MAT109 · Erich Prisner · Franklin College · 2007-2009

Chapter 2:
Simultaneous Games

Note to the Teacher: ............

The writer Ephraim Kishon describes in his story "Jewish Poker" how a man called Ervinke convinces the narrator to play a game called "Jewish Poker" with him. "You think of a number, I also think of a number" Ervinke explains. "Whoever thinks of a higher number wins. This sounds easy, but it has a hundred pitfalls." Then they play. It takes the narrator some time until he realizes that it is better to let Ervinke tell his number first. [Kishon 1961] Obviously this is a game that doesn't seem very fair unless both move simultaneously.

In this chapter we will start our journey through Game Theory by considering the maybe simplest type of games, games where each player moves only once, and all these moves are done simultaneously. We will see that these games can be described nicely in a table (called Normal Form below). Then we discuss different approaches that allow the player to decide which move they will choose, culminating in the famous "Nash equilibrium" concept. Although many simple games already fall into this category, the chapter is also important for other games, as we will see later that every finite game can be formulated as an equivalent simultaneous game.

1. Normal Form---Bimatrix Description

Imagine you want to describe a simultaneous game to somebody. By definition we already know that each player has only one move, and that all these moves are performed simultaneously. What else is necessary to tell? First of all, of course, the number of players. Secondly, for each player the possible moves have to be listed. Note that different players may have different roles and as such may have different options for moves. We assume here that each player has only finitely many options. If each player selects a certain move, this determines a certain outcome of the game. Finally, the payoffs have to be described for each player for each possible outcome.

How many outcomes are possible? Each combination of moves of the players generates a different outcome. Note that when moves X and Y are chosen by players A and B we get different outcomes depending on whether player A chooses move X or move Y. Therefore, if there are n players, and player 1 has k1 possible moves, player 2 has k2 possible moves, and so on, then there are k1·k2· ... ·kn possible outcomes. For each of these outcomes, n numbers would describe the payoffs for player 1, player 2, and so on.

If each player has infinitely many options, methods of Calculus of functions with two variables may be applied, as discussed on a later page. Also, simultaneous games with randomness involved are described later.

1.1 Two Players

Let me give an example of a simultaneous 2-players game:

ADVERTISING: Two companies share a market, they make $5,000,000 each. Now both determine whether they advertise or not. Advertising costs $2,000,000, but captures $3,000,000 from the competitor provided the competitor doesn't advertise. What will the companies do?

Let's call the two companies A and B. If both don't advertise, they get their $5,000,000 each. If both advertise, both lower their gain to $3,000,000. If A advertises, but B doesn't, A gets $6,000,000 and B only $2,000,000, and conversely if B advertises and A doesn't. This payoff pattern is visualized in the following table. The numbers are understood to be in millions. The rows correspond to the different options of player A, whereas the columns correspond to the options of player B. The entries are payoff for A and payoff for B provided the corresponding options are chosen, both numbers separated by a comma.
advertisedon't advertise
advertise3, 36, 2
don't advertise2, 65, 5

Whenever we have two players in this text, we very often name them Ann and Beth. Assume Ann has k1 options and Beth has k2 options. We want to display the different payoffs for Ann and Beth, depending on the different choices they have. Obviously there are k1·k2 different outcomes, every combination of an option for Ann and an option for Beth produces one. Each of these outcomes has payoffs for Ann and Beth attached. Usually this is visualized in a table with n rows, corresponding to Ann's options, and m columns, corresponding to Beth's options. Such a table is called a n × m bimatrix. The entries in the cells are payoffs for Ann and Beth provided the corresponding options are chosen, both numbers separated by a comma.

1.2 Two Players, Zero-sum

Recall from the introduction that a game is called zero-sum if the sum of all payoffs of all players equals zero for any outcome. That means that the win of the winning players is totally paid by the loss of the losing players. Casino and parlor games are very often zero-sum. Real-world games are almost never zero-sum---it is possible that the society as a whole wins or loses.

For zero-sum two-player games, the bimatrix representation of the game can be simplified: The payoff of the second player doesn't have to be displayed, since it is just the opposite of the payoff of the first player.

Assume we are playing ROCK-SCISSORS-PAPER for one dollar. Then the payoff matrix looks as follows:
RockScissorsPaper
Rock 0  1  -1 
Scissors -1  0  1 
Paper 1  -1  0 
The first cell says "0", which stands for "0,0" a payoff of 0 for both players. The second cell entry of "1" should be read as "1, -1", a payoff of 1 for Ann which has to be paid by Beth, therefore a payoff of -1 for Beth.

We will later see that zero-sum two-player games are one of the types of games that can be "solved" mathematically completely and satisfactory.

1.3 Three or more Players

If we have more than two players, we need another systematic way to generate the needed k1·k2· ... ·kn cells corresponding to the different outcomes, into which we write the n payoffs for the n players. Let me give an example:

LEGISLATORS' VOTE: Three legislators vote whether they allow themselves a salary rise of $2000 per year. Since voters are observing the vote, there is some loss of face for a legislator to vote for a raise. Let's assume that the legislators estimate that loss of face as $1000 per year. What happens if all three vote at the same time? (this game is a variant of that described in [Kaminski 2007]).

Here is the full Analysis

This is a simultaneous three-player game. It is best visualized not with one matrix but with several, in this case with two, since Player A chooses the matrix, B chooses the row, and C chooses the column. We display the payoffs (measured in thousands) for the different outcomes as follows:

A votes for raise
  C votes for raise C votes against
B votes for raise 1, 1, 1 1, 1, 2
B votes against 1, 2, 1 -1, 0, 0
A votes against
  C votes for raise C votes against
B votes for raise 2, 1, 1 0, -1, 0
B votes against 0, 0, -1 0, 0, 0

1.4 Symmetric Games

All examples so far are symmetric: All players have the same options, and if the two players interchange their moves, the payoffs are also interchanged. More formally, for a 2-player game, let m1, m2 be moves and let a(m1, m2) and b(m1, m2) be Ann's and Beth's payoffs if Ann plays m1 and Beth plays m2. Then a(m1,m2)=b(m2,m1) and b(m1, m2)=a(m2, m1) for symmetric games. That means that the entries in the j's row and the i's column is obtained from the entries in the i's row and j's column by interchanging both payoffs. For symmetric 3-player games, a(m1,m2,m3)=b(m2,m1,m3)= b(m3,m1,m2) = c(m2,m3,m1) =c(m3,m2,m1), and so on, with corresponding notation. Symmetric games are popular since they are fair by design, giving the same chances to every player.

2. Which Option to Choose

Nobody would deny the usefulness of having a way to describe simultaneous games by a bimatrix, but what players of such a game really expect of game theory is to give them advice of how to play. Ideally game theory should (and will in some cases) provide players with a mechanism---a rather mechanical procedure---to find this advice of which move is "best" on their own, given the description of the game in normal form.

Note that, as always with mathematical models, these mechanisms would refer to the bimatrix only, without reasoning with the specific circumstances of the actual situations. In other words, the "solution" such a mechanism gives would be the same no matter whether we face a specific casino game or a cold or hot war scenario, provided the corresponding matrices are the same. Naturally that would imply the "essence" of the game sitting just in this numbers in the bimatrix.

Such mechanisms are the content of Section 2 of this chapter. Actually we will not only give one, but rather three or four of them. Like advice from different well-meaning uncles, these mechanisms have all a good and convincing point, but since they concentrate on different features of the game, they don't always lead to the same conclusion. We will discuss them first separately before investigating the relation between these concepts.

2.1 Maximin and Security Level

Some people always expect the worst. No matter what she plays, a player, let's call her Ann again, may assume that the other players will always respond with moves that minimize Ann's payoff. This pessimistic belief may be justified in case of a two-players zero-sum game if Ann is so predictable that the other player always anticipate her move, in other cases the belief borders the paranoid, since the other players will not be interested in harming Ann but will instead rather concentrate on their own payoffs when acting rationally. Still, our pessimistic Ann will evaluate her own strategies in light of this worst expected case. She would concentrate, for any of her options, on the smallest possible payoff for her. And if she believes that this is what she would get in each case, then Ann would choose the option with highest such value. This value is called the maximin value or security level. Ann's corresponing option she will play is called a maximin move (strategy), since it maximizes the minimum possible payoff. Playing the maximin move, the player can guarantee a payoff of at least the maximin value, no matter how the others are playing. Note that for choosing the maximin move, the player doesn't even have to know the payoffs of the other players.

In the ADVERTISING example above, company A may fear that the other company will advertise too if A advertises, yielding a payoff of 3 for A. If company A does not advertise, the worst that could happen would be company B advertising (again) with payoff of 2 for A. Therefore company A would advertise to maximize this expected worst possible payoff.

In the LEGISLATORS' VOTE example, the worst that could happen if A votes for a raise is that both others vote against, leaving A with a payoff of -1000. If A votes against a raise, in the worst case (actually in three of four cases) A gets a payoff of 0, which is more than in the other case. Therefore A would vote against a raise if using the maximin principle.

Obviously in a two-player game the first player, Ann, would look at the different rows of the bimatrix and in each row highlight the cell with lowest payoff for Ann. Then she would select the row with the highest number highlighted. In the same way, the second player, Beth, when playing the maximin strategy would in each column mark the cell with lowest payoff for Beth, and then select the column with the highest number marked.

How do we treat ties, if two or more rows have the same minimum payoff for Ann? Ann could choose just one of these moves, or alternate randomly between such moves. The latter leads to the concept of "mixed strategies" that is covered in a later chapter.

2.2 Dominated Moves

There are a number of mechanisms for selecting a move attached to the concept of domination of moves. Different to the Maximin mechanism discussed above, these mechanisms don't necessarily arrive at a recommendation for selecting a move; rather they may only restrict the number of moves available by labeling some of them as "unreasonable".

A move, M1, for player Ann strictly dominates another one, let's call it M2, if M1 always, for every choice of the opponents' moves, results in a higher payoff for Ann than M2. Then having played move M2, Ann will always regret having chosen that option, since M1 would have gotten her a higher payoff. Therefore a rational player would never play a move that is strictly dominated by another one. This is the first mechanism attached to the concept of domination, and as mentioned above it doesn't tell what to play but rather what not to play. In the rare case where one of Ann's moves strictly dominates all her other moves, this mechanism would turn into positive advice---in this case Ann would, according to that principle, play the move dominating all other moves.

In the ADVERTISING example above, "advertising" strictly dominates "not advertising" for both companies. Therefore both companies will advertise, when applying this mechanism.

It is no coincidence that the advice given by the Maximin mechanism and the advice given by the rule not to play strictly dominated moves are the same for this example. Actually it is rather obvious that a player's Maximin move is never strictly dominated by any of her other moves.

Advise for players could go further than just to disregard their strictly dominated moves. In particular, if player Ann would accept that all other players would also obey this rule, then we may go further and disregard all strictly dominated moves in that game, not only for Ann but for all other players. However, this assumption about the other players' behavior is far from automatic. It requires the conviction that all players are rational and moreover clever or experienced enough. Next, under the assumption that all players accept this belief in the rationality and sophistication of all players, we know that all players make this mental step of reducing the game by eliminating all strictly dominated moves for all players. But then, in this reduced game, strict domination may occur where it has not been the case, and the same round of eliminations--- eliminating all strictly dominated moves in the reduced game---could be done to reduce the game even further. This process of repeatedly reducing the game, as well as its result, a game that cannot be reduced any further since there are no strictly dominated moves, is denoted by IESD---iterated elimination of strictly dominated moves. But note that again, except in cases where the IESD result is a game with just one option for Ann, IESD is a method of excluding moves rather than telling what move to choose.

Let me give an example for the successful application of the IESD procedure:

TWO BARS: Two bars charge $2, $4, or $5 for a beer. Marginal cost can be neglected. It is expected that 6000 beers per month are drunk in a bar by tourists, who just choose one of the two bars randomly, and 4000 beers per month are drunk by natives who go to the bar with lower prices, and split evenly in case both bars offer the same price. What prices would the bars select? [Slantchev 2007 p. 4]

This game, as all games considered so far, is symmetric. It is straightforward (use this Excel sheet) to compute the following payoff bimatrix for the game, where all values are in thousands:
  2    4    5  
  2    10, 10    14, 12    14,15  
  4    12, 14    20, 20    28, 15  
  5    15, 14    15, 28    25, 25  
For each player, move "4" strictly dominates move "2", therefore we could eliminate both moves "2" as a possible move to get the following reduced game:
  4    5  
  4    20, 20    28, 15  
  5    15, 28    25, 25  
Note that now, but not before, move "4" strictly dominates move "5", therefore we could eliminate these moves for both players as well and arrive at a game with only one option, "4", for each player, and a payoff of 20000 for each player. Therefore both players will very likely choose $4 as the price of the beer.

Note that an example of application of the IESD process in games with three players can be found in the case study of CHAIRMAN PARADOX.

A weaker condition is weak domination. Ann's move weakly dominates another one of her moves if it yields at least the same payoff for Ann in all cases generated by combinations of moves of the other players, and in at least one case even a better payoff. So the weakly dominating move is never worse than the weakly dominated one, and sometimes it is better. The common opinion is that iterated elimination of weakly dominated moves, IEWD is not something that should performed automatically. One has to be a little more hesitant here; weakly dominated moves may still be played, in particular in cases where the only difference is in a combination of moves which is known not to occur. This opinion is also based on different behavior of Nash equilibria (discussed in Section 2.4) under IEWD and IESD.

2.3 Best Response

Assume you are supposed to play one of these one-round simultaneous games against your friend tomorrow. Your friend thinks about her move a long time, finally arrives on a decision what move to play, and writes it on a piece of paper to not forget it until tomorrow. You happen to get a look on this paper without your friend noticing it. By this, in a sense the game changes from simultaneous to sequential with perfect information. The move you play under these conditions is called the best response to the move of your friend.

Let us start with two players. Ann's best response to Beth's move M is a move of Ann yielding the highest payoff for Ann, given Beth's move M. Of course there may be several best responses to a given move. Similar to the maximin approach, to find Ann's best response to Beth's move M, we don't even have to know Beth's payoffs.

The best response concept does not provide the players with a recipe how to play, but it allows us to express Nash equilibria that are discussed in the next section in a simple way, and also provides us with a simple and quick method to find these (pure strategy) Nash equilibria.

You find the best responses for the first player's (Ann's) moves by looking at the different rows of the bimatrix one by one and selecting in each row the cell where the second entry is maximum. The label of the corresponding column is the best response to the move corresponding to that row. In the same way, to find best responses against the second player's (Beth's) moves we consider the columns and pick in each column the cell with maximum first entry. The label of the corresponding row is the corresponding best response for the move corresponding to that column.

Introduce the HouseholdTimeAllocation Example here. Maybe start slower, showing how the payoff bimatrix could be derived from the assumptions, see the complete treatment here.

In the ADVERTISING example, the best response to advertising is to advertise, and the best response to not advertising is to advertise as well. This holds for both players, since the game is symmetric.

In the above TWO BARS example, the best response to a price of "2" is a price of "5", the best response to a price of "4" is a price of "4", and the best response to a price of "5" is a price of "4" as well. Again the game is symmetric.

Example 5: Let us give a more complex and asymmetric example. Assume Ann has four moves, A, B, C, and D, and Beth has three possible moves L, M, and N. The payoff bimatrix of this non zero-sum two-person game is shown below.
LMN
A  1,3     2,2    1,2  
B  2,3    2,3    2,1  
C  1,1    1,2    3,2  
D  1,2    3,1    2,3  

Now the best response to A is L, the best responses to B are both L and M, the best responses to C are both M and N, and the best response to D is N, The best response to L is B, the best response to M is D, and the best response to N is C.

In case of a 2-player game, the best response information for a game can be displayed graphically: The bipartite best response digraph for two-player games is defined as follows: For every possible move of player 1 we draw a blue circle and for every possible move of player 2 we draw a red circle. These circles are called the "vertices" of the digraph. Now from every blue vertex we draw an arrow, a so-called "arc" towards all red vertices which are best responses to the corresponding move of player 1. In the same way, arcs are drawn from all red vertices towards all best response blue vertices. For Example 5, the best response digraph is shown to the right.

2.3.1 Condensed Best Response Digraphs for Symmetric Games

In symmetric games, like ADVERTISING and TWO BARS above, it even suffices to display a condensed version of the best response digraph. For every move (of either player---remember the game is supposed to be symmetric, therefore both players have the same moves as options) we draw just one vertex, in one color, and we draw an arc from move X to move Y if Beth's Y is a best response to Ann's X (and of course, therefore also Ann's move Y is a best response to Beth's move X). See the figure to the right for the condensed best response digraph of the symmetric TWO BARS game.

2.3.2 Best Response for Three Players

The best response concept makes also sense for games with three or more players, but the graphical representation as best response digraph is no longer possible. For detecting the best response moves of Beth, we look at the second entries (Beth's payoffs) in each column and mark the highest value in each column. To detect the best response moves for the third player (let's call her Cindy) we look at the third entries of the rows and mark in each row the highest entry. Only for Ann the method is a little more complicated to explain. Here we look at first entries only, and compare all cells having the same position in the different matrices, like "upper left", for instance.

Example 6: Let's find best responses in the following example of a simultaneous three-person game where each player has two options, Ann has A1 and A2, Beth has B1 and B2, and the third player, let's call her Cindy has the moves C1 and C2. Assume the payoffs for the different outcomes look as follows:
A1
  C1 C2
B1   0,  2.1,  0    -1,  1.1,  0.1  
B2  1,  0,  -1   0,  1,  1.1 
A2
  C1 C2
B1  0.1,  1.1,  1   1.1,  0.1,  -0.9 
B2  -0.9,  1,   0   0.1,  2,  0.1 
This example is a special instance of the SELECTING CLASS game, where A hates B but loves C, B loves both B and C, C hates A but loves B, and A and C slightly prefers FRE100 wheras B slightly prefers ITA100.
Now the highest second entry in the first column is 2.1, therefore it is underlined. The highest second entry in the second column is 1.1, in the third column (first column of the second matrix) 1.1, and in the fourth column 2, therefore all these entries are underlined. For Cindy's best responses, the highest third entry in the first row of the first matrix is 0.1. The highest third entry in the second row of the first matrix is 1.1. For the second matrix, the highest third entry in the first row is 1, and in the second row 0.1. For Ann, the highest first entry of upper-left cells in the two matrices is 0.1, the highest first entry of upper-right cells is 1.1, and we get 1 respectively 0.1 for the lower-left respectively lower-right cells.

2.4 Equilibria

In this section we concentrate not only on advice for an individual player; rather we will identify outcomes---combinations of one selected move for each player--- that may occur more likely than others. These outcomes are called equilibria.

2.4.1 Dominant Move Equilibrium

If all players have a move strictly dominating all their other moves, then it is obvious how all the players will move. This is called a dominant move equilibrium. As example we take the famous PRISONER'S DILEMMA, whose strange name will be explained later, when we discuss the game in detail.

PRISONER's DILEMMA
CD
C 2, 2  0, 3 
D 3, 0  1, 1 

This game has a dominant move equilibrium. Both choose move D, and the payoff for each of the two players is 1.

Another example of a game with a dominant move equilibrium is the Clarke-Groves Model

Not every simultaneous game has a dominant move equilibrium, but for those that have, everything is settled completely. In this case, playing the dominant move also means playing the maximin move.

2.4.2 IEWD and IESD Equilibria

A sequential game where after the IEWD (respectively the IESD) procedure only one move remains for every player has an IEWD (respectively IESD) equilibrium. Note that every dominant move equilibrium is an IEWD equilibrium, and every IEWD equilibrium is a IESD equilibrium. We illustrate the concept by another folklore example.

BATTLE OF THE SEXES: A couple, Adam and Beth, decides independently whether to go to soccer or to the ballet in the evening. Everybody likes to do something together with the other, but besides that, the man prefers soccer, and the woman prefers ballet (sorry, this is just the way this example is communicated).

To make it even more simplistic, we assume that the total payoff for each player is the sum of the payoffs (in terms of satisfaction) of being at the right place, which gives a satisfaction of c satisfaction units, and being together with the partner, giving d satisfaction units. We have two variants, depending on whether c or d is larger, the low or high love variants. Note that payoff is not monetary here, but rather "satisfaction", and note that the assumption on the additivity of satisfaction is a severe one---satisfaction could as well be multiplicative, or some more complicated function of both c and d. It could even be that satisfaction in one area would prevent you of really appreciating the satisfaction in the other area. We will discuss these issues later. Also note that both these satisfactions may differ for both persons, one appreciating the presence of the other more than vice versa, or one of both having a clear preference for soccer or ballet, whereas the other is more indifferent. Examples for this will be given in the exercises.

As this is a classical example from the pre-cell phone era, we also assume that no previous communication is possible. Here are the payoff bimatrices for both variants, where Adam chooses the rows and Beth chooses the columns.

High Love version, c=1, d=2 Low Love version, c=2, d=1
soccerballet
soccer 3, 2  1, 1 
ballet 0, 0  2, 3 
soccerballet
soccer 3, 1  2, 2 
ballet 0, 0  1, 3 

Note that the high love version doesn't have IEWD or IESD equilibria, since no move weakly dominates another one. For the low love version, "soccer" dominates "ballet" for Adam, and "Ballet" dominates "Soccer" for Beth, therefore this variant has even an IESD equilibrium of "soccer, ballet". Life eventually gets less complicated.

Modeling Note 2: Additivity of utilities from different features

Note that we made a very simple assumption in the previous example, namely that the total payoff for a player is the sum of the utility of certain ingredients. In many situations we will use this approach, since it is so simple and resembles the way money from different sources is added. However, there are also many situations where this additivity is not appropriate. One asset obtained may establish worth only in combination of another asset, just like a left shoe and the corresponding right shoe, or money and free time available, both of them being really valuable only in combination with the other.

2.4.3 Nash Equilibria

The most general equilibrium concept was introduced by John Nash around 1949/1950. Remember that the outcomes of the games, the cells in the Normal Form, are uniquely determined by any combination of moves, one from each player, Such an outcome is called a pure Nash equilibrium provided nobody can gain a higher payoff by deviating from the move, assuming that all other players stick to their choices. Higher payoff for a player may be possible, but only if more than one player change their moves. In other words, an outcome, a combination of moves, is a pure Nash equilibrium if each one single one of these moves is the best response to the other moves. A cell in the Normal Form is a pure Nash equilibrium if each entry is marked (underlined in our examples) as being the best response to the other moves.

The word "pure" in the above definition refers to the fact that we are not mixing moves or strategies yet, in a later chapter mixed Nash equilibria will be introduced.

For two-player games, Nash equilibria may be easiest be recognize from the Best Response Digraph. Any pair of moves with arcs between them, one being the best response of the other, is a Nash equilibrium. For symmetric 2-person games, any pair of arcs between to vertices, or any loop, starting at a vertex and pointing to itself, gives rise to a pure Nash equilibrium. The latter ones, stemming from loops, are symmetric insofar as both players use the same move in them. In symmetric games they may seem more natural than asymetric Nash equilibria.

In Example 5 above, there are two Nash equilibria which can be easiest identified looking at the best response digraph. These Nash equilibria are the combinations (B,L) and also (C,N).

In the symmetric TWO BARS example we can see from the condensed Best Response digraph that there is one pure Nash equilibrium corresponding to the loop at vertex 4. Therefore the pure Nash equilibrium is (4,4).

The concept generalizes that of a IESD equilibrium; every IESD equilibrium is a Nash equilibrium.

On the other hand, Nash equilibria need not to survive EWD actions, but they survive ESD actions. Therefore their resulting reduced bimatrix after the IESD process still contains all Nash equilibria.

Nash equilibria are self-enforcing agreements. If some (non-binding) negotiation has taken place before the game is actually played, each player does best (assuming that the other players stick to the agreement) to do the same. Although the choice of moves D in PRISONER's DILEMMA above with payoffs of only 1 may seem counterintuitive if negotiations can take place in advance, note that the results of these negotiations are non-binding and cannot be enforced. It would be useless to agree on move C in advance, since each of the players would feel a strong urge to deviate (cheat). A very likely outcome in such a case would be C and D, or even D and D, if both cheat. With binding agreements possible, of course, both would agrees on the C-C combination, reaching a higher payoff. Thus the somehow paradoxical result in the PRISONER's DILEMMA that players will play something which results in a lower payoff for both than possible is partly due in the rules of the game disallowing binding agreements that can be enforced.

The high-love version of BATTLE OF THE SEXES above has two Nash equilibria: (soccer, soccer) and (ballet, ballet). For Adam choosing "soccer", Beth's best response is "soccer". For Adam choosing "ballet", Beth's best response is "ballet". Also, Adam's best response for Beth choosing "soccer" is "soccer", and his best response for Beth choosing "ballet" is "ballet". The low-love version has just one Nash equilibrium, namely (soccer,ballet). Everybody just goes where he wants to go anyway.

We have already seen that games may have more than one pure Nash equilibria, but they may also have none. Games where more than one occurs are sometimes called "coordination games", since if pregame negotiations are allowed they have to agree on one of them.. The high-love version of BATTLE OF THE SEXES is an example. In this case, the obvious question is: Which Nash equilibrium is the "best". One idea is to concentrate on Pareto-optimal or efficient Nash equilibria only. That are those where no other Nash equilibrium yields higher or equal payoffs, higher for at least one player. In the BATTLE OF THE SEXES example, both Nash equilibria are Pareto-optimal. If there is no (pure Nash equilibrium, we may want to look into mixed Nash equilibria, but this topic will be discussed later.

For games with more than two players, we would use the marking (underlining) procedure as described in the section on best responses. Then the cells with all entries underlined are the pure Nash equilibria.

Look at Example 6 above for an example of a 3-player game. We have two pure Nash equilibria here---the cells where all entries are underlined, where each move is the best response to the pair of moves of the other two players. These are the triple (A2,B1,C1) and (A2,B2,C2). So player A will probably choose A2.

In our other example for a 3-player game, LEGISLATORS' VOTE, let us underline the best responses:
A votes for raise
  C votes for raise C votes against
B votes for raise 1, 1, 1 1, 1, 2
B votes against 1, 2, 1 -1, 0, 0
A votes against
  C votes for raise C votes against
B votes for raise 2, 1, 1 0, -1, 0
B votes against 0, 0, -1 0, 0, 0
Here we even have four pure Nash equilibria here: These are the three outcomes where two legislators vote for a raise and one against, and the one where all three vote against a raise.

Historical Remark: The mathematician John Forbes Nash Jr. defined the concept which is nowadays named after him in his Ph. D. thesis which he wrote at Princeton University in 1949. John Nash did also quite extraordinary work in other parts of mathematics later. Around 1959 he got seriously ill, suffering from paranoid shizophrenia throughout the sixties and the seventies, but surprisingly in the eighties he recovered from it. Although he never got the Fields medal, which is the equivalent of the Nobel Prize in Mathematics, he got the real Nobel Prize in Economics (to be more precise, the Nobel Memorial Prize in Economic Sciences) in 1994 together with Reinhard Selten and John Harsanyi. The award was given for his early work in Game Theory, including his definition and existence theorem for Nash equilibria. The story of his life was told in the book "A Beautiful Mind" by Sylvia Nasar [Nasar 1998], which in 2002 was made an Oscar-winning movie with the same title.

One feature used in the analysis of simultaneous games is still missing. It is the topic of mixing moves and is discussed later in the Mixed Strategies chapter.

2.5 2-Player Zero-sum Symmetric Games

For a very special class of games, defined by the 3 attributes, Nash equilibria, if existing, have a very easy shape, and the Maximin point of view equals the Nash equilibrium view.

Theorem: In every symmetric zero-sum simultaneous game,
  1. every pure Nash equilibrium has zero payoff for both players, and
  2. every Maximin move of Ann with security level 0 versus any Maximin move of Beth with security level 0 forms a Nash equilibrium.
Proof:
  1. Look at an outcome where one player, say Ann, has a payoff of less than zero. Then this move for Ann could not be her best response for the chosen move for Beth, since she can always get 0 by choosing the same move as Beth.
  2. Ann's minimum payoff in each row cannot exceed 0, since, if both players choose the same option, both have a payoff of 0. Therefore the security level can not be larger than 0.
    If Ann's minimum payoff in a certain row is less than 0, then each one of Beth's best responses to that move of Ann carries a payoff of more than 0 for Beth, therefore this move of Ann cannot be part of a Nash equilibrium by (1) above.
    Therefore, if the security level is less than 0, there are no pure Nash equilibria.
    If the security level (for both players, remember it is a symmetric game) equals 0, look at any Maximin move for Ann and any Maximin move for Beth. Then Ann's payoff in this move combination is at least 0, and Beth's payoff is at least 0. Since the game is zero-sum, both these payoffs must be equal to 0. Then each move is the best response to the other move, and the move pair forms a pure Nash equilibrium.

Of course, there follows that a 2-player zero-sum symmetric game has no pure Nash equilibria provided the security level is less than 0. An example is ROCK-SCISSORS-PAPER.

What's next?

Of course most games are not simultaneous. In the next chapter we will discuss a different type of games: Sequential Games

Discuss the Selecting Class example, in particular if the variant is supposed to be done as homework.
Discuss and/or put in the Traveler's dilemma [Basu 1994] Kaushik Basu, The Traveler's Dilemma: Paradoxes of Rationality in Game Theory. The American Economic Review, Vol. 84, No. 2, Papers and Proceedings of the Hundred and Sixth Annual Meeting of the American Economic Association (May, 1994), pp. 391-395
Material:
SIM33.xls: Analyzing 3-player simultaneous games with 2 moves each.,
SIM33.xls: Analyzing 3-player simultaneous games with 3 moves each.

References

Chairman Paradox Analysis
Household Time Allocation Analysis

Exercises and Projects