Theory of Games and Economic Behavior (Commemorative Edition) / Edition 60

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Overview

This is the classic work upon which modern-day game theory is based. What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper together blossomed, in 1944, when Princeton University Press published Theory of Games and Economic Behavior. In it, John von Neumann and Oskar Morgenstern conceived a groundbreaking mathematical theory of economic and social organization, based on a theory of games of strategy. Not only would this revolutionize economics, but the entirely new field of scientific inquiry it yielded—game theory—has since been widely used to analyze a host of real-world phenomena from arms races to optimal policy choices of presidential candidates, from vaccination policy to major league baseball salary negotiations. And it is today established throughout both the social sciences and a wide range of other sciences.

This sixtieth anniversary edition includes not only the original text but also an introduction by Harold Kuhn, an afterword by Ariel Rubinstein, and reviews and articles on the book that appeared at the time of its original publication in the New York Times, tthe American Economic Review, and a variety of other publications. Together, these writings provide readers a matchless opportunity to more fully appreciate a work whose influence will yet resound for generations to come.

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Editorial Reviews

History of Political Economics
Praise for Princeton's previous edition: A rich and multifaceted work. . . . [S]ixty years later, the Theory of Games may indeed be viewed as one of the landmarks of twentieth-century social science.
— Robert J. Leonard
New Scientist
Praise for Princeton's previous edition: Opinions still vary on the success of the project to put economics on a sound mathematical footing, but game theory was eventually hugely influential, especially on mathematics and the study of automata. Every self-respecting library must have one.
— Mike Holderness
SIAM News
While the jury is still out on the success or failure of game theory as an attempted palace coup within the economics community, few would deny that interest in the subject—as measured in numbers of journal page—is at or near an all-time high. For that reason alone, this handsome new edition of von Neumann and Morgenstern's still controversial classic should be welcomed by the entire research community.
— James Case
The Journal of Political Economy
The main achievement of the book lies, more than in its concrete results, in its having introduced into economics the tools of modern logic and in using them with an astounding power of generalization.
The American Economic Review
One cannot but admire the audacity of vision, the perseverance in details, and the depth of thought displayed in almost every page of the book. . . . The appearance of a book of [this] calibre . . . is indeed a rare event.
The Bulletin of the American Mathematical Society
Posterity may regard this book as one of the major scientific achievements of the first half of the twentieth century. This will undoubtedly be the case if the authors have succeeded in establishing a new exact science—the science of economics. The foundation which they have laid is extremely promising.
SIAM News - James Case
While the jury is still out on the success or failure of game theory as an attempted palace coup within the economics community, few would deny that interest in the subject—as measured in numbers of journal page—is at or near an all-time high. For that reason alone, this handsome new edition of von Neumann and Morgenstern's still controversial classic should be welcomed by the entire research community.
History of Political Economics - Robert J. Leonard

Praise for Princeton's previous edition: "A rich and multifaceted work. . . . [S]ixty years later, the Theory of Games may indeed be viewed as one of the landmarks of twentieth-century social science.
New Scientist - Mike Holderness

Praise for Princeton's previous edition: "Opinions still vary on the success of the project to put economics on a sound mathematical footing, but game theory was eventually hugely influential, especially on mathematics and the study of automata. Every self-respecting library must have one.
New Scientist
Praise for Princeton's previous edition: "Opinions still vary on the success of the project to put economics on a sound mathematical footing, but game theory was eventually hugely influential, especially on mathematics and the study of automata. Every self-respecting library must have one.
— Mike Holderness
The Bulletin of the American Mathematical Society
Posterity may regard this book as one of the major scientific achievements of the first half of the twentieth century. This will undoubtedly be the case if the authors have succeeded in establishing a new exact science--the science of economics. The foundation which they have laid is extremely promising.
History of Political Economics
Praise for Princeton's previous edition: "A rich and multifaceted work. . . . [S]ixty years later, the Theory of Games may indeed be viewed as one of the landmarks of twentieth-century social science.
— Robert J. Leonard
Read More Show Less

Product Details

  • ISBN-13: 9780691130613
  • Publisher: Princeton University Press
  • Publication date: 3/19/2007
  • Series: Princeton Classic Editions Series
  • Edition description: Anniversar
  • Edition number: 60
  • Pages: 776
  • Sales rank: 355,359
  • Product dimensions: 9.20 (w) x 6.00 (h) x 1.70 (d)

Meet the Author

John von Neumann (1903-1957) was one of the greatest mathematicians of the twentieth century and a pioneering figure in computer science. A native of Hungary who held professorships in Germany, he was appointed Professor of Mathematics at the Institute for Advanced Study (IAS) in 1933. Later he worked on the Manhattan Project, helped develop the IAS computer, and was a consultant to IBM. An important influence on many fields of mathematics, he is the author of "Functional Operators, Mathematical Foundations of Quantum Mechanics", and "Continuous Geometry" (all Princeton). Oskar Morgenstern (1902-1977) taught at the University of Vienna and directed the Austrian Institute of Business Cycle Research before settling in the United States in 1938. There he joined the faculty of Princeton University, eventually becoming a professor and from 1948 directing its econometric research program. He advised the United States government on a wide variety of subjects. Though most famous for the book he co-authored with von Neumann, Morgenstern was also widely known for his skepticism about economic measurement, as reflected in one of his many other books, "On the Accuracy of Economic Observations" (Princeton). Harold Kuhn is Professor Emeritus of Mathematical Economics at Princeton University. Ariel Rubinstein is Professor of Economics at Tel Aviv University and at New York University.

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Read an Excerpt

Theory of Games and Economic Behavior


By John von Neumann Oskar Morgenstern

Princeton University Press

Copyright © 2004 Princeton University Press
All right reserved.




Introduction

HAROLD W. KUHN

Although John von Neumann was without doubt "the father of game theory," the birth took place after a number of miscarriages. From an isolated and amazing minimax solution of a zero-sum two-person game in 1713 to sporadic considerations by E. Zermelo, E. Borel, and H. Steinhaus, nothing matches the path-breaking paper of von Neumann, published in 1928.

This paper, elegant though it is, might have remained a footnote to the history of mathematics were it not for collaboration of von Neumann with Oskar Morgenstern in the early '40s. Their joint efforts led to the publication by the Princeton University Press (with a $4,000 subvention from a source that has been variously identified as being the Carnegie Foundation or the Institute for Advanced Study) of the 616-page Theory of Games and Economic Behavior (TGEB).

I will not discuss here the relative contributions of the two authors of this work. Oskar Morgenstern has written his own account of their collaboration, which is reprinted in this volume; I would recommend to the reader the scholarly piece by Robert J. Leonard, who has noted that Morgenstern's "reminiscence sacrifices some of the historical complexity of the run-up to 1944" and has given a superb and historically complete account of the two authors' activities in the relevant period. Onbalance, I agree with Leonard that "had von Neumann and Morgenstern never met, it seems unlikely that game theory would have been developed." If von Neumann played both father and mother to the theory in an extraordinary act of parthenogenesis, then Morgenstern was the midwife.

In writing this introduction, I have several goals in mind. First, I would like to give the reader a sense of the initial reaction to the publication of this radically new approach to economic theory. Then, we shall survey the subsequent development of the theory of games, attempting to explain the apparent dissonance between the tenor of the book reviews and the response by the communities of economists and mathematicians. As a participant in this response (from the summer of 1948), my account is necessarily colored by subjective and selective recollections; this is a fair warning to the reader.

The book reviews that greeted the publication of TGEB were extraordinary, both in quantity and quality; any author would kill for such reviews. Consider the following partial list of the reviews, paying special attention to the length of these reviews, the quality of the journals, and the prominence of the reviewers:

H. A. Simon, American Journal of Sociology (1945) 3 pages* A. H. Copeland, Bulletin of the American Mathematical Society (1945) 17 pages* L. Hurwicz, The American Economic Review (1945) 17 pages* J. Marschak, Journal of Political Economy (1946) 18 pages T. Barna, Economica (1946) 3 pages* C. Kaysen, Review of Economic Studies (1946) 15 pages D. Hawkins, Philosophy of Science (1946) 7 pages J.R.N. Stone, Economic Journal (1948) 16 pages E. Ruist, Economisk Tidskrift (1948) 5 pages G. Th. Guilbaud, Economie Appliquée (1949) 45 pages E. Justman, Revue d'Economie Politique (1949) 18 pages K.G. Chacko, Indian Journal of Economics (1950) 17 pages

The quotes from these reviews are a publisher's dream. Thus: Simon encouraged "every social scientist who is convinced of the necessity for mathematizing social theory-as well as those unconverted souls who are still open to persuasion on this point-to undertake the task of mastering the Theory of Games."

Copeland asserted: "Posterity may regard this book as one of the major scientific achievements of the first half of the twentieth century."

Hurwicz signaled that "the techniques applied by the authors in tackling economic problems are of sufficient generality to be valid in political science, sociology, or even military strategy" and concluded "the appearance of a book of the caliber of the Theory of Games is indeed a rare event."

After praising the "careful and rigorous spirit of the book," Jacob Marschak concludes: "Ten more such books and the progress of economics is assured."

If the quantity of reviews and the quality of the journals in which they were published are impressive, the choice of reviewers and their positions in the social sciences are equally impressive. Two of the reviewers, H. A. Simon and J.R.N. Stone, were awarded Nobel Memorial Prizes in Economics.

The first review to appear was that of Herbert Simon. By his own account, he "spent most of [his] 1944 Christmas vacation (days and some nights) reading [the TGEB]." Simon knew of von Neumann's earlier work and was concerned that the TGEB might anticipate results in a book that he was preparing for publication.

The first review that was directed at mathematicians was that of A. H. Copeland, a specialist in probability theory and professor at the University of Michigan. Copeland's only significant work in social science is the so-called "Copeland method" for resolving voting problems: simply, it scores 1 for each pairwise win and 31 for each pairwise loss, and declares the alternative with the highest score the winner. His review gave the mathematical community an extremely complete account of the contents of the TGEB. As is typical of almost all of the reviewers, although Copeland pointed to the research challenges opened by the TGEB, he never engaged in research in game theory as such. The only paper in his prolific output that is marginally related to game theory is a joint paper on a one-player game which must be categorized as a game of chance. Copeland's principal contribution to game theory consists in the fact that he was Howard Raiffa's thesis adviser; the book Games and Decisions, written by Raiffa with R. Duncan Luce (published by Wiley in 1957 and reprinted by Dover Publications in 1989) was the first nonmathematical exposition that made the theory of games accessible to the broad community of social scientists.

Another reviewer, David Hawkins, is permanently linked to H. A. Simon for their joint discovery of the "Hawkins-Simon conditions," a result that every graduate student in economics must study. Hawkins was a young instructor at the University of California at Berkeley when his friend, J. Robert Oppenheimer, picked him as the "official historian" and "liaison to the military" at Los Alamos, where the first atomic bomb was produced. Hawkins later had a distinguished career at the University of Colorado, where he was chosen in the first class of MacArthur "genius" scholars in 1986. Hawkins did no research in game theory.

The pattern of extravagant praise and no subsequent research is repeated with more significance in the cases of Jacob Marschak and Leonid Hurwicz. Marschak was head of the Cowles Commission at the University of Chicago when he reviewed the TGEB. He had survived a tumultuous early life that took him from Russia, where he was raised, to Berlin, where he trained as an economist, to the United States, where he ran an influential econometric seminar at the New School for Social Research. Leonid Hurwicz preceded Marschak on the staff of the Cowles Commission and continued as a consultant after Tjalling C. Koopmans became director and the commission moved from the University of Chicago to Yale University. Both Marschak and Hurwicz were in a position to influence the research done at the Cowles Commission, but it is an astounding fact that the extensive research output of the commission did not encompass game theory until Martin Shubik joined the Yale faculty in 1963. Eight years after reviewing the TGEB, Hurwicz posed the question: What has happened to the theory of games? His answer, published in The American Economic Review, contains conclusions that are echoed in this introduction.

Among the reviews and reviewers, the review of G. Th. Guilbaud is surely unique. Occupying 45 pages in the journal, Economie Appliquée, it contained not only an account of the main themes of the TGEB, but also went further into consideration of the difficulties that the theory then faced. Guilbaud himself was unique in that he was the only reviewer who has contributed to the theory; his book Eléments de la Theorie des Jeux was published by Dunod in Paris in 1968. However, he failed to convince the economic community in France to join him. Guilbaud's seminar in Paris in 1950-51 was attended by such mathematical economists as Allais, Malinvaud, Boiteux, and myself, but none of the French engaged in research in game theory. I am pleased to report that Guilbaud, a very private person, is still with us at 91 years of age, living in St. Germaineen-Laye. It was he who discovered the minimax solution of 1713, when he purchased the treatise on probability written by Montmort from one of the booksellers whose stalls line the river Seine in Paris.

Given the extravagant praise of these reviewers, one might have expected a flood of research. If nowhere else, surely the Princeton economics department should have been a hotbed of activity. When Martin Shubik arrived in Princeton to do graduate work in economics in the fall of 1949, he expected to find just that. Instead, he found Professor Morgenstern in splendid isolation from the rest of the department, teaching a seminar with four students in attendance. Morgenstern's research project consisted of himself assisted by Maurice Peston, Tom Whitin, and Ed Zabel, who concentrated on areas of operations research such as inventory theory, but did not work on game theory as such. If Shubik had come two years earlier, he would have found the situation in the mathematics department somewhat similar. Samuel Karlin (who received his Ph.D. at Princeton in mathematics in the spring of 1947 then took a faculty position at Cal Tech, and almost immediately started to consult at the RAND Corporation under the tutelage of Frederic Bohnenblust) has written that he never heard game theory mentioned during his graduate studies.

Nevertheless, many observers agree that in the following decade Princeton was one of the two centers in which game theory flourished, the other being the RAND Corporation in Santa Monica. The story of the RAND Corporation and its research sponsored by the Air Force has been told on several occasions. We shall concentrate on the activity in the mathematics department at Princeton, a story that illustrates the strong element of chance in human affairs.

The story starts with two visits by George Dantzig to visit John von Neumann in the fall of 1947 and the spring of 1948. In the first visit Dantzig described his new theory of "linear programming" only to be told dismissively by von Neumann that he had encountered similar problems in his study of zero-sum two-person games. In his second visit, Dantzig proposed an academic project to study the relationship between these two fields and asked von Neumann's advice about universities in which such a project might be pursued. Dantzig was driven to the train station for his trip back to Washington by A. W. Tucker (a topologist who was associate chairman of the mathematics department at that time). On the ride, Dantzig gave a quick exposition of his new discoveries, using the Transportation Problem as a lively example. This recalled to Tucker his earlier work on electrical networks and Kirkhoff's Law and planted the idea that the project to study the relationship between linear programming and the theory of games might be established in the mathematics department at Princeton University.

In those halcyon days of no red tape, before a month had elapsed Tucker hired two graduate students, David Gale and myself, and the project was set up through Solomon Lefshetz's project on non-linear differential equations until a formal structure could be established through the Office of Naval Research's Logistics Branch. And so, in the summer of 1948, Gale, Kuhn, and Tucker taught each other the elements of game theory.

How did we do this? We divided up the chapters of the Bible, the TGEB, as handed down by von Neumann and Morgenstern, and lectured to each other in one of the seminar rooms of the old Fine Hall, then the home of the mathematics department at Princeton. By the end of the summer, we had established that, mathematically, linear programming and the theory of zero-sum two-person games are equivalent.

Enthused by the research potential of the subject we had just learned, we wanted to spread the gospel. We initiated a weekly seminar in the department centered on the subjects of game theory and linear programming. To understand the importance of this development, one must contrast the situations today and then. Today, the seminar lists of the university and the Institute of Advanced Studies contain over twenty weekly seminars in subjects such as number theory, topology, analysis, and statistical mechanics. In 1948, there was a weekly colloquium that met alternate weeks at the university and the institute. The topologists and statisticians had weekly seminars and my thesis advisor, Ralph Fox, ran a weekly seminar on knot theory; but that was that. So the addition of a new seminar was an event that raised the visibility of game theory considerably among the graduate students in the department and among the visitors to the institute.

The speakers included von Neumann and Morgenstern, visitors to the institute such as Irving Kaplansky, Ky Fan, and David Bourgin, as well as outside visitors such as Abraham Wald, the Columbia statistician who had made significant connections between game theory and statistical inference. (Wald had done the review of the TGEB for Mathematical Reviews and had tutored Morgenstern in mathematics in Vienna.)

More importantly it provided a forum for graduate students in mathematics who were working in this area to present new ideas. As Shubik has reminisced: "The general attitude around Fine Hall was that no one cared who you were or what part of mathematics you worked on as long as you could find some senior member of the faculty and make a case to him that it was interesting and that you did it well ... To me the striking thing at that time was not that the mathematics department welcomed game theory with open arms-but that it was open to new ideas and new talent from any source, and that it could convey a sense of challenge and a belief that much new and worthwhile was happening." He did not find that attitude in the economics department.

A crucial fact was that von Neumann's theory was too mathematical for the economists. To illustrate the attitude of a typical economics department of the period and later, more than fifteen years after the publication of TGEB the economists at Princeton voted against instituting a mathematics requirement for undergraduate majors, choosing to run two tracks for students, one which used the calculus and one which avoided it. Richard Lester, who alternated with Lester Chandler as chairman of the department, had carried on a running debate with Fritz Machlup over the validity of marginal product (a calculus notion) as a determinant of wages. Courses that used mathematical terms and which covered mathematical topics such as linear programming were concealed by titles such as "Managerial theory of the firm." Given such prevailing views, there was no incentive or opportunity for graduate students and junior faculty to study the theory of games.

As a consequence, the theory of games was developed almost exclusively by mathematicians in this period. To describe the spirit of the time as seen by another outside observer, we shall paraphrase a section of Robert J. Aumann's magnificent article on game theory from The New Palgrave Dictionary of Economics.

The period of the late '40s and early '50s was a period of excitement in game theory. The discipline had broken out of its cocoon and was testing its wings. Giants walked the earth. At Princeton, John Nash laid the groundwork for the general non-cooperative theory and for cooperative bargaining theory. Lloyd Shapley defined a value for coalitional games, initiated the theory of stochastic games, coinvented the core with D. B. Gillies, and together with John Milnor developed the first game models with an infinite number of players. Harold Kuhn reformulated the extensive form and introduced the concepts of behavior strategies and perfect recall. A.W. Tucker invented the story of the Prisoner's Dilemma, which has entered popular culture as a crucial example of the interplay between competition and cooperation.

(Continues...)



Excerpted from Theory of Games and Economic Behavior by John von Neumann Oskar Morgenstern Copyright © 2004 by Princeton University Press. Excerpted by permission.
All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.
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Table of Contents

PREFACE v

TECHNICAL NOTE v

ACKNOWLEDGMENT x

CHAPTER I: FORMULATION OF THE ECONOMIC PROBLEM

1. THE MATHEMATICAL METHOD IN ECONOMICS 1

1.1. Introductory remarks 1

1.2. Difficulties of the application of the mathematical method 2

1.3. Necessary limitations of the objectives 6

1.4. Concluding remarks 7

2. QUALITATIVE DISCUSSION OF THE PROBLEM OF RATIONAL BEHAVIOR 8

2.1. The problem of rational behavior 8

2.2. "Robinson Crusoe" economy and social exchange economy 9

2.3. The number of variables and the number of participants 12

2.4. The case of many participants: Free competition 13

2.5. The "Lausanne" theory 15

3. THE NOTION OF UTILITY 15

3.1. Preferences and utilities 15

3.2. Principles of measurement: Preliminaries 16

3.3. Probability and numerical utilities 17

3.4. Principles of measurement: Detailed discussion 20

3.5. Conceptual structure of the axiomatic treatment of numerical utilities 24

3.6. The axioms and their interpretation 26

3.7. General remarks concerning the axioms 28

3.8. The role of the concept of marginal utility 29

4. STRUCTURE OF THE THEORY: SOLUTIONS AND STANDARDS OF BEHAVIOR 31

4.1. The simplest concept of a solution for one participant 31

4.2. Extension to all participants 33

4.3. The solution as a set of imputations 34

4.4. The intransitive notion of "superiority" or "domination" 37

4.5. The precise definition of a solution 39

4.6. Interpretation of our definition in terms of "standards of behavior" 40

4.7. Games and social organizations 43

4.8. Concluding remarks 43

CHAPTER II: GENERAL FORMAL DESCRIPTION OF GAMES OF STRATEGY

5. Introduction 46

5.1. Shift of emphasis from economics to games 46

5.2. General principles of classification and of procedure 46

6. THE SIMPLIFIED CONCEPT OF A GAME 48

6.1. Explanation of the termini technici 48

6.2. The elements of the game 49

6.3. Information and preliminary 51

6.4. Preliminarity, transitivity, and signaling 51

7. THE COMPLETE CONCEPT OF A GAME 55

7.1. Variability of the characteristics of each move 55

7.2. The general description 57

8. SETS AND PARTITIONS 60

8.1. Desirability of a set-theoretical description of a game 60

8.2. Sets, their properties, and their graphical representation 61

8.3. Partitions, their properties, and their graphical representation 63

8.4. Logistic interpretation of sets and partitions 66

*9. THE SET-THEORETICAL DESCRIPTION OF A CAME 67

*9.1. The partitions which describe a game 67

*9.2. Discussion of these partitions and their properties 71

*10. AXIOMATIC FORMULATION 73

*10.1. The axioms and their interpretations 73

*10.2. Logistic discussion of the axioms 76

*10.3. General remarks concerning the axioms 76

*10.4. Graphical representation 77

11. STRATEGIES AND THE FINAL SIMPLIFICATION OF THE DESCRIPTION OF THE GAME 79

11.1. The concept of a strategy and its formalization 79

11.2. The final simplification of the description of a game 81

11.3. The role of strategies in the simplified form of a game 84

11.4. The meaning of the zero-sum restriction 84

CHAPTER III: ZERO-SUM TWO-PERSON GAMES: THEORY

12. PRELIMINARY SURVEY 85

12.1. General viewpoints 85

12.2. The one-person game 85

12.3. Chance afid probability 87

12.4. The next objective 87

13. FUNCTIONAL CALCULUS 88

13.1. Basic definitions 88

13.2. The operations Max and Min 89

13.3. Commutativity questions 91

13.4. The mixed case. Saddle points 93

13.5. Proofs of the main facts 95

14. STRICTLY DETERMINED GAMES 98

14 1. Formulation of the problem 98

14.2. The minorant and the majorant games 100

14.3. Discussion of the auxiliary games 101

14.4. Conclusions 105

14.5. Analysis of strict determinateness 106

14.6. The interchange of players. Symmetry 109

14.7. Non strictly determined games 110

14.8. Program of a detailed analysis of strict determinateness 111

*15. GAMES WITH PERFECT INFORMATION

*15.1. Statement of purpose. Induction 112

*15.2. The exact condition (First step) 114

*15.3. The exact condition (Entire induction) 116

*15.4. Exact discussion of the inductive step 117

*15.5. Exact discussion of the inductive step (Continuation) 120

*15.6. The result in the case of perfect information 123

*15.7. Application to Chess 124

*15.8. The alternative, verbal discussion 126

16. LINEARITY AND CONVEXITY 128

16.1. Geometrical background 128

16.2. Vector operations 129

16.3. The theorem of the supporting hyperplanes 134

16.4. The theorem of the alternative for matrices 138

17. MIXED STRATEGIES. THE SOLUTION FOR ALL GAMES 143

17.1. Discussion of two elementary examples 143

17.2. Generalization of this viewpoint 145

17.3. Justification of the procedure as applied to an individual play 146

17.4. The minorant and the majorant games. (For mixed strategies) 149

17.5. General strict determinateness 150

17.6. Proof of the main theorem 153

17.7. Comparison of the treatment by pure and by mixed strategies 155

17.8. Analysis of general strict determinateness 158

17.9. Further characteristics of good strategies 160

17.10. Mistakes and their consequences. Permanent optimality 162

17.11. The interchange of players. Symmetry 165

CHAPTER IV: ZERO-SUM TWO-PERSON GAMES: EXAMPLES

18. SOME ELEMENTARY GAMES 169

18.1. The simplest games 169

18.2. Detailed quantitative discussion of these games 170

18.3. Qualitative characterizations 173

18.4. Discussion of some specific games. (Generalized forms of Matching Pennies) 175

18.5. Discussion of some slightly more complicated games 178

18.6. Chance and imperfect information 182

18.7. Interpretation of this result 185

*19. POKER AND BLUFFING 186

*19.1. Description of Poker 186

*19.2. Bluffing 188

*19.3. Description of Poker (Continued) 189

*19.4. Exact formulation of the rules 190

*19.5. Description of the strategy 191

*19.6. Statement of the problem 195

*19.7. Passage from the discrete to the continuous problem 196

*19.8. Mathematical determination of the solution 199

*19.9. Detailed analysis of the solution 202

*19.10. Interpretation of the solution 204

*19.11. More general forms of Poker 207

*19.12. Discrete hands 208

*19.13. m possible bids 209

*19.14. Alternate bidding 211

*19.15. Mathematical description of all solutions 216

*19.16. Interpretation of the solutions. Conclusions 218

CHAPTER V: ZERO-SUM THREE-PERSON GAMES

20. PRELIMINARY SURVEY 220

20.1. General viewpoints 220

20.2. Coalitions 221

21. THE SIMPLE MAJORITY GAME OF THREE PERSONS 222

21.1. Definition of the game 222

21.2. Analysis of the game: Necessity of "understandings" 223

21.3. Analysis of the game: Coalitions. The role of symmetry 224

22. FURTHER EXAMPLES 225

22.1. Unsymmetric distributions. Necessity of compensations 225

22.2. Coalitions of different strength. Discussion 227

22.3. An inequality. Formulae 229

23. THE GENERAL CASE 231

23.1. Detailed discussion. Inessential and essential games 231

23.2. Complete formulae 232

24. DISCUSSION OF AN OBJECTION 233

24.1. The case of perfect information and its significance 233

24.2. Detailed discussion. Necessity of compensations between three or more players 235

CHAPTER VI: FORMULATION OF THE GENERAL THEORY: ZERO-SUM n-PERSON GAMES

25. THE CHARACTERISTIC FUNCTION 238

25.1. Motivation and definition 238

25.2. Discussion of the concept 240

25.3. Fundamental properties 241

25.4. Immediate mathematical consequences 242

26. CONSTRUCTION OF A GAME WITH A GIVEN CHARACTERISTIC FUNCTION 243

26.1. The construction 243

26.2. Summary 245

27. STRATEGIC EQUIVALENCE. INESSENTIAL AND ESSENTIAL GAMES 245

27.1. Strategic equivalence. The reduced form 245

27.2. Inequalities. The quantity [gamma] 248

27.3. Inessentiality and essentiality 249

27.4. Various criteria. Non additive utilities 250

27.5. The inequalities in the essential case 252

27.6. Vector operations on characteristic functions 253

28. GROUPS, SYMMETRY AND FAIRNESS 255

28.1. Permutations, their groups and their effect on a game 255

28.2. Symmetry and fairness 258

29. RECONSIDERATION OF THE ZERO-SUM THREE-PERSON GAME 260

29.1. Qualitative discussion 260

29.2. Quantitative discussion 262

30. THE EXACT FORM OF THE GENERAL DEFINITIONS 263

30.1. The definitions 263

30.2. Discussion and recapitulation 265

*30.3. The concept of saturation 266

30.4. Three immediate objectives 271

31. FIRST CONSEQUENCES 272

31.1. Convexity, flatness, and some criteria for domination 272

31.2. The system of all imputations. One element solutions 277

31.3. The isomorphism which corresponds to strategic equivalence 281

32. DETERMINATION OF ALL SOLUTIONS OF THE ESSENTIAL ZERO-SUM THREE-PERSON GAME 282

32.1. Formulation of the mathematical problem. The graphical method 282

32.2. Determination of all solutions 285

33. CONCLUSIONS 288

33.1. The multiplicity of solutions. Discrimination and its meaning 288

33.2. Statics and dynamics 290

CHAPTER VII: ZERO-SUM FOUR-PERSON GAMES

34. PRELIMINARY SURVEY 291

34.1. General viewpoints 291

34.2. Formalism of the essential zero sum four person games 291

34.3. Permutations of the players 294

35. DISCUSSION OF SOME SPECIAL POINTS IN THE CUBE Q 295

35.1. The corner I. (and V., VI., VII.) 295

35.2. The corner VIII. (and II., III., IV.,). The three person game and a "Dummy" 299

35.3. Some remarks concerning the interior of Q 302

36. DISCUSSION OF THE MAIN DIAGONALS 304

36.1. The part adjacent to the corner VIII.: Heuristic discussion 304

36.2. The part adjacent to the corner VIII.: Exact discussion 307

*36.3. Other parts of the main diagonals 312

37. THE CENTER AND ITS ENVIRONS 313

37.1. First orientation about the conditions around the center 313

37.2. The two alternatives and the role of symmetry 315

37.3. The first alternative at the center 316

37.4. The second alternative at the center 317

37.5. Comparison of the two central solutions 318

37.6. Unsymmetrical central solutions 319

*38. A FAMILY OF SOLUTIONS FOR A NEIGHBORHOOD OF THE CENTER 321

*38.1. Transformation of the solution belonging to the first alternative at the center 321

*38.2. Exact discussion 322

*38.3. Interpretation of the solutions 327

CHAPTER VIII: SOME REMARKS CONCERNING n [equal to or greater than] 5 PARTICIPANTS

39. THE NUMBER OF PARAMETERS IN VARIOUS CLASSES OF GAMES 330

39.1. The situation for n = 3, 4 330

39.2. The situation for all n [equal to or greater than] 3 330

40. THE SYMMETRIC FIVE PERSON GAME 332

40.1. Formalism of the symmetric five person game 332

40.2. The two extreme cases 332

40.3. Connection between the symmetric five person game and the 1, 2, 3 symmetric four person game 334

CHAPTER IX: COMPOSITION AND DECOMPOSITION OF GAMES

41. COMPOSITION AND DECOMPOSITION 339

41.1. Search for n-person games for which all solutions can be determined 339

41.2. The first type. Composition and decomposition 340

41.3. Exact definitions 341

41.4. Analysis of decomposability 343

41.5. Desirability of a modification 345

42. MODIFICATION OF THE THEORY 345

42.1. No complete abandonment of the zero sum restriction 345

42.2. Strategic equivalence. Constant sum games 346

42.3. The characteristic function in the new theory 348

42.4. Imputations, domination, solutions in the new theory 350

42.5. Essentiality, inessentiality and decomposability in the new theory 351

43. THE DECOMPOSITION PARTITION 353

43.1. Splitting sets. Constituents 353

43.2. Properties of the system of all splitting sets 353

43.3. Characterization of the system of all splitting sets. The decomposition partition 354

43.4. Properties of the decomposition partition 357

44. DECOMPOSABLE GAMES. FURTHER EXTENSION OF THE THEORY 358

44.1. Solutions of a (decomposable) game and solutions of its constituents 358

44.2. Composition and decomposition of imputations and of sets of imputations 359

44.3. Composition and decomposition of solutions. The main possibilities and surmises 361

44.4. Extension of the theory. Outside sources 363

44.5. The excess 364

44.6. Limitations of the excess. The non-isolated character of a game in the new setup 366

44.7. Discussion of the new setup. E(e0), F(e0) 367

45. LIMITATIONS OF THE EXCESS. STRUCTURE OF THE EXTENDED THEORY 378

45.1. The lower limit of the excess 368

45.2. The upper limit of the excess. Detached and fully detached imputations 369

45.3. Discussion of the two limits, |[Gamma]|1, |[Gamma]|2. Their ratio 372

45.4. Detached imputations and various solutions. The theorem connecting E(e0), F(e0) 375

45.5. Proof of the theorem 376

45.6. Summary and conclusions 380

46. DETERMINATION OF ALL SOLUTIONS OF A DECOMPOSABLE GAME 381

46.1. Elementary properties of decompositions 381

46.2. Decomposition and its relation to the solutions: First results concerning F(e0) 384

46.3. Continuation 386

46.4. Continuation 388

46.5. The complete result in F(e0) 390

46.6. The complete result in E(e0) 393

46.7. Graphical representation of a part of the result 394

46.8. Interpretation: The normal zone. Heredity of various properties 396

46.9. Dummies 397

46.10. Imbedding of a game 398

46.11. Significance of the normal zone 401

46.12. First occurrence of the phenomenon of transfer: n = 6 402

47. THE ESSENTIAL THREE-PERSON GAME IN THE NEW THEORY 403

47.1. Need for this discussion 403

47.2. Preparatory considerations 403

47.3. The six cases of the discussion. Cases (I)-(III) 406

47.4. Case (IV): First part 407

47.5. Case (IV): Second part 409

47.6. Case (V) 413

47.7. Case (VI) 415

47.8. Interpretation of the result: The curves (one dimensional parts) in the solution 416

47.9. Continuation: The areas (two dimensional parts) in the solution 418

CHAPTER X: SIMPLE GAMES

48. WINNING AND LOSING COALITIONS AND GAMES WHERE THEY OCCUR 420

48.1. The second type of 41.1. Decision by coalitions 420

48.2. Winning and Losing Coalitions 421

49. CHARACTERIZATION OF THE SIMPLE GAMES 423

49.1. General concepts of winning and losing coalitions 423

49.2. The special role of one element sets 425

49.3. Characterization of the systems W, L of actual games 426

49.4. Exact definition of simplicity 428

49.5. Some elementary properties of simplicity 428

49.6. Simple games and their W, L. The Minimal winning coalitions: Wm 429

49.7. The solutions of simple games 430

50. THE MAJORITY GAMES AND THE MAIN SOLUTION 431

50.1. Examples of simple games: The majority games 481

50.2. Homogeneity 433

50.3. A more direct use of the concept of imputation in forming solutions 435

50.4. Discussion of this direct approach 436

50.5. Connections with the general theory. Exact formulation 438

50.6. Reformulation of the result 440

50.7. Interpretation of the result 442

50.8. Connection with the Homogeneous Majority game 443

51. METHODS FOR THE ENUMERATION OF ALL SIMPLE GAMES 445

51.1. Preliminary Remarks 445

51.2. The saturation method: Enumeration by means of W 446

51.3. Reasons for passing from W to Wm. Difficulties of using Wm 448

51.4. Changed Approach: Enumeration by means of Wm 450

51.5. Simplicity and decomposition 452

51.6. Inessentiality, Simplicity and Composition. Treatment of the excess 454

51.7. A criterium of decomposability in terms of Wm 455

52. THE SIMPLE GAMES FOR SMALL n 457

52.1. Program. n = 1, 2 play no role. Disposal of n = 3 457

52.2. Procedure for n [equal to or greater than] 4: The two element sets and their role in classify ing the Wm 458

52.3. Decomposability of cases C*, Cn-2, Cn-1 459

52.4. The simple games other than [1, . . . , 1, n - 2]h, (with dummies): The Cases Ck, k = 0, 1, . . . , n - 3 461

52.5. Disposal of n = 4, 5 462

53. THE NEW POSSIBILITIES OF SIMPLE GAMES FOR n [equal to or greater than] 6 463

53.1. The Regularities observed for n [equal to or greater than] 6 463

53.2. The six main counter examples (for n = 6, 7) 464

54. DETERMINATION OF ALL SOLUTIONS IN SUITABLE GAMES 470

54.1. Reasons to consider other solutions than the main solution in simple games 470

54.2. Enumeration of those games for which all solutions are known 471

54.3. Reasons to consider the simple game [1, . . . , 1, n - 2]h, 472

*55. THE SIMPLE GAME [1, . . . , 1, n - 2]h 473

*55.1. Preliminary Remarks 473

*55.2. Domination. The chief player. Cases (I) and (11) 473

*55.3. Disposal of Case (I) 475

*55.4. Case (II): Determination of V [above horizontal bar] 478

*55.5. Case (II): Determination of V [below horizontal bar] 481

*55.6. Case (II): [alpha] and S* 484

*55.7. Case (II') and (II''). Disposal of Case (II') 485

*55.8. Case (II''): [alpha] and V'. Domination 488

*55.9. Case (II''): Determination of V'

*55.10. Disposal of Case (II'') 488

*55.11. Reformulation of the complete result 497

*55.12. Interpretation of the result 499

CHAPTER XI: GENERAL NON-ZERO-SUM GAMES

56. EXTENSION OF THE THEORY 504

56.1. Formulation of the problem 504

56.2. The fictitious player. The zero sum extension [Gamma] 505

56.3. Questions concerning the character of [Gamma below horizontal bar] 506

56.4. Limitations of the use of [Gamma above horizontal bar] 508

56.5. The two possible procedures 510

56.6. The discriminatory solutions 511

56.7. Alternative possibilities 512

56.8. The new setup 514

56.9. Reconsideration of the case when [Gamma] is a zero sum game 516

56.10. Analysis of the concept of domination 520

56.11. Rigorous discussion 523

56.12. The new definition of a solution 526

57. THE CHARACTERISTIC FUNCTION AND RELATED TOPICS 527

57.1. The characteristic function: The extended and the restricted form 527

57.2. Fundamental properties 528

57.3. Determination of all characteristic functions 530

57.4. Removable sets of players 533

57.5. Strategic equivalence. Zero-sum and constant-sum games 535

58. INTERPRETATION OF THE CHARACTERISTIC FUNCTION 538

58.1. Analysis of the definition 538

58.2. The desire to make a gain vs. that to inflict a loss 539

58.3. Discussion 541

59. GENERAL CONSIDERATIONS 542

59.1. Discussion of the program 542

59.2. The reduced forms. The inequalities 543

59.3. Various topics 546

60. THE SOLUTIONS OF ALL GENERAL GAMES WITH n [equal to or less than] 3 548

60.1. The case n = 1 548

60.2. The case n = 2 549

60.3. The case n = 3 550

60.4. Comparison with the zero sum games 554

61. ECONOMIC INTERPRETATION OF THE RESULTS FOR n = 1, 2 555

61.1. The case n = 1 555

61.2. The case n = 2. The two person market 555

61.3. Discussion of the two person market and its characteristic function 557

61.4. Justification of the standpoint of 58 559

61.5. Divisible goods. The "marginal pairs" 560

61.6. The price. Discussion 562

62. ECONOMIC INTERPRETATION OF THE RESULTS FOR n = 3: SPECIAL CASE 564

62.1. The case n = 3, special case. The three person market 564

62.2. Preliminary discussion 566

62.3. The solutions: First subcase 566

62.4. The solutions: General form 569

62.5. Algebraical form of the result 570

62.6. Discussion 571

63. ECONOMIC INTERPRETATION OF THE RESULTS FOR n = 3: GENERAL CASE 573

63.1. Divisible goods 573

63.2. Analysis of the inequalities 575

63.3. Preliminary discussion 577

63.4. The solutions 577

63.5. Algebraical form of the result 580

63.6. Discussion 581

64. THE GENERAL MARKET 583

64.1. Formulation of the problem 583

64.2. Some special properties. Monopoly and monopsony 584

CHAPTER XII: EXTENSION OF THE CONCEPTS OF DOMINATION AND SOLUTION

65. THE EXTENSION. SPECIAL CASES 587

65.1. Formulation of the problem 587

65.2. General remarks 588

65.3. Orderings, transitivity, acyclicity 589

65.4. The solutions: For a symmetric relation. For a complete ordering 591

65.5. The solutions: For a partial ordering 592

65.6. Acyclicity and strict acyclicity 594

65.7. The solutions: For an acyclic relation 597

65.8. Uniqueness of solutions, acyclicity and strict acyclicity 600

65.9. Application to games: Discreteness and continuity 602

66. GENERALIZATION OF THE CONCEPT OF UTILITY 603

66.1. The generalization. The two phases of the theoretical treatment 603

66.2. Discussion of the first phase 604

66.3. Discussion of the second phase 606

66.4. Desirability of unifying the two phases 607

67. DISCUSSION OF AN EXAMPLE 608

67.1. Description of the example 608

67.2. The solution and its interpretation 611

67.3. Generalization: Different discrete utility scales 614

67.4. Conclusions concerning bargaining 616

APPENDIX: THE AXIOMATIC TREATMENT OF UTILITY 617

INDEX OF FIGURES 633

INDEX OF NAMES 634

INDEX OF SUBJECTS 635

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