Formulate the above problem as a matrix game. (Use: Only use the following payoffs: 10,5,-5,-10)
Find all pure Nash Equilibria in the game found in (a)
Compute the average payoff of the strategy pair (1/2,1/2) for both Bob and Alice. Is this a NE?
Solution: a) Alice column, Bob row
Alice: C B
C: 10/5 -5/-5
B: -10/-10 5/10
b) Both go to the cinema or both go to the ballet
c) No, if Bob plays (1,0) - i.e. always goes to the movies - his expected
payoff jumps from 0 to 5.
[Solution: a)
- The more other students "invest in studying",
the LOWER is my incentive to study myself
- If I study, I can totally rule
out the danger of the "catastrophic" event of failing
b)
-[x_i*C+(1-x_i)*(1-S_i)*L]
x_i : probability of studying
C : "Cost" to
study
L : L>>>C, catastrophic cost of failing the final
S_i :
probability of being able to copy the right results from neighbors.
c)
-[x_i*C+(1-x_i)*[q_i+(1-q_i)(1-S_i)]*L ]
Meanwhile Bob and Alice luckily both ended up at the cinema. In the movie, five pirates have stolen 100 gold coins. Now they are faced with the problem of how to divide their treasure. As all five pirates have different heights, they agreed to the following plan: The shortest pirate should suggest a way of how to split the coins (and he can suggest whatever he wants e.g. even giving everything to himself) and then ALL pirates should have a vote (including the one who just made the proposal). If he gets a MAJORITY voting for his split (half of the votes is not enough), then whatever he suggested will be done. If he doesn't get a majority, he will be thrown over board and the exact same procedure will be repeated with the remaining pirates.
You can make the following assumptions:
Calculate the outcome of the treasure split. [There is only one correct
solution.]
(A full answer should include for each pirate - shortest to
biggest - how much they get or if they will have to go over board and some
reasoning why. Don't forget to clearly state the outcome of each vote that you
mention.)
Solution: Let the pirates be enumerated in ascending order
according to their height. Let us look at the problem in reverse:
- If only
two pirates are left, P4 can only suggest a split of 0/100 as this is the only
way that P5 is at least indifferent to killing P4.
- If three pirates are
left, P3 gets away with offering the split 100/0/0 as he knows that P4 will
vote for his suggestion. P5 is not needed to win a majority.
...
Pirate
1: 100 vote: YES
Pirate 2: 0 vote: NO
Pirate 3: 0 vote: YES
Pirate 4:
0 vote: NO
Pirate 5: 0 vote: YES
Without the "pirates don't kill if
they don't have to"-assumption, results are 97 0 2 1 0 or 97 0 2 0 1. All
three outcomes are regarded correct.
After the five pirates finished dividing up their treasure, the tallest pirate gets upset and challenges the shortest pirate to a duel. The shortest pirate makes the first move. The shortest pirate can either PUNCH or KICK. In return, the big pirate can DUCK or JUMP. Ducking makes him avoid a punch, and by jumping he can avoid a kick. The small pirate knows that whether he hits the big pirate or not, he has two options after that: He can STAY or FLEE. If he manages to hit, it would be very satisfying to stay in order to "teach the big pirate a lesson". Otherwise, however, it would be much healthier to flee.
Write the above fight (only up to stay/flee) as a game in extended form (state your assumptions and use appropriate payoffs)
Now translate the game from (a) into a Matrix game with the same payoffs.
First big pirate, then small pirate:
It is also correct to assume that
kicking and punching give different payoffs.
Punch - > Duck
Punch - > Duck
Punch - > Jump
Punch - > Jump
Kick -> Duck
Kick -> Jump
Kick -> Duck
Kick -> Jump
Punch;Duck->Stay, Jump->Stay
-10
-10
10
10
Punch;Duck->Stay, Jump->Flee
-10
-10
5
5
Punch;Duck->Flee, Jump->Stay
-5
-5
10
10
Punch;Duck->Flee, Jump->Flee
-5
-5
5
5
Kick; Duck->Stay, Jump->Stay
10
-10
10
-10
Kick; Duck->Stay, Jump->Flee
10
-5
10
-5
Kick; Duck->Flee, Jump->Stay
5
-10
5
-10
Kick; Duck->Flee, Jump->Flee
5
-5
5
-5
Punch - > Duck
Punch - > Duck
Punch - > Jump
Punch - > Jump
Kick -> Duck
Kick -> Jump
Kick -> Duck
Kick -> Jump
Punch;Duck->Stay, Jump->Stay
10
10
-10
-10
Punch;Duck->Stay, Jump->Flee
10
10
-5
-5
Punch;Duck->Flee, Jump->Stay
5
5
-10
-10
Punch;Duck->Flee, Jump->Flee
5
5
-5
-5
Kick; Duck->Stay, Jump->Stay
-10
10
-10
10
Kick; Duck->Stay, Jump->Flee
-10
5
-10
5
Kick; Duck->Flee, Jump->Stay
-5
10
-5
10
Kick; Duck->Flee, Jump->Flee
-5
5
-5
5
Write down a best strategies for each player.
The best strategy for the short pirate is either:
1) Punch;
Duck -> Flee, Jump-> Stay
2) Kick; Duck -> Stay, Jump ->
Flee
Write the four conditions which, if satisfied, qualify a 2-player, 2-action game as a prisoner's dilemma game.
Consider this prisoner's dilemma game:
| C | D | |
| C | -1,-1 | -10,0 |
| D | 0,-10 | -8,-8 |
Use the inequality aversion model with alpha=.5, beta =.2 (the same alpha and beta for both players.) Give the resulting matrix of *utilities* (not payoffs) for both players.
What are all the Nash equilibria of this modified, behavioral game?
Given the values alpha=.2 and beta=.1 for both players, can you write a game that is a prisoner's dilemma game (as defined in the Schelling book) but has an IA Nash equilibrium of (defect, defect)? If so, write one such game. If not, write "IMPOSSIBLE."
Keeping the payoff as they are originally defined above, can you find values for alpha_row, beta_row, alpha_column, and beta_column that give a (cooperate, defect) equilibrium? (Note that the two players are now allowed to have different alpha and beta).
Answers:
1. Directly given in Shelling p. 216 (and given in
recitation) 2. (D,D) is the only one. 3. -1, -1 -12, -2 -2, -12 -8, -8 4.
(C,C) is the only one. 5. The original game given is such a game. 6. No. If
the column player is to defect, alpha_col and beta_col must be close to
zero, so that this player doesn't mind inequality. Then what settings of
alpha_row and beta_row could prevent the row player from defecting? None.
The "cooperate" option is not only lower payoff, it is also inqeuitable,
whlie the "defect" option results in equal payoffs. No aversion to inequity
can make a player prefer to cooperate. (Remember that alpha and beta cannot
be negative in this model.)