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
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 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,
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
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
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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