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This is a Game Theory question on Evolutionary Strategies: Consider TFT (tit for

ID: 3123257 • Letter: T

Question

This is a Game Theory question on Evolutionary Strategies:

Consider TFT (tit for tat): cooperate in the first interaction and then cooperate if the other player cooperated on the previous interaction and defect if he defected, TF2T (as defined above) and a population where 30% of players play TF2T, 30% play TFT and 40% play a strategy s. (1) Can you construct a strategy s for which u(s) > u(TF2T) > u(TFT)? If you can, please provide a (careful) definition of s. If you think such strategy does not exist, explain why. (2) Can you construct a strategy s for which u(TF2T) > u(TFT) > u(s)? If you can, please provide a (careful) definition of s. If you think such strategy does not exist, explain why.

Explanation / Answer

Evolutionary games

The bandwidth choice game can be given a different interpretation where it applies to a

large

population

of identical players. Equilibrium can then be viewed as the outcome of

a

dynamic process

rather than of conscious rational analysis.

@

@

@

5

5

1

0

0

1

1

1

I

II

High

Low

High

Low

Figure 5. The bandwidth choice game.

15

Figure 5 shows the bandwidth choice game where each player has the two strategies

High

and

Low

. The positive payoff of 5 for each player for the strategy combination

(

High, High

) makes this an even more preferable equilibrium than in the case discussed

above.

In the evolutionary interpretation, there is a large population of individuals, each of

which can adopt one of the strategies. The game describes the payoffs that result when

two of these individuals meet. The dynamics of this game are based on assuming that

each strategy is played by a certain

fraction

of individuals. Then, given this distribution

of strategies, individuals with better

average payoff

will be more successful than others,

so that their proportion in the population increases over time. This, in turn, may affect

which strategies are better than others. In many cases, in particular in symmetric games

with only two possible strategies, the dynamic process will move to an equilibrium.

In the example of Figure 5, a certain fraction of users connected to a network will

already have

High

or

Low

bandwidth equipment. For example, suppose that one quarter

of the users has chosen

High

and three quarters have chosen

Low

. It is useful to assign

these as percentages to the columns, which represent the strategies of player II. A new

user, as player I, is then to decide between

High

and

Low

, where his payoff depends on the

given fractions. Here it will be

1

/

4

×

5+3

/

4

×

0 = 1

.

25

when player I chooses

High

, and

1

/

4

×

1 + 3

/

4

×

1 = 1

when player I chooses

Low

. Given the average payoff that player I

can expect when interacting with other users, player I will be better off by choosing

High

,

and so decides on that strategy. Then, player I joins the population as a

High

user. The

proportion of individuals of type

High

therefore increases, and over time the advantage

of that strategy will become even more pronounced. In addition, users replacing their

equipment will make the same calculation, and therefore also switch from

Low

to

High

.

Eventually, everyone plays

High

as the only surviving strategy, which corresponds to the

equilibrium in the top left cell in Figure 5.

The long-term outcome where only high-bandwidth equipment is selected depends on

there being an initial fraction of high-bandwidth users that is large enough. For example, if

only ten percent have chosen

High

, then the expected payoff for

High

is

0

.

1

×

5+0

.

9

×

0 =

0

.

5

which is less than the expected payoff 1 for

Low

(which is always 1, irrespective of

the distribution of users in the population). Then, by the same logic as before, the fraction

of

Low

users increases, moving to the bottom right cell of the game as the equilibrium. It

16

is easy to see that the critical fraction of

High

users so that this will take off as the better

strategy is 1/5. (When new technology makes high-bandwidth equipment cheaper, this

increases the payoff 0 to the

High

user who is meeting

Low

, which changes the game.)

The evolutionary, population-dynamic view of games is useful because it does not

require the assumption that all players are sophisticated and think the others are also ra-

tional, which is often unrealistic. Instead, the notion of rationality is replaced with the

much weaker concept of

reproductive success

Consider the following strategy “Tit for Two Tats” (TF2T): Cooperate in periods 1 and 2. Thereafter defect in any period k>2 if and only if your opponent defected in k-1 and k-2.
(a) Consider best response strategies to TF2T in a discounted repeated game with sufficiently close to zero.
Is it possible to construct two strategies, j and j*, such that both of them are best responses to TF2T and (TF2T, j) is in Nash equilibrium while (TF2T, j*) is not?
YES NO (circle one)
If your answer is YES then give an example of two strategies like that. Whenever possible use the strategies defined in the lecture notes, otherwise define a strategy of your own.
j = ……………..
j* = ……………..
(b) Consider best response strategies to TF2T in a discounted repeated game with sufficiently close to one.
Is it possible to construct two strategies, j and j*, such that both of them are best responses to TF2T and (TF2T, j) is in Nash equilibrium while (TF2T, j*) is not?
YES NO (circle one)

please go trough this link it may help you to solve your problem:

https://gradschoolpapers.com/2017/04/12/gametheory/

https://www.cs.ubc.ca/~kevinlb/teaching/isci330%20-%202006-7/Lectures/lect18.pdf

http://www.cdam.lse.ac.uk/Reports/Files/cdam-2001-09.pdf

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