 -3 -3
A2 6 5 6 8 5
minimum row
A3 -2 4 -9 5 -9
Minimax 8 5 9 8
Minimum of the
maximum column 12-59
• If company A selects strategy A1, then regardless of what B does,
the worst what can happen is that A loses 3% of the market share
to B.
This is represented by the minimum value of the entries in row 1.
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• Next, consider Company B’s strategy. Because the given payoff
matrix is for A, B’s best of the worst criterion requires determining
the minmax value. The result is that company B should select
strategy B2.
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2. Mixed Strategy
• An "equilibrium decision point", that is a "saddle point", also
known as a "minimax and maximin "point, represents a decision
by two players upon which neither can improve by unilaterally
departing from it.
When there is no saddle point, one must choose the strategy
randomly.
• This is the idea behind a mixed strategy.
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Analytical Method
• A 2 x 2 payoff matrix where there is no saddle
point can be solved by analytical method.
• Given the matrix
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Example
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Strategy X1 and X2 must be the share of the strategies A
should use to be in the market, and B also the same.
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Dominant situation
• Consider the following game in which player I has two choices
from which to select, and player II has three alternatives for each
choice of player I. The payoff matrix T is given below:
Player II
Strategies j=1 j=2 j=3
i=1 4 1 3
Player I
i=2 3 2 4
Dominance occurs when all the payoffs for one strategy are better
than the corresponding payoffs for another strategy.
In the above table the values of player II for strategy 2 ,1<4
(strategy 1) and 1<3 (strategy 3) & 2<3 (strategy 1) and 2<4
(strategy 3).
Since Strategy 2 dominates Strategy 1 and strategy 3, these two
later strategies can be eliminated from consideration.
But for player 1, no dominance rule works.
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Example: Mixed strategies
• Table7.3: Payoff tables for Camera Companies
Company I Company II strategies
Strategies A B C
1 9 7 2
2 11 8 4
3 4 1 7
Let the values in table are the percentage increase or decrease in market
share for company I. Determine an optimal strategy for company I and
II and , and also find the value of the game.
Solution
The first step is to check the payoff table for any dominant strategies.
Doing so, we find strategy 2 dominates strategy I, and strategy B
dominates strategy A. Thus, strategies 1 and A can be eliminated from
the payoff table
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Solution
The first step is to check the payoff table for any dominant
strategies. Doing so, we find strategy 2 dominates strategy I,
and strategy B dominates strategy A. Thus, strategies 1 and
A can be eliminated from the payoff table
Player II Maximin
Player 1 B C
2 8 4 4
3 1 7 1
Minimax 8 7
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a) Game Value (V)
• V= ad-bc/(a+d)-(b-c)
= 8*7-4*1/(8+7)-(4+1) = 5.2
b) Coordinates (proportions of the strategies played
by the players in mixed %)
X1= d-c/(a+d)-(b+c)= 7-1/10= 0.6
X2= a-b/10= 8-4/10=0.4
Y1=d-b/10= 7-4/10= 0.3
Y2= a-c/10= 8-1/10= 0.7
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Example
A T-shirt producing company has two firms. Each produces
white, black and red color t-shirts and sells their products in
the market with the indicated net profit per product. At each
of the production sites, the firm can produce only one shirt.
Determine which shirts must be produced using game theory.