Information about Zero Sum
For the X-Files episode, see "Zero Sum".
In game theory, zero-sum describes a situation in which a participant's gain or loss is exactly balanced by the losses or gains of the other participant(s). It is so named because when the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Chess and Go are examples of a zero-sum game: it is impossible for both players to win. Zero-sum can be thought of more generally as constant sum where the benefits and losses to all players sum to the same value. Cutting a cake is zero- or constant-sum because taking a larger piece reduces the amount of cake available for others. In contrast, non-zero-sum describes a situation in which the interacting parties' aggregate gains and losses is either less than or more than zero.
Situations where participants can all gain or suffer together, such as a country with an excess of bananas trading with another country for their excess of apples, where both benefit from the transaction, are referred to as non-zero-sum. Other non-zero-sum games are games in which the sum of gains and losses by the players are always more or less than what they began with. For example, a game of poker, disregarding the house's rake, played in a casino is a zero-sum game unless the pleasure of gambling or the cost of operating a casino is taken into account, making it a non-zero-sum game.
The concept was first developed in game theory and consequently zero-sum situations are often called zero-sum games though this does not imply that the concept, or game theory itself, applies only to what are commonly referred to as games. In pure strategies, each outcome is Pareto optimal (generally, any game where all strategies are Pareto optimal is called a conflict game) [1]. Nash equilibria of two-player zero-sum games are exactly pairs of minimax strategies.
In 1944 John von Neumann and Oskar Morgenstern proved that any zero-sum game involving n players is in fact a generalized form of a zero-sum game for two players, and that any non-zero-sum game for n players can be reduced to a zero-sum game for n + 1 players; the (n + 1) player representing the global profit or loss. This suggests that the zero-sum game for two players forms the essential core of mathematical game theory.
See also:
A game's payoff matrix is a convenient representation. Consider for example the two-player zero-sum game pictured at right.
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.
Now, in this example game both players know the payoff matrix and attempt to maximize the number of their points. What should they do?
Red could reason as follows: "With action 2, I could lose up to 20 points and can win only 20, while 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. But what happens if Blue anticipates Red's reasoning and choice of action 1, and deviously goes for action B, so as to win 10 points? Or if Red in turn anticipates this devious trick and goes for action 2, so as to win 20 points after all?
John von Neumann had the fundamental and surprising 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 minimise the maximum expected point-loss independent of the opponent's strategy. This leads to a linear programming problem with a unique solution for each player. This minimax method can compute provably 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 57% and action 2 with 43%, while Blue should assign the probabilities 0%, 57% and 43% to the three actions A, B and C. Red will then win 2.85 points on average per game.
Go is a strategic board game for two players.
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Robert Wright is an American journalist and prize-winning author of best-selling books about science, evolutionary psychology, history, religion, and game theory, including ,
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In game theory, zero-sum describes a situation in which a participant's gain or loss is exactly balanced by the losses or gains of the other participant(s). It is so named because when the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Chess and Go are examples of a zero-sum game: it is impossible for both players to win. Zero-sum can be thought of more generally as constant sum where the benefits and losses to all players sum to the same value. Cutting a cake is zero- or constant-sum because taking a larger piece reduces the amount of cake available for others. In contrast, non-zero-sum describes a situation in which the interacting parties' aggregate gains and losses is either less than or more than zero.
Situations where participants can all gain or suffer together, such as a country with an excess of bananas trading with another country for their excess of apples, where both benefit from the transaction, are referred to as non-zero-sum. Other non-zero-sum games are games in which the sum of gains and losses by the players are always more or less than what they began with. For example, a game of poker, disregarding the house's rake, played in a casino is a zero-sum game unless the pleasure of gambling or the cost of operating a casino is taken into account, making it a non-zero-sum game.
The concept was first developed in game theory and consequently zero-sum situations are often called zero-sum games though this does not imply that the concept, or game theory itself, applies only to what are commonly referred to as games. In pure strategies, each outcome is Pareto optimal (generally, any game where all strategies are Pareto optimal is called a conflict game) [1]. Nash equilibria of two-player zero-sum games are exactly pairs of minimax strategies.
In 1944 John von Neumann and Oskar Morgenstern proved that any zero-sum game involving n players is in fact a generalized form of a zero-sum game for two players, and that any non-zero-sum game for n players can be reduced to a zero-sum game for n + 1 players; the (n + 1) player representing the global profit or loss. This suggests that the zero-sum game for two players forms the essential core of mathematical game theory.
Economics and non-zero-sum
Many economic situations are not zero-sum, since valuable goods and services can be created, destroyed, or badly allocated, and any of these will create a net gain or loss. Assuming the counterparties are acting rationally, any commercial exchange is a non-zero-sum activity, because each party must consider the goods s/he is receiving as being at least fractionally more valuable to him/her than the goods he/she is delivering. Economic exchanges must benefit both parties enough above the zero-sum such that each party can overcome his or her transaction costs.See also:
Psychology and non-zero-sum
The most common or simple example from the subfield of Social Psychology is the concept of "Social Traps". In some cases we can enhance our collective well-being by pursuing our personal interests — or parties can pursue mutually destructive behavior as they choose their own ends.Complexity and non-zero-sum
It has been theorized by Robert Wright, among others, that society becomes increasingly non-zero-sum as it becomes more complex, specialized, and interdependent. As former US President Bill Clinton states:- The more complex societies get and the more complex the networks of interdependence within and beyond community and national borders get, the more people are forced in their own interests to find non-zero-sum solutions. That is, win–win solutions instead of win–lose solutions.... Because we find as our interdependence increases that, on the whole, we do better when other people do better as well — so we have to find ways that we can all win, we have to accommodate each other.... Bill Clinton, Wired interview, December 2000 .[1]
An example
| A | B | C | |
|---|---|---|---|
| 1 | 30, -30 | -10, 10 | 20, -20 |
| 2 | 10, -10 | 20, -20 | -20, 20 |
A game's payoff matrix is a convenient representation. Consider for example the two-player zero-sum game pictured at right.
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.
Now, in this example game both players know the payoff matrix and attempt to maximize the number of their points. What should they do?
Red could reason as follows: "With action 2, I could lose up to 20 points and can win only 20, while 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. But what happens if Blue anticipates Red's reasoning and choice of action 1, and deviously goes for action B, so as to win 10 points? Or if Red in turn anticipates this devious trick and goes for action 2, so as to win 20 points after all?
John von Neumann had the fundamental and surprising 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 minimise the maximum expected point-loss independent of the opponent's strategy. This leads to a linear programming problem with a unique solution for each player. This minimax method can compute provably 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 57% and action 2 with 43%, while Blue should assign the probabilities 0%, 57% and 43% to the three actions A, B and C. Red will then win 2.85 points on average per game.
References
1. ^ Samuel Bowles: Microeconomics: Behavior, Institutions, and Evolution, Princeton University Press, pp. 33–36 (2004) ISBN 0691091633
External links
- Play zero-sum games online by Elmer G. Wiens.
- Freeware program to create and solve ZeroSum puzzles with more than 20,000 unique solution puzzles (download all 50,000).
- Game Theory & its Applications - comprehensive text on psychology and game theory.
The X-Files is an American Peabody and Emmy Award-winning science fiction television series created by Chris Carter, which first aired on September 10, 1993, and ended on May 19, 2002.
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Game theory is a branch of applied mathematics that is often used in the context of economics. It studies strategic interactions between agents. In strategic games, agents choose strategies which will maximize their return, given the strategies the other agents choose.
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Chess is a recreational and competitive game for two players. Sometimes called Western Chess or International Chess to distinguish it from its predecessors and other chess variants, the current form of the game emerged in Southern Europe in the second half of the 15th
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Go is a strategic board game for two players.
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Poker is a popular type of card game in which players gamble on the superior value of the card combination ("hand") in their possession, by placing a bet into a central pot.
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casino is a facility that accommodates certain types of gambling activities. Casinos are often placed near or combined with hotels, restaurants, retail shopping, cruise ships and other vacation attractions.
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Game theory is a branch of applied mathematics that is often used in the context of economics. It studies strategic interactions between agents. In strategic games, agents choose strategies which will maximize their return, given the strategies the other agents choose.
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Pareto efficiency, or Pareto optimality, is an important notion in economics with broad applications in game theory, engineering and the social sciences. The term is named after Vilfredo Pareto, an Italian economist who used the concept in his studies of economic efficiency
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In game theory, the Nash equilibrium (named after John Forbes Nash, who proposed it) is a solution concept of a game involving two or more players, in which no player has anything to gain by changing only his or her own strategy unilaterally.
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Minimax (sometimes minmax) is a method in decision theory for minimizing the maximum possible loss. Alternatively, it can be thought of as maximizing the minimum gain (maximin).
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John von Neumann
John von Neumann in the 1940s
Born November 28 1903
Budapest, Austria-Hungary
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John von Neumann in the 1940s
Born November 28 1903
Budapest, Austria-Hungary
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Oskar Morgenstern
Oskar Morgenstern
Born January 24 1902
Görlitz, Germany
Died July 26 1977 (aged 75)
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Oskar Morgenstern
Born January 24 1902
Görlitz, Germany
Died July 26 1977 (aged 75)
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In economics and related disciplines, a transaction cost is a cost incurred in making an economic exchange. For example, most people, when buying or selling a stock, must pay a commission to their broker; that commission is a transaction cost of doing the stock deal.
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In economics, David Ricardo is credited for the principle of comparative advantage to explain how it can be beneficial for two parties (countries, regions, individuals and so on) to trade if one has a lower relative cost of producing some good.
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Free trade is a market model in which trade in goods and services between or within countries flow unhindered by government-imposed restrictions. Restrictions to trade include taxes and other legislation, such as tariff and non-tariff trade barriers.
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Social psychology is the study of how social conditions affect human beings. Scholars in this field are generally either psychologists or sociologists, though all social psychologists employ both the individual and the group as their units of analysis.
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For other persons of the same name, see Robert Wright.
Robert Wright is an American journalist and prize-winning author of best-selling books about science, evolutionary psychology, history, religion, and game theory, including ,
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William Jefferson "Bill" Clinton (born William Jefferson Blythe III[1] on August 19 1946) was the forty-second President of the United States, serving from 1993 to 2001.
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Wired is a full-color monthly American magazine and on-line periodical published in San Francisco, California since March 1993. Owned by Condé Nast Publications, it reports on how technology affects culture, the economy, and politics.
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In game theory, normal form is a way of describing a game. Unlike extensive form, normal form representations are not graphical per se, but rather represent the game with a matrix.
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John von Neumann
John von Neumann in the 1940s
Born November 28 1903
Budapest, Austria-Hungary
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John von Neumann in the 1940s
Born November 28 1903
Budapest, Austria-Hungary
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Probability is the likelihood that something is the case or will happen. Probability theory is used extensively in areas such as statistics, mathematics, science and philosophy to draw conclusions about the likelihood of potential events and the underlying mechanics of
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expected value (or mathematical expectation, or mean) of a discrete random variable is the sum of the probability of each possible outcome of the experiment multiplied by the outcome value (or payoff).
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In mathematics, linear programming (LP) problems involve the optimization of a linear objective function, subject to linear equality and inequality constraints.
Put very informally, LP is about trying to get the best outcome (e.g.
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Put very informally, LP is about trying to get the best outcome (e.g.
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Minimax (sometimes minmax) is a method in decision theory for minimizing the maximum possible loss. Alternatively, it can be thought of as maximizing the minimum gain (maximin).
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Game theory is a branch of applied mathematics that is often used in the context of economics. It studies strategic interactions between agents. In strategic games, agents choose strategies which will maximize their return, given the strategies the other agents choose.
..... Click the link for more information.
..... Click the link for more information.
In game theory, normal form is a way of describing a game. Unlike extensive form, normal form representations are not graphical per se, but rather represent the game with a matrix.
..... Click the link for more information.
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An extensive form game is a specification of a game in game theory. This form represents the game as a tree. Each node (called a decision node) represents every possible state of play of the game as it is played.
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- For video gaming, see Cooperative gameplay.
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