First Report on a Project Studying the Analysis of

 

Cooperation in Games Through Modeling in Terms of Formally

 

Non-Cooperative Action in a Repeated Game Context

 

 

 

 

 

A few years ago I gave a talk on the topic of the use of the

 

"Prisoner's Dilemma" game, in a context of repetition and evolution of

 

strategies, by theoretical biologists who were interested in studying the

 

natural evolution of cooperative adaptations. And after giving the talk

 

I thought more about the concept of studying a game by studying it as a

 

repeated game and through this viewpoint I got an idea of how to eliminate

 

all of the "verbal" complications that could become involved in the

 

consideration of coalitions and coalition formation.

 

 

 

In principle, coalitions, and specifically coalitions as considered by

 

Von Neumann and Morgenstern in "Theory of Games and Economic Behavior", are

 

things that could be implemented by contracts, like contracts in roman law.

 

But of course a contract is quite intrinsically a "verbal" thing because

 

indeed it could (or should!) be written down in words.

 

 

 

On the other hand, if in Nature a form of cooperation has evolved, like

 

with a species of insects providing fertilization for a flowering species

 

of plants, then the cooperation exists and is maintained, not by the

 

enforcement of a verbal contract but presumably by the action of "natural

 

selection" affecting the genetics of both species as time passes.

 

 

 

My idea was that in a repeated game context that the players could be

 

given the right to vote for "agencies" or "agents" among themselves. Thus

 

at a first step a player, say player A, would have the option to accept

 

player B as his agent. And the effect of this would be that the coalition

 

(A,B) would be formed (like a committee with B as chairman) without any

 

verbal processes occurring between A and B. Furthermore, this process

 

adapts to successive steps of coalescence since if another step of

 

elections is held then B, as the "agent" representing the coalition (A,B),

 

can vote to accept the agency of player C and then C will thus become the

 

agent representing the coalition (A,B,C).

 

 

 

And in this manner, with generalized "agencies" being electable, the

 

level of a "grand coalition" can always be reached (for a game of finitely

 

many players), and as a consequence of that the requisites for "Pareto

 

efficiency" will be available.

 

 

 

With regard to the actual results which have been obtained and which we

 

can report on now, they have been calculations of equilibria for models

 

and specific games where there were two or three players. The models

 

relate to the representation of the coalescence (or coalition formation)

 

possibilities in terms of the concept of agencies and the models also

 

incorporate some form of "reactivity" by which players can react

 

affirmatively when well treated by others (acting as agents) and

 

negatively when badly treated by other players. (And of course there is

 

no bound, a priori, to the complexity of reaction patterns). But it is

 

somewhat plausible that with a "reasonable" level of refinement in the

 

modeling of reactive behavior that we can find results, in terms of

 

calculated equilibria of behavior, that will be plausible in relation to

 

appraising the bargaining/negotiation "values" for the game and also

 

compare calculated value vectors for it with other calculable value

 

vectors such as the Shapley value or the nucleolus. And the interest in

 

these comparisons is a good reason for studying games given as "CF games"

 

(which we will discuss further below) so that the Shapley value, the

 

classic nucleolus and the "Harsanyi nucleolus" can directly be calculated

 

for these games.

 

 

 

We have seen that there is much to do further, even on the level of

 

games of merely three players, to refine the modeling. We have worked

 

with parameters called "epsilons" which enable some smoothness and good

 

mathematical solutions for equilibria when they are finite and, as they

 

tend towards zero, limiting results that have Pareto efficiency that

 

becomes asymptotically perfect as "the epsilons" pass to zero limits.

 

(What is less clear at this stage of the research, for three players, is

 

that we can actually evaluate the "division of the profits" as the payoffs

 

to the players.)

 

 

 

In the continuing text below we will go into specific topics and also

 

into some details of calculations and of programming developed to achieve

 

the calculation results.

 

 

 

 

 

Agencies

 

 

 

As was mentioned above in the first paragraph, this research was

 

inspired by some study of the work of theoretical biologists working with

 

models employing the "Prisoner's Dilemma" game. When I arrived at the

 

idea of use of "agencies" as the means for the reduction of the potentially

 

quite "verbal" general concept of a coalition to a concept well suited

 

for studies based on analysis of the players' motivations from the

 

non-cooperative viewpoint of separate and independent utility measures

 

I realized also that there was a connection with the studies on the topic

 

of "the evolution of cooperation" (Axelrod et al).

 

 

 

Instead of there being unlimited means by which coalitions might

 

actually be formed or form, dissolve, and reform, we have an election

 

procedure through which any player may elect to accept any other player as

 

his agent. And in the context of studying a repeated game we can afford to

 

prescribe that this election process is such that the agent is entirely

 

uncommitted and his election is irrevocable for each specific playing of

 

the game. (Of course election choices are expected to vary as the game is

 

repeated.)

 

 

 

A set of rules can be devised so that there are election stages in

 

each of which all of the players remaining independent (not represented by

 

another player as agent) have, each of them, the option of electing another

 

player as an accepted agent. It is natural for these rules to require

 

convergence so that no more than (n-1) stages of election will ever be

 

needed for a game of n players.

 

 

 

Election rules need to do something to resolve the impasse of a

 

situation where A votes to accept B as his agent but B simultaneously

 

also votes similarly for A. It is not exactly clear which rule version

 

handles these situations in the most preferable fashion, we have worked

 

with more than one variant.

 

 

 

When we more recently found, in the course of the use of specific model

 

games for calculations, that it seemed to be desirable to allow elections

 

to be repeated when an election had failed to result the election of any

 

agency power, this finding had the effect of suggesting that election

 

rules which had the effect that at most one agency could be elected at

 

any stage of the election process would be most convenient.

 

 

 

Concerning the general concept of transforming a cooperative game into

 

a form where all cooperation must be realized by means of the election of

 

agencies, we can remark that this is analogous to thinking of committees as

 

being such that all effective actions of a committee must take the form of

 

an action by the "chairperson" of the committee.

 

 

 

If one begins with a quite general CF game and then if one introduces

 

a game formally requiring that all coalition benefits must be attained

 

through the means of the action of agents who have the authority to

 

represent all the members of the coalition then the "agencies game"

 

resulting from this still has the same validly derivable characteristic

 

function as the original game. In essence the coalitions simply have

 

the same potentialities as before, but in a formal sense, for these

 

potentialities to be exploited, the members of a coalition would need

 

TO CONSPIRE on a practical procedure for electing agents successively and

 

finally taking the effective action of the coalition as an action of the

 

agent finally elected to represent all of the members of that coalition.

 

 

 

Remark: The agencies concept inspired the origins of this research

 

project on which we are reporting. And earlier we considered various

 

alternative specific schemes of rules for the election of agents and

 

agencies. Some earlier texts which describe some of these alternative

 

ideas are available on the author's "web page". In particular the text of

 

the file "agentt7c.c" gives a good picture of these ideas with alternative

 

varieties of election rules being considered.

 

 

 

 

 

The Currently Applied Election Rules for Agencies

 

 

 

It was initially used just for the purpose of simplifying the

 

format of model games and simplifying the calculations needed to find the

 

corresponding equilibria (for the game of the realization of "coalescence"

 

(and coalition benefits) through the election of agencies). But in the

 

process we found that a simplifying format of election rules seems to be

 

adequate and convenient. If in a stage of elections more than one of the

 

players has voted to give his acceptance to another player to become his

 

agent (and as if with "power of attorney") then a random process, or

 

"chance move", determines only one of those votes as effective, and one

 

of the players has elected one of the other players to be agent for him.

 

 

 

In our latest modeling for 3-person games we introduced the concept of

 

repeating an election if no player had voted to give acceptance to anyone

 

as his agent, but this repeated election opportunity was to be given only

 

with probability of (1-e4) (one minus epsilonsub4). Then we found that we

 

got good results mathematically by considering the limiting results as e4

 

(epsilonsub4) tended to the limit of zero.

 

 

 

In general, if there are n players of a game, with this procedure, it

 

would take n-1 steps of effective election to achieve the final election

 

of an agency for the "grand coalition" (which is the coalition including

 

all of the players of the game). And in general, for the realization

 

of "Pareto Efficiency", it is needful that the grand coalition level

 

is attained.

 

 

 

 

 

CF Games

 

 

 

We want to introduce a concept or terminology applying to games that

 

are described by a "characteristic function" of the type developed

 

by Von Neumann and Morgenstern. There has been a tendency in the many

 

publications on game theory to describe a sample game simply by

 

specifying its characteristic function. We wish to call such a game,

 

for which an underlying "normal form game" or "extensive form game" has

 

not been specified, a "CF game". And an important consideration comes

 

in here: The characteristic function cannot be considered as fully

 

enough descriptive of a game so that an "evaluation concept" (or a

 

concept of determining a "value" for the game) that depends entirely on

 

the information given by that function would be well based. (This is a

 

phenomenon that appears initially in the context of 2-person cooperative

 

games as studied by Nash.)

 

 

 

And of course both the Shapley value and the nucleolus (imputation or

 

value vector) are defined in relation to a characteristic function that

 

is presumed given.

 

 

 

A "corrected" characteristic function, consistent with Nash's theory

 

for 2-person cases was introduced by Harsanyi around 1959 and it was

 

further studied by Selten in 1964. And either the Shapley Value or the

 

nucleolus can be alternatively calculated from this sort of a "modified"

 

or corrected characteristic function.

 

 

 

But there is also a paradox that appears with typical examples: IF a

 

game has been DEFINED (for purposes of study, perhaps as an example) by

 

specifying a characteristic function to describe it THEN the characteristic

 

function is correct! So we feel that this is a useful and convenient

 

category of example games and wish to have a language that allows for its

 

convenient use.

 

 

 

Thus we can seek to find, by various means, an "evaluation" of a "CF

 

game" described by the numbers of a characteristic function of the original

 

type of Von Neumann and Morgenstern). And we can obtain also, for a CF

 

game, the modified characteristic of Harsanyi's type. (This process of

 

going to the Harsanyi "modified characteristic function" can be described

 

as applying the "Harsanyi transform" to the original characteristic

 

function.)

 

 

 

 

 

Pro-Cooperative Games

 

 

 

There seems to be the possibility that theory for cooperative games,

 

of the sort that could prescribe evaluation numbers, like the Shapley

 

value or the nucleolus, may work better for games which tend to strongly

 

reward cooperation of the players than for those which could be regarded

 

as tending more towards favoring non-cooperative behavior of the players.

 

This remark is unfortunately both vague and rather "verbal".

 

 

 

A game of the sort that most simply favors cooperation is a game which

 

approximates to a maximally simple game of bargaining. If agreement of all

 

players in a three-person game is necessary for them to receive the main

 

payoff total and coalitions of merely two of the players could get only

 

comparatively quite small amounts then the game intrinsically favors the

 

cooperation needed for the realization of the benefits of the "grand

 

coalition".

 

 

 

(We have used games of this sort as a start for examples for explicit

 

calculations in our project of study.)

 

 

 

A contrasting type of game is the example game presented by Alvin Roth

 

in 1980. His illustrative game led to much discussion and arguments and

 

counter-arguments. But Harsanyi, whose own theory was considered by Roth

 

not to give an acceptable evaluation for the example, himself accepted the

 

critical implications of the example. The thing that can be noted about

 

Roth's illustrative game is that the grand coalition is totally ineffectual

 

(as it were) and that all of the possible payoff is realizable by a

 

coalition of only two of the players. (The context is a little complicated

 

by the presentation of the game in an NTU form and the need for the value

 

vector concepts to proceed via reductions to TU form.) (Here TU and NTU are

 

standard terms for transferable or non-transferable utility.)

 

 

 

So it seems plausible that Roth's example game can be classed,

 

comparatively, as a game not of "pro-cooperative" type. And what we are

 

thinking is that the analysis of the process itself of formation of

 

coalitions, via non-cooperative underlying motivations, can naturally

 

lead to different results for games which tend to favor or disfavor the

 

dependence of the players on the achievement of cooperation at the level of

 

the grand coalition. (We don't know, at this time, what should be a precise

 

definition of "pro-cooperative game" but we feel that it is likely that

 

an analysis of negotiation and bargaining, as processes on the roadway

 

towards the realization of cooperation, could lead to unique solutions

 

and plausible payoff outcomes for certain types of games while for other

 

types, perhaps like Roth's example, there could be non-uniqueness or

 

other deficiencies.)

 

 

 

Cooperation is not always intrinsically favored, in nature, or in human

 

affairs. Sporting events would become absurd if Sumo wrestlers were to

 

spend ALL of their time in polite ceremonies and respectful bows. And

 

Nature allows the evolution of parasitism and predation as well as the

 

evolution of symbiotic relationships.

 

 

 

 

 

A Consistent Value for Games of Three Players

 

 

 

In connection with this project I was thinking about how games might

 

be most practically described in the process of preparing to study them in

 

terms of modeling the processes of "bargaining" and/or "negotiation" and

 

"coalescence". And it became clear that the modeling would be much

 

simplified if a characteristic function description of the game could be

 

used. However I also knew that the procedure of definition of the VN&M

 

characteristic function (as defined in "Theory of Games and Economic

 

Behavior") could not be viewed as entirely "correct" because of its failure

 

to properly analyze the "threat" potentials of the various parties in the

 

game.

 

 

 

So the question arose of whether or not the "modified" characteristic

 

function defined by Harsanyi (1959, 1962) could be used instead and this

 

issue was stimulated by conversations with Shapley at Stony Brook 2001

 

from which I learned that it was viewed as quite appropriate to apply

 

the Shapley value calculation with any given characteristic function and

 

particularly that of Harsanyi.

 

 

 

It can be remarked that this use of the "HCF" (or Harsanyi characteristic

 

function) with the Shapley value formula or with Harsanyi's procedure in

 

1959 and 1962, for a general 2-person game of TU type (transferable

 

utility), yields the result of Nash in "Two-Person Cooperative Games" for

 

such a 2-person game.

 

 

 

And further study of the possibility of using the HCF to describe a game

 

led to a surprise for me when I realized that the nature of the reduction

 

of information in moving to that description has the effect, since the

 

characteristic function is of such a form that it describes effectively a

 

"constant-sum" game, that for three player games a natural value concept

 

is definable without making any use of an axiom of linear additivity of

 

games. In effect, the Shapley value for the HCF-described game emerges

 

as appropriate without the use of a linearity/additivity hypothesis.

 

 

 

And this is confirmed by the circumstance that for constant-sum games of

 

three players the nucleolus and the Shapley value coincide (as vectors

 

of three payoffs assigned to the players or as "imputations" in the

 

language of VN&M). So the nucleolus, which is not dependent on the linear

 

additivity axiom, confirms the value concept that is derivable for a game

 

of three players described by an HCF version of characteristic function.

 

 

 

So these considerations suggest also the idea of "the Harsanyi nucleolus"

 

which is definable as the result obtained by first finding the HCF

 

(or Harsanyi characteristic function) of a game (which might have been

 

originally given as a CF game) and then calculating the nucleolus as

 

usual except with the HCF used as the characteristic function for the

 

calculation.

 

 

 

This results, for games of three players, simply in the Shapley value (if

 

we start with a CF game), but for games of 4 or more it is something else

 

and a few examples suggested to me that for 4-player games it might tend to

 

assign more payoff to apparently favored players that the SV does. So the

 

"Harsanyi nucleolus" looks like an alternative value concept, for games of

 

4 or more players, that perhaps should be included in studies that compare

 

alternative ideas for values and arbitration schemes.

 

 

 

 

 

Other Workers

 

 

 

The areas of (1): analysis of cooperative games via means of

 

non-cooperative theory, (2): value theory, for games, in general, and (3):

 

the study of games by means of direct experimentation are relating areas

 

that are attracting interest in recent times. We can mention representative

 

names of persons doing research in these areas. Armando Gomes has studied a

 

model in which cooperation is achieved through steps that are taken by the

 

players on a non-cooperative basis. At one stage of his studies the result

 

for 3-person games was sometimes the nucleolus and sometimes the Shapley

 

value, and thus it was a quite suggestive result.

 

 

 

And Gianfranco Gambarelli has been studying alternative possibilities

 

in the area of "value formulae", where it is good to remember that any

 

accepted value concept can be the basis for an "arbitration scheme".

 

Gambarelli has been interested in the connections with voting power

 

issues similar to those which inspired the invention of the Banzhaf index.

 

 

 

And Reinhard Selten in recent times has been a leader in the direct

 

experimental study of games and how they are actually played if experiments

 

are done.

 

 

 

Here I can remark that, while my research project does not involve

 

experiments with human players at all, it is however as if experiments

 

are being carried out on the behavior of robotic players. And the nature

 

of the calculations is that one does not know, a priori, after designing

 

a model of robotically reactive players, what to expect from the results

 

of calculations based on the model. So the process can be analogous to

 

experimentation rather than to simply trying to design a (somehow "proper")

 

arbitration scheme without regard to the natural patterns of behavior of

 

players (possibly human, possibly corporate) in a naturally arising game

 

context.

 

 

 

 

 

References

 

 

 

The paper in final form will have references to various relevant papers

 

"in the literature". These are not included in this preliminary text. So

 

that will be the Bibliography for this paper.

 

 

 

 

 

Appendices

 

 

 

We include below, as texts in format, some files for programs that run

 

under MATHEMATICA to obtain solutions for model games. And also there are

 

the pages that describe calculation results for specific "cases" in terms

 

of the specific model most recently studied. Corresponding to these pages

 

there will also be transparencies that can be displayed at the Princeton

 

seminar.

 

 

 

And it can be remarked that the paper will need to explain in detail

 

about the structure of a model of reactive players whereas this issue can

 

be approached to some extent by talk or blackboard in a seminar.

 

 

 

 

 

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