{"id":620,"date":"2008-03-31T11:13:53","date_gmt":"2008-03-31T11:13:53","guid":{"rendered":"http:\/\/scientopia.org\/blogs\/goodmath\/2008\/03\/31\/zero-sum-games\/"},"modified":"2008-03-31T11:13:53","modified_gmt":"2008-03-31T11:13:53","slug":"zero-sum-games","status":"publish","type":"post","link":"http:\/\/www.goodmath.org\/blog\/2008\/03\/31\/zero-sum-games\/","title":{"rendered":"Zero Sum Games"},"content":{"rendered":"<p> In game theory, perhaps the most important category of simple games is<br \/>\nsomething called <em>zero sum games<\/em>. It&#8217;s also one of those mathematical<br \/>\nthings that are widely abused by the clueless &#8211; you <em>constantly<\/em> hear<br \/>\nreferences to the term &#8220;zero-sum game&#8221; in all sorts of contexts, and they&#8217;re<br \/>\nalmost always <em>wrong<\/em>.<\/p>\n<p> A zero-sum game is a game in which the players are competing for resources, and the set of resources is fixed. The fixed resources means that any gain by one player is necessarily offset by a loss by another player. The reason that this is called<br \/>\nzero-sum is because you can take any result of the game, and &#8220;add it up&#8221; &#8211; the losses  will always equal the wins, and so the sum of the wins and losses in the result of the game will always be 0.<\/p>\n<p><!--more--><\/p>\n<p> For example, if you play poker with a group of friends, you&#8217;re playing a<br \/>\nzero-sum game. In each hand, what you can win is the money in the pot &#8211; and that<br \/>\nmoney was put there by you and the other players. There&#8217;s nothing for you to win<br \/>\nthat wasn&#8217;t put there by another player. If you win something, it&#8217;s because at least one of the other players <em>lost<\/em> something.<\/p>\n<p> The simplest kind of zero sum game is one where you&#8217;ve got two<br \/>\n<em>non-communicating<\/em> players, a fixed <em>payoff matrix<\/em>, and the<br \/>\nplayers move simultaneously.<\/p>\n<p> A payoff matrix is a tool for describing a certain kind of simple game. The idea is that if you&#8217;ve got two players, and each player has a fixed set of possible moves, then you can  describe the game by a matrix. One dimension of the<br \/>\nmatrix is a list of moves for one player; the other is the set of moves for the other player. Each cell contains a payoff: cell x,y contains the result if<br \/>\nplayer one makes move x, and player 2 makes move y. For clarity, we often label one dimension with numbers and the other with letters, so that player 1&#8217;s move is always a letter, and player 2 is a number. For example, here&#8217;s<br \/>\na simple payoff matrix:<\/p>\n<table border=\"1\">\n<tr>\n<td><\/td>\n<th>A<\/th>\n<th>B<\/th>\n<th>C<\/th>\n<\/tr>\n<tr>\n<th>1<\/th>\n<td>10<\/td>\n<td>-5<\/td>\n<td>-5<\/td>\n<\/tr>\n<tr>\n<th>2<\/th>\n<td>20<\/td>\n<td>-15<\/td>\n<td>-5<\/td>\n<\/tr>\n<tr>\n<th>3<\/th>\n<td>-10<\/td>\n<td>10<\/td>\n<td>-2<\/td>\n<\/tr>\n<\/table>\n<p> In this matrix, positive cell values indicate that player 1 pays<br \/>\nplayer 2; negative cell values indicate that player 2 pays player 1. So, if<br \/>\nplayer 1 picks move &#8220;B&#8221;, and player 2 picks move 3, then player 1 pays 10 to<br \/>\nplayer 2.<\/p>\n<p> The strategies in this kind of game are pretty simple. Since<br \/>\nthe players don&#8217;t get to communicate, there&#8217;s no way of doing any<br \/>\nkind of deal-making. So each player simply looks at the cost-benefit<br \/>\ntradeoffs. For player 1, if they make move &#8220;A&#8221;, they could win or lose 10,<br \/>\nor they could lose 20. That&#8217;s two bad outcomes, one good one &#8211; and the good<br \/>\noutcome is small. If they pick &#8220;B&#8221;, they&#8217;ve got two good outcomes &#8211; one small, one large, and one bad outcome. And if they pick &#8220;C&#8221;, all of the outcomes are<br \/>\ngood, but small. So for player 1, C guarantees that they&#8217;ll come out<br \/>\nahead. Other choices have potentially larger payoffs, but with larger risks.<\/p>\n<p> The best outcome comes from finding a way to maximize the potential wins while minimizing the potential losses. In this case, the potential wins aren&#8217;t that much larger for moves other than &#8220;C&#8221;, so player 1 would probably be wisest to pick &#8220;C&#8221;.<\/p>\n<p> On the other hand, look at it from player 2&#8217;s perspective. He can see that player 1 is likely to pick &#8220;C&#8221;. So assuming that, his best choice would be &#8220;3&#8221;. But player 1 knows that player 2 would like to minimize his losses by picking<br \/>\n&#8220;3&#8221;. So player 1 could pick &#8220;A&#8221;, taking a risk in the hopes of winning 10 instead of 2.<\/p>\n<p> You can see that even for a simple game, this can get complicated. It gets even worse if you consider multiple rounds. <\/p>\n<p> It turns out that there is a relative simple linear-programming based<br \/>\ntrick that allows you to define a <em>probabilistic<\/em> optimal strategy for<br \/>\na zero-sum game. But before we get to that, we&#8217;ll need to define what<br \/>\nwe mean by a strategy in mathematical terms &#8211; and to get to that, we need to<br \/>\ndefine what it means to <em>solve<\/em> a game by finding its equilibria.<\/p>\n<p> This kind of zero-sum game comes up in a lot of real world situations, many of<br \/>\nwhich aren&#8217;t what we intuitively think of as games. For example, an election can<br \/>\nbe modelled as a zero-sum game. If you think of the set of people who will vote as<br \/>\nthe resources, then each candidate can only gain votes by taking votes away from<br \/>\nother candidates.<\/p>\n<\/p>\n<p> This is, of course, an oversimplification, and a typical example of how the<br \/>\nidea of zero-sum games is commonly misused. An election <em>isn&#8217;t<\/em> really a<br \/>\nzero-sum game, because the pool of people who vote isn&#8217;t fixed. The current<br \/>\nprimary election cycle in the US is a great example of this: one of the<br \/>\ninteresting things that&#8217;s been going on is that people who haven&#8217;t voted before<br \/>\nin primaries are registering and voting. Barack Obama has been the main<br \/>\nbeneficiary of this, and he has gotten more votes without taking any votes<br \/>\n<em>away<\/em> from Hillary Clinton by getting votes from new voters.<\/p>\n<p> The key thing that defines a zero sum game is the fixed pool of resources. If<br \/>\nthere&#8217;s any possible input that increases the resource pool, then it&#8217;s not a<br \/>\nzero-sum game. Elections aren&#8217;t zero-sum, because the pool of voters isn&#8217;t a<br \/>\nspecific fixed quantity: the number of people who vote can increase or decrease &#8211; so a candidate can gain votes without taking away from the set of voters voting for another candidate; and a candidate can lose votes without adding to the<br \/>\nset of people voting for another candidate.<\/p>\n<p> We also frequently hear about zero-sum games in the context of economics<br \/>\nand financial markets.  There <em>are<\/em> many things that can be<br \/>\nrepresented as zero-sum games in economics. But very frequently, when you<br \/>\nhear someone talking about something as a zero-sum game, they&#8217;re wrong: the economy <em>as a whole<\/em> can shrink and grow. In a shrinking economy, wealth<br \/>\ncan be lost by many people without being gained by anyone &#8211; it can, effectively,<br \/>\ndisappear. In a growing economy, money can be made by many people without taking<br \/>\nit away from anyone &#8211; wealth can be created. It&#8217;s not zero-sum: the pool of<br \/>\nresources (wealth) is not constant.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In game theory, perhaps the most important category of simple games is something called zero sum games. It&#8217;s also one of those mathematical things that are widely abused by the clueless &#8211; you constantly hear references to the term &#8220;zero-sum game&#8221; in all sorts of contexts, and they&#8217;re almost always wrong. A zero-sum game is [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[88],"tags":[],"class_list":["post-620","post","type-post","status-publish","format-standard","hentry","category-game-theory"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p4lzZS-a0","jetpack_sharing_enabled":true,"jetpack_likes_enabled":true,"_links":{"self":[{"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/posts\/620","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/comments?post=620"}],"version-history":[{"count":0,"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/posts\/620\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/media?parent=620"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/categories?post=620"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.goodmath.org\/blog\/wp-json\/wp\/v2\/tags?post=620"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}