game theory conflict robin burke gam 224 fall 2005
TRANSCRIPT
Game TheoryConflict
Robin Burke
GAM 224
Fall 2005
Outline
Admin Quiz Game Theory
Utility theory Zero-sum and non-zero sum games Decision Trees Degenerate strategies
Conflict Types of goals Systems of conflict
Admin
Due MondayRule paperHard copy in classturnitin.com
Assassin starts midnight Fridaypick up player kits from Prof. Wilcox orwait until Monday
Ernest Adams
Talk 10:30 – 12 noon go to talk and write reaction paper substitute for any other reaction paper
Game design workshop 1 – 4 pm CTI students only, preference to GAM majors work with other students / faculty apply his techniques to develop game ideas personal feedback from the expert
For workshop send email to [email protected] must attend talk to go to workshop
Quiz
30 minutes
Game Theory
A branch of economics Studies rational choice in a adversarial
environment Assumptions
rational actors complete knowledge
• in its classic formulation
known probabilities of outcomes known utility functions
Utility Theory
Utility theorya single scalevalue with each outcome
Different actorsmay have different utility valuationsbut all have the same scale
Expected Utility
Expected utilitywhat is the likely outcomeof a set of outcomeseach with different utility values
ExampleBet
• $5 if a player rolls 7 or 11, lose $2 otherwise
Should you take this bet?
How to evaluate
Expected Utility for each outcome
• reward * probability (1/6) * 5 + (1/18) * 5 + (7/9) (-2) = -2/9
Meaning If you made this bet 1000 times, you would
probably end up $222 poorer. Doesn't say anything about how a given trial
will end up Probability says nothing about the single
case
Game Theory
Examine strategies based on expected utility
The ideaa rational player will choose the
strategy with the best expected utility
Example
Non-probabilistic Cake slicing Two players
cutter chooser
Cutter's
Utility
Choose bigger piece
Choose smaller piece
Cut cake evenly
½ - a bit ½ + a bit
Cut unevenly
Small piece Big piece
Rationality
Rationality each player will take highest utility option taking into account the other player's likely
behavior In example
if cutter cuts unevenly• he might like to end up in the lower right• but the other player would never do that
• -10 if the current cuts evenly,
• he will end up in the upper left• -1
• this is a stable outcome• neither player has an incentive to deviate
Both Utilities
Choose bigger piece
Choose smaller piece
Cut cake evenly
(-1, +1) (+1, -1)
Cut unevenly
(-10, +10) (+10, -10)
Zero-sum
Note for every outcome
• the total utility for all players is zero Zero-sum game
something gained by one player is lost by another
zero-sum games are guaranteed to have a winning strategy
• a correct way to play the game Makes the game not very interesting to play
to study, maybe
Non-zero sum
A game in which there are non-symmetric outcomesbetter or worse for both players
Classic examplePrisoner's Dilemma
Hold Out Confess
Hold Out [-1, -1] [-3, 0]
Confess [0, -3] [-5, -5]
Degenerate Strategy
A winning strategy is also called a degenerate strategy
Because it means the player doesn't have to think there is a "right" way to play
Problem game stops presenting a challenge players will find degenerate strategies if they
exist
Nash Equilibrium
Sometimes there is a "best" solution Even when there is no dominant one
A Nash equilibrium is a strategy in which no player has an incentive to
deviate because to do so gives the other an
advantage Creator
John Nash Jr "A Beautiful Mind" Nobel Prize 1994
Classic Examples
Car Dealers Why are they always next to each other? Why aren't they spaced equally around
town?• Optimal in the sense of not drawing customers to
the competition
Equilibrium because to move away from the competitor is to cede some customers to it
Prisoner's Dilemma
Nash Equilibrium Confess
Because in each situation, the prisoner can improve
his outcome by confessing Solution
iteration communication commitment
Rock-Paper-Scissors
Player 2
Rock Paper Scissors
Player 1 Rock [0,0] [-1, +1] [+1, -1]
Paper [+1, -1] [0,0] [-1, +1]
Scissors [-1, +1] [+1, -1] [0,0]
No dominant strategy
Meaningthere is no single preferred option
• for either player
Best strategy(single iteration)choose randomly"mixed strategy"
Mixed Strategy
Important goal in game design Player should feel
all of the options are worth using none are dominated by any others
Rock-Paper-Scissors dynamic is often used to achieve this
Example Warcraft II
• Archers > Knights• Knights > Footmen• Footmen > Archers• must have a mixed army
Mixed Strategy 2
Other ways to achieve mixed strategy Ignorance
If the player can't determine the dominance of a strategy• a mixed approach will be used• (but players will eventually figure it out!)
Cost Dominance is reduced
• if the cost to exercise the option is increased• or cost to acquire it
Rarity Mixture is required
• if the dominant strategy can only be used periodically or occasionally
Payoff/Probability Environment Mixture is required
• if the probabilities or payoffs change throughout the game
Mixed Strategy 3
In a competitive setting mixed strategy may be called for even when there is a dominant strategy
Example Football third down / short yardage highest utility option
• running play• best chance of success• lowest cost of failure
But if your opponent assumes this
• defense adjusts to prevent a run increasing the payoff of a long pass
But if you are behind in a close game and time is short
• payoff changes• because an incomplete pass stops the clock
opponent may not defend the run
Degeneracies
Are not always obvious May be contingent on game state
Example
Liar's Dice roll the dice in a cup state the "poker hand" you have rolled stated hand must be higher than the
opponent's previous roll opponent can either
• accept the roll, and take his turn, or• say "Liar", and look at the dice
if the description is correct• opponent pays $1
if the description is a lie• player pays $1
Lie or Not Lie
Make outcome chartfor next playerassume the roll is not good enough
Rollerlie or not lie
Next playeraccept or doubt
Expectation
Knowledgethe opponent knows more than just
thisthe opponent knows the previous roll
that the player must beat• probability of lying
Note
The opponent will never lie about a better rollOutcome cannot be improved by
doing so The opponent cannot tell the truth
about a worse rollIllegal under the rules
Expected Utility
What is the expected utility of the doubting strategy? P(worse) - P(better)
When P(worse) is greater than 0.5 doubt
Probabilities pair or better: 95% 2 pair or better: 71% 3 of a kind or better: 25%
So start to doubt somewhere in the middle of the two-pair range maybe 4s-over-1s
BUT
There is something we are ignoring
Repeated Interactions
Roll 1
Roll 2
Roll 1
acceptWin
accept
doubtTruth Lie
Losedoubt
Lie Truth
doubtdoubt
Truth Lie
doubt doubt
accept
Roll 2
Decision Tree
Examines game interactions over time Each node
Is a unique game state Player choices
create branches Leaves
end of game (win/lose) Important concept for design
usually at abstract level question
• can the player get stuck? Example
tic-tac-toe
Future Cost
There is a cost to "accept" I may be incurring some future cost because I may have to lie and get caught
To compare doubting and accepting we have to look at the possible futures of the
game In any case
the game becomes degenerate• the player must doubt
Conflict
Somewhat obvious"artificial conflict" is part of the
definition
Struggle to achieve a goal
Single player vs. single player Chess, Boxing, Warcraft II
Group vs. group Basketball, Soccer, Battlefield 1942
One against many Tag, Most action-adventure and FPS games
Every man for himself Marathon, Risk, Mario Kart
Struggle to achieve a goal
Single player vs. computerTetris
Group of single players vs. gameBlackjack
Group against the gameLord of the Rings board gameCooperative mode in Star Wars
Battlefront, etc.
Game goal
May not be fixed May not be obvious from the game's
premise Single game may support multiple
goalsfrom the player's point of view
Example: Centipede
Single player mode Do well against the game Beat your personal best Get on the high score list
Two player mode Beat your opponent Get on high score list
Compete against friend to get on the high score list
Example: Joust
Single player modePlayers compare scores
Two player mode One player against the otherBattle modeCooperation mode players vs.
computer
Example: Gauntlet
Single player mode Two player mode
Cannot attack each otherReal time display of scoresPlayers compete for “food”Allow most needy to eat or be greedyCompete for spending money
Competitive vs. cooperative
All games are competitive Can they be cooperative at the same
time?Adherence to the Magic CirclePlayers on a Basketball teamConflict within a cooperative
framework
Systems of conflict
Games exhibit conflict at multiple levelsLocal goals contribute to larger goals
Conflicts at different levels work together to create a systemthe interrelatedness of the conflicts
determines if any given conflict seems meaningful
Example: Legend of Zelda: The Wind Waker Largest conflict
evil sorcerer, Gannon Intermediate conflict
defeat level Local conflict
solve puzzledefeat particular enemymaster particular skill
Wind Waker, cont'd
Conflict system each level is crafted to introduce new skills
• which are essential to succeeding in this and later levels each level features enemies with certain common
characteristics• essential to defeating the boss
Game logic links conflicts hero must collect pearls to defeat Gannon pearls are obtained by defeating a boss enemy boss enemies are found at the innermost room of each
dungeon exploration of the dungeon requires defeating enemies and
solving puzzles exploration also requires weapons, tools and power-ups items found by exploring the dungeon
Conflict system may fail
Game lacks meaningful play if players do not perceive the links between
conflicts Example
Kingdom Hearts• goal is to protect various "worlds"• travel between worlds is done through a 3-D
space shooting game• no coherence between this local conflict and the
global one• it feels tacked on and rather pointless
Cooperative games?
"New Games" Movement Dragon
• conflict between head and tail• mediated by players with uncertain stakes
Stand-up• conflict with gravity / stability
UN Food Force game mission = help refugees conflict with terrain, elements, limited
budgets, logistics
Monday
Analysis Case StudyLegend of Zelda: Wind Waker