To the uninitiated, Game Theory conjures images of developing
computer programs to solve board games like chess or card games like
poker and, in fact, the tools behind this discipline can indeed be
used for such purposes. However, game theory goes much beyond such
functions and provides a framework for reasoning about problems in
which multiple "players" must make decisions, with the understanding
that the results of these decisions affect and are affected by the
decisions of the other players. Board and card games are obvious
examples of such problems, but game theory is applicable to much more
"serious" domains.
The first question one typically asks when faced with a multiplayer
problem is probably "How should I play?" Immediately followed by the
question "How will my opponent play?" The way out of this
fundamental chicken and egg problem faced by game theorists is that
one needs to find "equilibrium" strategies that somehow
simultaneously satisfy all the players. Game theory thus provides a
framework to predict the behavior of rational players, either
in board games or in economics.
Once the notion of "equilibrium" is understood, one starts to wonder
whether it is possible to find such equilibria for all games. It is
not necessary to go far to find trouble: equilibria do not always
exist and sometimes there is more than one equilibrium. How is one
then supposed to predict the behavior of rational players? And what if
a single equilibrium exists, but we do not like the predicted behavior
of the players? These questions lead to some of the most interesting
problems in game theory: "How to design games that predictably lead
to desirable actions by the players?" These questions are of
key interest to economists, social scientists, and engineers.
Modern game theory was born in the 1930s, mostly propelled by the work
of John von Neumann, and further refined by Morgenstern, Kuhn, Nash,
Shapley and others. Throughout most of the 1940s and 1950s, economics
was its main application, eventually leading to the 1994 Nobel prize
in Economic Science awarded to John Nash, John C. Harsanyi, and
Reinhard Selten for their contributions to game theory. It was not
until the 1970s that it started to have a significant impact on
engineering; and in the late 1980s it led to significant breakthroughs
in control theory and robust filtering. Currently, game theory
pervades all areas of engineering.
Problems related to the development of pricing strategies for
technological products or services have always interested engineers,
but the use of game theory in technology design is a more recent
development that arose from the intrinsic limitations of classical
optimization-based designs. In optimization, one attempts to find
values for parameters that minimize suitably defined criteria (such
as monetary cost, energy consumption, heat generated, etc.) However,
in most engineering applications there is always some uncertainty as
to how the selected parameters will affect the final objective. One
can then pose the problem of how to make sure that the selection will
lead to acceptable performance, even in the presence of some degree of
uncertainty---the unforgiving player that, behind the scenes,
conspires to wreck engineering designs. This question is at the heart
of many games that appear in engineering applications. In fact, game
theory provides a basic mathematical framework for robust design in
engineering.
A feature common to many engineering applications of game theory is
that the problem does not start as a "game." In fact, the most
interesting design challenge is often to construct a game that
captures the essence of the problem: Who are the players? What are
their goals? Will the "solution" to the game solve the original
design problem? These are questions that we will encounter in this
book.
The first two lectures introduce the
basic elements of a mathematical game through a set of simple
examples. Notions of player, game rules and objectives, information
structure, player rationality, cooperative versus noncooperative
solutions, and Nash equilibrium are introduced to provide the reader
with an overview of the main issues to come. Subsequent lecture's
systematically return to all of these topics.
Lectures 3-8 are focused
on zero-sum games. Starting with matrix games in
lectures 3-6, we introduce the
fundamental concept of saddle-point equilibrium and explore its
key properties, both for pure and mixed policies. The Minimax
Theorem and computational issues are also covered. The
information structure of a game is first treated in lectures
7-8 with the
introduction of (zero-sum) games in extensive form. Complex
information structures lead to the distinction between two types of
stochastic policies: mixed and behavioral policies. In these
lectures we also introduce a general recursive method that will
evolve in later lectures into Dynamic Programming.
Non-zero sum games are treated in
9-13. We
introduce the concept of Nash equilibrium in a general setting and
discuss its numerical computation for two-player bimatrix
games. Lectures 12-13 are
focused exclusively on the rich class of potential games. In
these lectures we discuss several classical potential games, with some
emphasis on the design of potential games to solve distributed
optimization problems.
The last set of
lectures 14-18 is
devoted to the solution of dynamic games. We start by reviewing
Dynamic Programming for (single-player) optimization in
lectures 15-16 and
use it as the starting point to construct saddle-point policies for
zero-sum games in
lectures 17-18. We
treat both discrete- and continuous-time games, with a fixed or
a variable termination time.
This book was purposely designed as a textbook, and consequently, the
main emphasis is on presenting material in a fashion that makes it
interesting and easy for students to understand.
In writing this manuscript, there was a conscious effort to reduce
verbosity. This is not to say that there was no attempt to motivate
the concepts or discuss their significance (to the contrary), but the
amount of text was kept to a minimum. Typically, discussion, remarks, and side
comments are relegated to marginal notes so that the reader can easily
follow the material presented without distraction and yet enjoy the
benefit of comments on the notation and terminology, or be made aware
that a there is a related MATLAB command.
At the University of California at Santa Barbara, I teach the
material in these lectures in one quarter
with about 36 hours of class time. The class I teach is primarily
aimed at first-year graduate students in the College of Engineering,
but these notes were written so that they can also serve as the
primary textbook for a senior-level undergraduate class, as most of
the lectures only require familiarity with linear algebra and
probabilities at an undergraduate level. Two lectures
(16 and 18) also require some familiarity with
differential equations, but they could be skipped or presented as
optional advanced material if students do not have the appropriate
prerequisites.
I have tailored the organization of the textbook to simplify the
teaching and learning of the material. In particular, the sequence of
the chapters emphasizes continuity, with each chapter motivated by and
in logical sequence with the preceding ones. I always avoid
introducing a concept in one chapter and using it again only many
chapters later. It has been my experience that even if this may be
economical in terms of space, it is pedagogically
counterproductive. The chapters are balanced in length so that on
average each can be covered in roughly 2 hours of lecture time. Not
only does this greatly aid the instructor's planning, but it makes it
easier for the students to review the materials taught in class.
The book includes exercises that should be solved as the reader
progresses through the material. Some of these exercises clarify
issues raised in the body of the text and the reader is generally
pointed to such exercises in marginal notes. Other exercises
are aimed at consolidating the knowledge acquired, by asking the
reader to apply algorithms or approaches previously discussed.
The book includes detailed solutions for all the exercises that appear
in the sections titled "Practice Exercises," but it does not include
solutions to those in the sections titled "Additional Exercises."
Computational tools such as the MATLAB software environment offer a
significant step forward in teaching this class because they allow
students to solve numerical problems without being subject to a
detailed treatment of numerical methods. By systematically annotating
the theoretical developments with marginal notes that discuss the
relevant commands available in MATLAB, this textbook helps students
learn to use these tools. We also provide
MATLAB functions that implement some of the key algorithms
discussed.
The commands discussed in the "MATLAB Hints" assume that the
reader has version R2015b of MATLAB and the Optimization Toolbox.
However, essentially all the commands used have been fairly stable for
several versions, so they are likely to work with previous and
subsequent versions for several years to come.
Lecture 6 assumes that the reader has installed
CVX, which is a MATLAB package for Disciplined Convex
Programming, distributed under the GNU General Public License 2.0.
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