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Zero-sum describes a situation in which a participant's gain or loss is exactly balanced by the losses or gains of the other participant(s). It is so named because when the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Chess and Go are examples of a zero-sum game - it is impossible for both players to win. Zero-sum is a special case of a more general constant sum where the benefits and losses to all players sum to the same value. Cutting a cake is zero- or constant-sum because taking a larger piece reduces the amount of cake available for others. Chess is an abstract strategy board game and mental sport for two players. ...
Go is a strategic, two-player board game originating in ancient China between 2000 BC and 200 BC. Go is a popular game in East Asia. ...
Situations where participants can all gain or suffer together, such as a country with an excess of bananas trading with another country for their excess of apples, where both benefit from the transaction, are referred to as non-zero-sum. Other non-zero-sum games are games in which the sum of gains and losses by the players are always more or less than what they began with. For example, a game of poker played in a casino is a zero-sum game unless the pleasure of gambling or the cost of operating a casino is taken into account, making it a non-zero-sum game. Poker Room at the Trump Taj Mahal, Atlantic City, New Jersey Poker is a card game, the most popular of a class of games called vying games, in which players with fully or partially concealed cards make wagers into a central pot, which is awarded to the player or players...
Mirage Hotel & Casino, Las Vegas. ...
The concept was first developed in game theory and consequently zero-sum situations are often called zero-sum games though this does not imply that the concept, or game theory itself, applies only to what are commonly referred to as games. Optimal strategies for two-player zero-sum games can often be found using minimax strategies. Game theory is a branch of applied mathematics and economics that studies situations where players choose different actions in an attempt to maximize their returns. ...
Minimax (sometimes minmax) is a method in decision theory for minimizing the maximum possible loss. ...
In 1944 John von Neumann and Oskar Morgenstern proved that any zero-sum game involving n players is in fact a generalised form of a zero-sum game for two persons, and that any non-zero-sum game for n players can be reduced to a zero-sum game for n + 1 players; the (n + 1) player representing the global profit or loss. This suggests that the zero-sum game for two players forms the essential core of mathematical game theory.[1] John von Neumann in the 1940s. ...
Oskar Morgenstern (January 24, 1902 - July 26, 1977) was an German- American economist who, working with John von Neumann, helped found the mathematical field of game theory. ...
Economics and non-zero-sum
Many economic situations are not zero-sum, since valuable goods and services can be created, destroyed, or badly allocated, and any of these will create a net gain or loss. Assuming the counterparties are acting rationally, any commercial exchange is a non-zero-sum activity, because each party must consider the good s/he is receiving as being at least fractionally more valuable to him/her than the good s/he is delivering (see also the law of comparative advantage) - to exchange in any other circumstances would not be rational. In economics, the theory of comparative advantage explains why it can be beneficial for two parties (countries, regions, individuals and so on) to trade, even though one of them may be able to produce every item more cheaply than the other. ...
In public policy, however, including the allocation of resources, tax policy and burden sharing, there are often broad economic winners and losers. There are defendable theories that posit many economic policies are zero sum, more often than classic economics typically acknowledges.
Psychology and non-zero-sum The most common or simplistic example is from the subfield of Social Psychology is the concept of "Social Traps". In some cases we can enhance our collective well being by pursuing our personal interests or parties can pursue mutually destructive behavior as they choose their own ends. Mutually Assured Destruction (MAD) is another example. The quotation below is also apropos to this section. Here is a link to a comprehensive text on the matter of Psychology and Game Theory. Game Theory & its Applications
Complexity and non-zero-sum It has been theorized by Robert Wright, among others, that society becomes increasingly non-zero-sum as it becomes more complex, specialized, and interdependent. As former US President Bill Clinton states: Robert Wright. ...
- The more complex societies get and the more complex the networks of interdependence within and beyond community and national borders get, the more people are forced in their own interests to find non-zero-sum solutions. That is, win-win solutions instead of win-lose solutions.... Because we find as our interdependence increases that, on the whole, we do better when other people do better as well - so we have to find ways that we can all win, we have to accommodate each other - Bill Clinton, Wired interview, December 2000.[1]
William Jefferson Bill Clinton (born William Jefferson Blythe III on August 19, 1946) was the 42nd President of the United States, serving from 1993 to 2001. ...
Wired is a full-color monthly magazine and on-line periodical published in San Francisco, California since March 1993. ...
This article is about the year 2000. ...
An example A zero sum game | A | B | C | | 1 | 30, -30 | -10, 10 | 20, -20 | | 2 | 10, -10 | 20, -20 | -20, 20 | A game's payoff matrix is a convenient way of representation. Consider for example the two-player zero-sum game pictured to the right. It has been suggested that this article or section be merged with normal form game. ...
The order of play proceeds as follows: The first player (red) chooses in secret one of the two actions 1 or 2; the second player (blue), unaware of the first player's choice, chooses in secret one of the three actions A, B or C. Then, the choices are revealed and each player's points total is affected according to the payoff for those choices. Example: the first player chooses action 2 and the second player chose action B. When the payoff is allocated the first player gains 20 points and the second player loses 20 points. Now, in this example game both players know the payoff matrix and attempt to maximize the number of their points. What should they do? Player 1 could reason as follows: "with action 2, I could lose up to 20 points and can win only 20, while with action 1 I can lose only 10 but can win up to 30, so action 1 looks a lot better." With similar reasoning, player 2 would choose action C. If both players take these actions, the first player will win 20 points. But what happens if player 2 anticipates the first player's reasoning and choice of action 1, and deviously goes for action B, so as to win 10 points? Or if the first player in turn anticipates this devious trick and goes for action 2, so as to win 20 points after all? John von Neumann had the fundamental and surprising insight that probability provides a way out of this conundrum. Instead of deciding on a definite action to take, the two players assign probabilities to their respective actions, and then use a random device which, according to these probabilities, chooses an action for them. Each player computes the probabilities so as to minimise the maximum expected point-loss independent of the opponent's strategy; this leads to a linear programming problem with a unique solution for each player. This minimax method can compute provably optimal strategies for all two-player zero-sum games. John von Neumann in the 1940s. ...
This article does not cite its references or sources. ...
In probability theory the expected value (or mathematical expectation) of a random variable is the sum of the probability of each possible outcome of the experiment multiplied by its payoff (value). Thus, it represents the average amount one expects as the outcome of the random trial when identical odds are...
In mathematics, linear programming (LP) problems are optimization problems in which the objective function and the constraints are all linear. ...
Minimax (sometimes minmax) is a method in decision theory for minimizing the maximum possible loss. ...
For the example given above, it turns out that the first player should choose action 1 with probability 57% and action 2 with 43%, while the second player should assign the probabilities 0%, 57% and 43% to the three actions A, B and C. Player one will then win 2.85 points on average per game.
See also - Game
- Group-dynamic game
- Win-win game
- Double-entry book-keeping
Tug of war is an easily organized, impromptu game that requires little equipment. ...
Group-dynamic games are experiential education exercises which help people to learn about themselves, interpersonal relationships, and how groups function from a group dynamics or social psychological point of view. ...
A win-win game is a type of game which is designed in a way that all participants can profit from it in one way or the other. ...
Double-entry book-keeping is the standard practice for recording financial transactions. ...
References - ^ This paragraph was translated from the French wikipedia article on this subject.
External links
| v • d • e | Topics in game theory | | Definitions Game theory is a branch of applied mathematics and economics that studies situations where players choose different actions in an attempt to maximize their returns. ...
| Normal form game · Extensive form game · Cooperative game · Information set · Preference In game theory, normal form is a way of describing a game. ...
It has been suggested that Game tree be merged into this article or section. ...
A cooperative game is a game where groups of players (coalitions) may enforce cooperative behaviour, hence the game is a competition between coalitions of players, rather than between individual players. ...
In game theory, an information set is a set that, for a particular player, establishes all the possible moves that could have taken place in the game so far, given what that player has observed so far. ...
Preference (or taste) is a concept, used in the social sciences, particularly economics. ...
| | Equilibrium concepts In economics, economic equilibrium often refers to an equilibrium in a market that clears: this is the case where a market for a product has attained the price where the amount supplied of a certain product equals the quantity demanded. ...
In game theory and economic modelling, a solution concept is a process via which equilibria of a game are identified. ...
| Nash equilibrium · Subgame perfection · Bayes-Nash · Trembling hand · Correlated equilibrium · Sequential equilibrium · Quasi-perfect equilibrium · Evolutionarily stable strategy In game theory, the Nash equilibrium (named after John Forbes Nash, who proposed it) is a kind of solution concept of a game involving two or more players, where no player has anything to gain by changing only his or her own strategy unilaterally. ...
Subgame perfect equilibrium is an economics term used in game theory to describe an equilibrium such that players strategies constitute a Nash equilibrium in every subgame of the original game. ...
In game theory, a Bayesian game is one in which information about characteristics of the other players (i. ...
The trembling hand perfection is a notion that eliminates actions of players that are unsafe because they were chosen through a slip of the hand. ...
In game theory, a correlated equilibrium is a solution concept that is more general than the well known Nash equilibrium. ...
Sequential equilibrium is a refinement of Nash Equilibrium for extensive form games due to David M. Kreps and Robert Wilson. ...
Quasi-perfect equilibrium is a refinement of Nash Equilibrium for extensive form games due to Eric van Damme. ...
In game theory, an evolutionarily stable strategy (or ESS; also evolutionary stable strategy) is a strategy which if adopted by a population cannot be invaded by any competing alternative strategy. ...
| | Strategies In game theory, a players strategy, in a game or a business situation, is a complete plan of action for whatever situation might arise; this fully determines the players behaviour. ...
| Dominant strategies · Mixed strategy · Grim trigger · Tit for Tat · Winning strategy In game theory, dominance occurs when one strategy is better or worse than another regardless of the strategies of a players opponents. ...
A mixed strategy is used in game theory economics to describe a strategy comprising possible moves and a probability distribution which corresponds to how frequently each move is chosen. ...
Grim Trigger is a trigger strategy in game theory for a repeated game, such as an iterated prisoners dilemma. ...
Tit for Tat is a highly-effective strategy in game theory for the iterated prisoners dilemma. ...
In game theory a winning strategy for a player A is a set of rules which, if followed by player A, will result in that player winning, no matter what choices are made by the other players. ...
| | Classes of games | Symmetric game · Perfect information · Dynamic game · Repeated game · Signaling game · Cheap talk · Zero-sum game · Mechanism design In game theory, a symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed, not on who is playing them. ...
Perfect information is a term used in economics and game theory to describe a state of complete knowledge about the actions of other players that is instantaneously updated as new information arises. ...
In game theory, a sequential game is a game where one player chooses his action before the others chooses theirs. ...
In game theory, a repeated game (or iterated game) is an extensive form game which consists in some number of repetitions of some base game (called a stage game). ...
Signaling games are dynamic games with two players, the sender (S) and the receiver (R). ...
Cheap Talk is a term used in Game Theory for pre-play communication which carries no cost. ...
Zero-sum describes a situation in which a participants gain (or loss) is exactly balanced by the losses (or gains) of the other participant(s). ...
Mechanism design is a sub-field of game theory. ...
| | Games Game theory studies strategic interaction between individuals in situations called games. ...
| Prisoner's dilemma · Coordination game · Chicken · Battle of the sexes · Stag hunt · Matching pennies · Ultimatum game · Minority game · Rock, Paper, Scissors · Pirate game · Dictator game Will the two prisoners cooperate to minimize total loss of liberty or will one of them, trusting the other to cooperate, betray him so as to go free? In game theory, the prisoners dilemma is a type of non-zero-sum game in which two players can cooperate with...
In game theory, the Nash equilibrium (named after John Nash) is a kind of optimal strategy for games involving two or more players, whereby the players reach an outcome to mutual advantage. ...
The game of chicken (also referred to as playing chicken) is a game in which two players each drive a vehicle of some sort towards each other, and the first to swerve loses and is humiliated as the chicken. In practice, this sort of game, if played at all, is...
The Battle of the Sexes is a two player game used in game theory. ...
In game theory, the Stag Hunt is a game first discussed by Jean-Jacques Rousseau. ...
Matching Pennies is the name for a simple example game used in game theory. ...
The Ultimatum game is an experimental economics game in which two parties interact anonymously and only once, so reciprocation is not an issue. ...
Minority Game is a game proposed by Yi-Cheng Zhang and Damien Challet from the University of Fribourg. ...
Rock, Paper, Scissors chart Listen to this article · (info) This audio file was created from an article revision dated 2006-07-13, and does not reflect subsequent edits to the article. ...
The Pirate Game is a simple mathematical game. ...
The dictator game is a very simple game in experimental economics, similar to the ultimatum game. ...
| | Theorems | Minimax theorem · Purification theorems · Folk theorem · Revelation principle Minimax is a method in decision theory for minimizing the expected maximum loss. ...
In game theory, the purification theorem was contributed by Nobel laurate John Harsanyi in 1973[1]. The theorem aims to justify a puzzling aspect of mixed strategy Nash equilibria: that each player is wholly indifferent amongst each of the actions he puts non-zero weight on, yet he mixes them...
In game theory, folk theorems are a class of theorems which imply that in repeated games, any outcome is a feasible solution concept, if under that outcome the players minimax conditions are satisfied. ...
The revelation principle of economics can be stated as, To any equilibrium of a game of incomplete information, there corresponds an associated revelation mechanism that has an equilibrium where the players truthfully report their types. ...
| | Related topics | Mathematics · Economics · Behavioral economics · Evolutionary game theory · Population genetics · Behavioral ecology · Adaptive dynamics · List of game theorists Euclid, Greek mathematician, 3rd century BC, known today as the father of geometry; shown here in a detail of The School of Athens by Raphael. ...
Face-to-face trading interactions among on the New York Stock Exchange trading floor Economics, may just involve more otriches than you think social science, studies the production, distribution, and consumption of commodities. ...
Nobel Prize in Economics winner Daniel Kahneman, was an important figure in the development of behavioral finance and economics and continues to write extensively in the field. ...
Evolutionary game theory (EGT) is the application of game theory in evolutionary biology. ...
Population genetics is the study of the distribution of and change in allele frequencies under the influence of the four evolutionary forces: natural selection, genetic drift, mutation, and migration. ...
Behavioral ecology is the study of the ecological and evolutionary basis for animal behavior, and the roles of behavior in enabling an animal to adapt to its environment (both intrinsic and extrinsic). ...
Adaptive Dynamics is a set of techniques for studying long-term phenotypical evolution developed during the 1990s. ...
This is a list of notable economists, mathematicians, political scientists, and computer scientists whose work has added substantially to the field of game theory. ...
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