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1
2.1
Chapter 6
Game Theory
05/07/2022 Game
Saunders, Theory
Lewis and 1
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.2
2.2
Game Theory
Game theory may be defined as a body of knowledge
that deals with making decisions when two or more
opponents are involved under conditions of conflict
and competition.
A competitive situation exists when two or more
opposing parties are making decisions involving
conflicting interests and wherein the action of one
depends on the action which the opponent takes.
Such situations arise in business, in military
operations, etc. games theory is used to handle such
conflicting situations. It seeks to provide a rational
course of action in a conflicting situation.
05/07/2022 Game
Saunders, Theory
Lewis and 2
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.3
2.3
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Saunders, Theory
Lewis and 3
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.4
2.4
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Saunders, Theory
Lewis and 6
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.7
2.7
Basic terminology
1. Strategy. A strategy for a player has been
defined as a set of rules or alternative courses
of action available to him in advance, by which
player decides the course of action that he
should adopt.
Pure strategy. If the players select the same
strategy each time, then it is referred to as
pure-strategy. In this case each player know
exactly what the other is going to do i.e.,
there is a deterministic situation and the
objective of the players is to maximize gain
or to minimize losses.
05/07/2022 Game
Saunders, Theory
Lewis and 8
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.9
2.9
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Saunders, Theory
Lewis and 10
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.11
2.11
05/07/2022 Game
Saunders, Theory
Lewis and 11
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.12
2.12
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Saunders, Theory
Lewis and 12
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.13
2.13
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Saunders, Theory
Lewis and 14
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.15
2.15
05/07/2022 Game
Saunders, Theory
Lewis and 15
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.16
2.16
05/07/2022 Game
Saunders, Theory
Lewis and 16
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.17
2.17
Rule of Dominance
o Rule 1. If all the elements in a row (say ith row) of a
pay-off matrix are less than or equal to the
corresponding elements of the other row (say jth row)
then the player A will never choose the ith strategy or
in other words the ith strategy is dominated by the
jth strategy.
o Rule 2. If all the elements in a column (say rth
column) of a pay-off matrix are greater than or equal
to the corresponding elements of the other column
(say sth column) then the player B will never choose
the rth strategy or in the other words the rth
strategy is dominated by the sth strategy.
o Rule 3. A pure strategy may be dominated if it is
inferior to average of two more other pure strategy.
05/07/2022 Game
Saunders, Theory
Lewis and 17
Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.18
2.18
What strategy will the two sides adopt? Also determine the
value of the gameGame Theory
05/07/2022 18
Saunders, Lewis and Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.19
2.19
Company strategies
I II III IV RMi
Union strategies I 20 15 12 35 12
II 25 14 8 10 9
III 40 2 10 5 2
IV 5 4 11 0 0
Cma 40 15 12 35
Maxi-min = Mini-max = value of game = 12.
The company incurs and hence its strategy is mini-max (i.e.,)
minimizing maximum losses for the union, negotiation results in
gain, hence union strategy will be maxi-min, i.e. maximizing
minimum gains. Since there exists a saddle point, strategies are
pure and the strategies adopted are: company will always adopt
strategy III- legalistic strategy and union will always adopt
strategy
05/07/2022
I- hard and aggressive bargaining.
Game Theory 19
Saunders, Lewis and Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.20
2.20
Solution
Percentage of market captured by A
Manufacturer B
Manufacturer A C1 C2 C3 Rmi
S1 60 56 34 34
S2 63 60 55 55
S3 83 72 60 60
CMA 83 72 60
The saddle point occurs at the S3-C3 position. Thus a
maximin-minimax solution is obtained:
• Both A and B should produce at the level of 24 hours
per day.
• At the optimum level of 24 hours per day, A will have
60% of the market
05/07/2022 and B will have 40% of the market. 21
Game Theory
Saunders, Lewis and Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.22
2.22
Player B
Player A I II III IV
I -5 3 1 20
II 5 5 4 6
III -4 -2 0 -5
05/07/2022 Game
Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 22
Theory
Lewis and 2009
Slide 1.23
2.23
I -5 3 1 20
II 5 5 4 6
FromIII
the above -4
pay-off -2
matrix, 30rd row is -5
dominated
by 2nd row and the reduced pay-off matrix is:
Player B
Player A
I II III IV
I -5 3 1 20
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II Game 5 5 4 6
Saunders, Lewis and Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 23
Theory 2009
Slide 1.24
2.24
Player B
Player A I III Rmi
I -5 1 -5
4
FromII the above,5 it is apparent
4 that the value of maxi-
min Cma
coincides5 with the
4 value of mini-max,
therefore a
saddle point exists.
• The optimum strategy for player A is II
• The optimum strategy for player B is III
• The value of the game is 4.
05/07/2022 Game
Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 24
Theory
Lewis and 2009
Slide 1.25
2.25
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 25
Theory
Lewis and 2009
Slide 1.26
2.26
Arithmetical method.
For a zero-sum two-person game in which each of the
players. Say A and B, has a strategies A1 & A2 and B1 &
B2 respectively, and the payoffs as given below, then
if p1 is the probability with which A choose strategy
A1 and if q1 is the probability that B plays strategy B1,
the payoff matrix for player A is given by:
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 26
Theory
Lewis and 2009
Slide 1.27
2.27
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 27
Theory
Lewis and 2009
Slide 1.28
2.28
.
The optimum mixed strategy for player X is determined by:
q=
1 2 1 2
Sx andSy
1 / 2 1 / 2
1/ 4 3/ 4
and the value of the game = 10/4
05/07/2022 Game
Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 29
Theory
Lewis and 2009
Slide 1.30
2.30
b) Graphic method for for 2xn or mx2 games. Since the optimum
strategies for both the players assign non zero probabilities to the
same number of pure strategies, it is obvious that if ne player has only
two strategies the other will also use two strategies. Graphical method
is helpful in finding out which of the two strategies can be used. It is
also useful if the nature of the game is of the form 2 x n or m x 2. The
graphic method consists of two graphs:
i) the pay-off (gains) available to player A versus his strategies
options, and
ii) the pay-off (losses) faced
Player B’s by playerprobability
B versus his strategies options.
Consider the following 2 x n pay-off matrix of a game without
Probability
saddle
q q --- q
point:
1 2 n
B1 B2 Bn
Player A A1
a a
11 12
a1n p1
a a a
A2 21 22 2n
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 33
Theory
Lewis and 2009
Slide 1.34
2.34
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 35
Theory
Lewis and 2009
Slide 1.36
2.36
a11p1+a12p2+…+a1mpm≥v
a21p1+a22P2+…+a2mpm≥v
an1+an2p2+…+anmpm≥v
Where p1+p2+….+pm=1and pi≥0 for all i
Similarly, the expected loss to player B when
player A adopts strategies A1, A2, …, Am can be
determined. Since player B is the loser player, he
must have
a11q1+a12q2+…+a1nqn≤v
a21q1+a22q2+…+a2nqn≤v
an1+an2p2+…+anmqn≤v
Where
05/07/2022
p1+p2+….+p m=1and pi≥0 for all i
Game Theory 37
Saunders, Lewis and Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 2009
Slide 1.38
2.38
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Saunders, Thornhill, Research Methods for Business Students, 5th Edition, © Mark Saunders, Philip Lewis and Adrian Thornhill 38
Theory
Lewis and 2009
Slide 1.39
2.39