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Converting games to linear programming problemsAQA A-Level Further Maths: Revision notes

Section 1

Why convert a game to a linear programme

A graphical solution only works when one player has two strategies. For a higher order game (for example 3×33\times3), Rowan's optimal mixed strategy is found by turning the game into a linear programming problem and solving it with the simplex algorithm.

The idea: Rowan chooses probabilities p1,p2,p3,…p_1,p_2,p_3,\ldots for his rows. Against each of Colin's columns his expected pay-off is a linear expression in the pip_i. Colin will choose the column that is worst for Rowan, so Rowan wants to maximise the smallest of these expected pay-offs. Calling that smallest value VV, this becomes a linear programme.

Key termshigher order gamesimplex algorithmlinear programming
Exam tip

Write down who is choosing probabilities and what VV stands for before writing any inequality.

Section 2

Making every entry non-negative

The simplex algorithm requires V≥0V\geq0, so first make the value of the game non-negative by adding a constant kk to every entry. The usual choice is the least integer that makes every entry non-negative (the negative of the smallest entry).

  • Adding kk to every entry raises every expected pay-off by kk (because the probabilities sum to 1), so Rowan's optimal strategy does not change.
  • The value of the game increases by kk. After solving, subtract kk to get the value of the original game.

Example: if the smallest entry is −3-3, add 33. If the adjusted game has value 22, the original game has value 2−3=−12-3=-1, which means Colin wins 11 per play on average.

Key termsconstantnon-negative
Common mistake

Forgetting to subtract the constant at the end, or adding it again instead of subtracting.

Common mistake

Changing only the negative entries. The same constant must be added to every entry.

Section 3

Formulating the linear programme

For the adjusted matrix with entries aija_{ij} (row ii, column jj), Rowan plays row ii with probability pip_i.

  • Against column jj his expected pay-off is ∑iaijpi\sum_i a_{ij}p_i, and V≤V\leq this, so each column gives a constraint V−a1jp1−a2jp2−…≤0V-a_{1j}p_1-a_{2j}p_2-\ldots\leq0.
  • The probabilities cannot total more than 1: p1+p2+p3≤1p_1+p_2+p_3\leq1.
  • All variables are non-negative: pi≥0p_i\geq0 and V≥0V\geq0.
  • Maximise P=VP=V.

Example: adjusted matrix (3105)\begin{pmatrix} 3 & 1 \\ 0 & 5 \end{pmatrix} gives: maximise P=VP=V subject to V−3p1≤0V-3p_1\leq0, V−p1−5p2≤0V-p_1-5p_2\leq0, p1+p2≤1p_1+p_2\leq1. (Solving gives p1=57p_1=\frac57, p2=27p_2=\frac27, V=157V=\frac{15}{7}.)

Some questions use xi=piVx_i=\frac{p_i}{V} instead: minimise x1+x2+…x_1+x_2+\ldots subject to ∑iaijxi≥1\sum_ia_{ij}x_i\geq1 for every column, and then V=1∑xiV=\frac{1}{\sum x_i}. Use the form the question asks for.

Key termsobjective functionconstraintexpected pay-off
Common mistake

Writing the constraints along the rows of the matrix. There is one constraint for each column of Colin's, using the entries of that column.

Exam tip

Check a constraint by testing it on a column: the coefficients of p1,p2,…p_1,p_2,\ldots must be the entries down that column.

Section 4

Solving and interpreting the solution

Introduce a slack variable for each constraint, set up the initial simplex tableau, and pivot until there are no negative entries in the objective row. The final tableau gives VV and each pip_i.

  • The value of the original game is V−kV-k.
  • Rowan's optimal strategy is the set of probabilities pip_i (a probability of 00 means that row is never played).
  • To find the number of times to play a row in nn plays, calculate n×pin\times p_i.
  • Colin's optimal strategy can be read from the objective row of the final tableau, under the slack variables of the column constraints. A column whose constraint is not tight (its expected pay-off is greater than VV) is never played by Colin.

Check the answer: with Rowan's strategy, the expected pay-off against every column should be at least VV, and equal to VV for the columns Colin does play.

Key termsslack variabletableau
Exam tip

State the final answer in context: the value of the game, the probabilities for each row, and what the sign of the value says about who is favoured.

That's the notes covered.

Carry on to the next subtopic.

Exam questions on Converting games to linear programming problems

  1. Rowan and Colin play a zero-sum game with pay-off matrix for Rowan (−3211−1020−2)\begin{pmatrix} -3 & 2 & 1 \\ 1 & -1 & 0 \\ 2 & 0 & -2 \end{pmatrix}. Rowan wants to convert the game into a linear programming problem to find his optimal mixed strategy, and first adds the same constant to every entry.
    State the effect of adding the constant on Rowan's optimal strategy and on the value of the game, giving a reason.2 marks
  2. Rowan and Colin play a zero-sum game. After a constant has been added, Rowan's pay-off matrix is (312415)\begin{pmatrix} 3 & 1 \\ 2 & 4 \\ 1 & 5 \end{pmatrix}, with rows 1, 2, 3 for Rowan and columns 1, 2 for Colin. Rowan plays rows 1, 2, 3 with probabilities p1p_1, p2p_2, p3p_3, and VV is the value of this game. Rowan wishes to maximise VV.
    Explain, in context, why VV must be no greater than Rowan's expected pay-off against each of Colin's columns.2 marks
  3. Rowan and Colin play a zero-sum game with pay-off matrix for Rowan (−1212−2001−1)\begin{pmatrix} -1 & 2 & 1 \\ 2 & -2 & 0 \\ 0 & 1 & -1 \end{pmatrix}. Two is added to every entry, giving (143402231)\begin{pmatrix} 1 & 4 & 3 \\ 4 & 0 & 2 \\ 2 & 3 & 1 \end{pmatrix}. Rowan plays rows 1, 2, 3 with probabilities p1p_1, p2p_2, p3p_3, and VV is the value of the adjusted game.
    Formulate Rowan's problem as a linear programming problem, in the form of an objective function and constraints, ready to be solved by the simplex algorithm.3 marks
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Written by the Exaim team, led by Shaun Daswani (Head of Upper Secondary, Improve ME Institute; MSc Financial Mathematics, Imperial College London; BSc, UCL) and Jason Daswani (operational lead, Improve ME Institute; LSE).