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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