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Game without a value

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Game without a value

In the mathematical theory of games, in particular the study of zero-sum continuous-games, not every game has a minimax value. This is the expected value to one of the players when both play a perfect strategy (which is to choose from a particular PDF).

This article gives an example of a zero-sum-game that has no value. It is due to Sion and Wolfe.

Zero-sum games with a finite number of pure strategies are known to have a minimax value (originally proved by john-von-neumann) but this is not necessarily the case if the game has an infinite set of strategies. There follows a simple example of a game with no minimax value.

The existence of such zero-sum games is interesting because many of the results of game-theory become inapplicable if there is no minimax value.

The game Players I and II choose numbers <math>x</math> and <math>y</math> respectively, between 0 and 1. The payoff to player I is <math display="block">K(x,y)= \begin{cases} -1 & \text{if } x<y<x+1/2, \\ 0 & \text{if } x=y \text{ or } y=x+1/2,\\ 1 & \text{otherwise.} \end{cases}</math> That is, after the choices are made, player II pays <math>K(x,y)</math> to player I (so the game is zero-sum).

If the pair <math>(x,y)</math> is interpreted as a point on the unit square, the figure shows the payoff to player I. Player I may adopt a mixed strategy, choosing a number according to a probability density function (pdf) <math>f</math>, and similarly player II chooses from a pdf <math>g</math>. Player I seeks to maximize the payoff <math>K(x, y)</math>, player II to minimize the payoff, and each player is aware of the other's objective.

Game value Sion and Wolfe show that <math display="block"> \sup_f \inf_g \iint K\,df\,dg=\frac{1}{3} </math> but <math display="block"> \inf_g \sup_f \iint K\,df\,dg=\frac{3}{7}. </math> These are the maximal and minimal expectations of the game's value of player I and II respectively.

The <math>\sup</math> and <math>\inf</math> respectively take the supremum and infimum over pdf's on the unit interval (actually Borel probability measures). These represent player I and player II's (mixed) strategies. Thus, player I can assure himself of a payoff of at least 3/7 if he knows player II's strategy, and player II can hold the payoff down to 1/3 if he knows player I's strategy.

There is no epsilon-equilibrium for sufficiently small <math>\varepsilon</math>, specifically, if <math>\varepsilon < \frac{1}{2}\left(\frac{3}{7}-\frac{1}{3}\right)\simeq 0.0476</math>. Dasgupta and Maskin assert that the game values are achieved if player I puts probability weight only on the set <math>\left\{0,1/2,1\right\}</math> and player II puts weight only on <math>\left\{1/4,1/2,1\right\}</math>.

glicksberg's-theorem shows that any zero-sum game with upper or lower semicontinuous payoff function has a value (in this context, an upper (lower) semicontinuous function K is one in which the set <math>\{P\mid K(P)<c\}</math> (resp <math>\{P\mid K(P)>c\}</math>) is open for any real number&nbsp;c).

The payoff function of Sion and Wolfe's example is not semicontinuous. However, it may be made so by changing the value of K(x,&nbsp;x) and K(x,&nbsp;x&nbsp;+&nbsp;1/2) (the payoff along the two discontinuities) to either +1 or&nbsp;−1, making the payoff upper or lower semicontinuous, respectively. If this is done, the game then has a value.

Generalizations Subsequent work by Heuer discusses a class of games in which the unit square is divided into three regions, the payoff function being constant in each of the regions.

References