Best-Response Mechanisms

Total Page:16

File Type:pdf, Size:1020Kb

Best-Response Mechanisms Best-Response Mechanisms Noam Nisan1 Michael Schapira2 Gregory Valiant3 Aviv Zohar4 1School of Eng. and Computer Science, The Hebrew University of Jerusalem 2Computer Science Dept., Princeton University 3Dept. of Computer Science, UC Berkeley 4Microsoft Research, Silicon Valley [email protected] [email protected] [email protected] [email protected] Abstract: Under many protocols—in computerized settings and in economics settings—participants repeatedly “best respond” to each others’ actions until the system “converges” to an equilibrium point. We ask when does such myopic “local rationality” imply “global rationality”, i.e., when is it best for a player, given that the others are repeatedly best-responding, to also repeatedly best-respond? We exhibit a class of games where this is indeed the case. We identify several environments of interest that fall within our class: models of the Border Gateway Protocol (BGP) [7], that handles routing on the Internet, and of the Transmission Control Protocol (TCP) [5], and also stable-roommates [3] and cost-sharing [9, 10], that have been extensively studied in economic theory. Keywords: Best Response; Mechanism Design; Incentive Compatible Dynamics 1 Introduction rational” dynamics, e.g., fictitious play or regret 1.1 Motivation: When is it Best to Best- minimization. Respond? Our focus in this paper is on a different ques- The basic object of study in game theory and tion that has received little attention so far: “Is in economics is the equilibrium: a “stable” state such locally rational behavior really rational?”. from which none of the players wish to deviate. Specifically, we consider games in which repeated Equilibrium is a static concept that often abstracts best-response dynamics do converge to an equilib- away the question of how it is reached. Once we rium and study the incentive properties of this pro- start looking at dynamics, or at algorithms for find- cess: Is it rational for players to repeatedly best- ing equilibria, we cannot escape questions of the respond? Can a long-sighted player improve, in form “How is an equilibrium reached?”. While the long run, over this repeated myopic optimiza- there can be different formalizations of this ques- tion? tion, in most cases, a truly satisfactory answer These questions about incentives are best ex- would have each player performing only simple plored in the context of games with incomplete “locally rational” actions and yet, mysteriously, information. Switching our attention from games the system would reach a global equilibrium. The with complete information to games with uncou- simplest example of such phenomena is repeated pled incomplete information, we see that repeated best-response dynamics: each player selects the best-response exhibits another attractive trait: to best (locally optimal) response to what others are best-respond each player need only know his own currently doing, and this process goes on “for a utility function (“type”), as his best response does while” until it “converges” to what must be a (pure not depend on other players’ utility functions, but Nash) equilibrium. Convergence of repeated best- only on their actions. Thus, we can view best- response is, unfortunately, not guaranteed in gen- response dynamics as a natural protocol for grad- eral, and is the subject of much research, as is ual and limited sharing of information in an effort the convergence of more sophisticated “locally- to reach an equilibrium. Indeed, in many real- 1 life contexts the interaction between decision mak- and, in fact, even in more general settings.1 We ers with incomplete information takes the form of discuss tie-breaking rules below. best-response dynamics (e.g., Internet routing [7]). Goal: Our general aim is to identify interesting When regarding best-response dynamics from this classes of (base) games for which best-response perspective, it is an indirect mechanism in the mechanisms are incentive-compatible. Intu- private-information mechanism-design sense. We itively, a best-response mechanism is incentive- wish to understand when such a mechanism, that compatible if, when all other players are repeat- dictates that all players repeatedly best-respond, is edly best-responding, then a player is incentivized incentive compatible. to do the same. Defining incentive compatibility in our setting involves many intricacies. We opt 1.2 The Setting to focus here on a very general notion of incentive compatibility that, we believe, captures essentially Let us begin by laying out our setting for study- any variant that the reader may desire; in a com- ing and formalizing incentives for repeated best- panion paper [11], we present several more games response. In our framework, each player holds (auctions) where only strictly weaker notions of a private utility function, and all players’ utility incentive compatibility can be obtained. Our no- functions, when put together, determine a full- tion of incentive compatibility here captures the information base game with some commonly- two following distinct but complementary points known strategy spaces. We desire that the out- of view: a mechanism design perspective and a come of the dynamics be an equilibrium of this learning equilibrium [1, 2] perspective. base game. Mechanism design perspective (in a prior-free Base game: We are given an n-player (one-shot) non-Bayesian setting): This point of view is nat- base game G, with players 1; : : : ; n, in which each ural when analyzing finite-time protocols in com- × × player i has strategy space Si, and S = S1 ::: puterized and economic settings. We are given a Sn. Each player i has a utility function ui such game with incomplete information G, where each 2 ⊆ × · · · × that (u1; : : : ; un) U U1 Un, where player’s utility function is private, and we wish ⊆ <jSj Ui is player i’s utility space. Each player to implement a pure Nash equilibrium (PNE) of knows only his own utility function, i.e., we view G. We point out that this uncommon objective— ui itself as player i’s type. implementing an equilibrium—proves to be a nat- Best-response mechanisms: We study a class ural implementation goal in many contexts (see of indirect mechanisms, that we term “repeated- Section 3, where we show that desirable outcomes response mechanisms”: players take turns select- can be regarded as “stable states”). Best-response ing strategies; at each (discrete) time step t, some mechanisms are incentive compatible, from this t 2 perspective, if the desired outcomes are imple- player it selects and announces strategy si mented in the ex-post Nash sense2. Importantly, Sit . Observe that one course of action avail- able to each player in a repeated-response mech- from this point of view, no actual play happens anism is to always choose a best-response to the during the process of best-response dynamics and most recently announced strategies of the oth- players merely announce strategies as their com- ers, that is, repeated-best-response. We call a munication with the mechanism; each player only repeated-response mechanism in which the pre- cares about maximizing his benefit from the final scribed behavior for each player is to repeatedly outcome of the mechanism, that is expected to ter- best-respond a “best-response mechanism”. To 1 fully-specify a best-response mechanism we must Our results actually hold even for (1) asynchronous player activation orders in which multiple players can best-respond specify (1) the starting state; (2) the order of player simultaneously or based on outdated information (as studied activations (which player is “active” when); and in [12]); (2) adaptive player activation orders that can change (3) for each player, a rule for breaking ties among based on the history of play; and also when (3) the mechanism multiple best responses. All of our results hold re- terminates as soon as all players “pass”, that is, each player repeats his last strategy. gardless of the initial state and of the order of play- 2The Revelation Principle then implies that the direct reve- ers’ activations (so long as it is “long enough”), lation mechanism is truthful (in the ex-post-nash sense). 2 minate after some finite predetermined number of rules, to the point that one may desire an intuitive time steps. justification for these choices. Roughly speaking, Learning equilibrium perspective: This point of there are two main, conflicting, intuitions: in some view is natural when analyzing environments such cases we simply ask players to break ties so as to as Internet protocols and global financial transac- be “nice” to others; in other cases we break ties ac- tions, where players repeatedly interact with each cording to some “iterated-trembling-hand” logic. other and there is no “final turn”. Now, the players are actually involved in infinite repeated play of the 1.3 Games with Incentive-Compatible Best- Response Mechanisms incomplete-information game G and each player has a rule for selecting his next strategy based on Our main results are identifying a class of games the history of play. We are interested in the nat- for which best-response mechanisms are incen- ural rule that dictates that a player simply always tive compatible, and exhibiting several interesting best-respond to others’ most-recent strategies. In games that fall within this class (and thus have this context, each player wishes to maximize his incentive-compatible best-response mechanisms). long-term payoff, that we model to be the lim sup While at first glance, it might seem that the ex- of his stage utilities in this infinitely-played game3. istence of a unique PNE to which best-response Best-response mechanisms are incentive compati- dynamics are guaranteed to converge implies the ble, from this perspective, if the “best-response” incentive-compatibility of best-response mecha- rules are themselves in equilibrium in this infinite nisms, this intuition is false.
Recommended publications
  • Evolutionary Stable Strategy Application of Nash Equilibrium in Biology
    GENERAL ARTICLE Evolutionary Stable Strategy Application of Nash Equilibrium in Biology Jayanti Ray-Mukherjee and Shomen Mukherjee Every behaviourally responsive animal (including us) make decisions. These can be simple behavioural decisions such as where to feed, what to feed, how long to feed, decisions related to finding, choosing and competing for mates, or simply maintaining ones territory. All these are conflict situations between competing individuals, hence can be best understood Jayanti Ray-Mukherjee is using a game theory approach. Using some examples of clas- a faculty member in the School of Liberal Studies sical games, we show how evolutionary game theory can help at Azim Premji University, understand behavioural decisions of animals. Game theory Bengaluru. Jayanti is an (along with its cousin, optimality theory) continues to provide experimental ecologist who a strong conceptual and theoretical framework to ecologists studies mechanisms of species coexistence among for understanding the mechanisms by which species coexist. plants. Her research interests also inlcude plant Most of you, at some point, might have seen two cats fighting. It invasion ecology and is often accompanied with the cats facing each other with puffed habitat restoration. up fur, arched back, ears back, tail twitching, with snarls, growls, Shomen Mukherjee is a and howls aimed at each other. But, if you notice closely, they faculty member in the often try to avoid physical contact, and spend most of their time School of Liberal Studies in the above-mentioned behavioural displays. Biologists refer to at Azim Premji University, this as a ‘limited war’ or conventional (ritualistic) strategy (not Bengaluru. He uses field experiments to study causing serious injury), as opposed to dangerous (escalated) animal behaviour and strategy (Figure 1) [1].
    [Show full text]
  • Game Theory]: Basics of Game Theory
    Artificial Intelligence Methods for Social Good M2-1 [Game Theory]: Basics of Game Theory 08-537 (9-unit) and 08-737 (12-unit) Instructor: Fei Fang [email protected] Wean Hall 4126 1 5/8/2018 Quiz 1: Recap: Optimization Problem Given coordinates of 푛 residential areas in a city (assuming 2-D plane), denoted as 푥1, … , 푥푛, the government wants to find a location that minimizes the sum of (Euclidean) distances to all residential areas to build a hospital. The optimization problem can be written as A: min |푥푖 − 푥| 푥 푖 B: min 푥푖 − 푥 푥 푖 2 2 C: min 푥푖 − 푥 푥 푖 D: none of above 2 Fei Fang 5/8/2018 From Games to Game Theory The study of mathematical models of conflict and cooperation between intelligent decision makers Used in economics, political science etc 3/72 Fei Fang 5/8/2018 Outline Basic Concepts in Games Basic Solution Concepts Compute Nash Equilibrium Compute Strong Stackelberg Equilibrium 4 Fei Fang 5/8/2018 Learning Objectives Understand the concept of Game, Player, Action, Strategy, Payoff, Expected utility, Best response Dominant Strategy, Maxmin Strategy, Minmax Strategy Nash Equilibrium Stackelberg Equilibrium, Strong Stackelberg Equilibrium Describe Minimax Theory Formulate the following problem as an optimization problem Find NE in zero-sum games (LP) Find SSE in two-player general-sum games (multiple LP and MILP) Know how to find the method/algorithm/solver/package you can use for solving the games Compute NE/SSE by hand or by calling a solver for small games 5 Fei Fang 5/8/2018 Let’s Play! Classical Games
    [Show full text]
  • Collusion Constrained Equilibrium
    Theoretical Economics 13 (2018), 307–340 1555-7561/20180307 Collusion constrained equilibrium Rohan Dutta Department of Economics, McGill University David K. Levine Department of Economics, European University Institute and Department of Economics, Washington University in Saint Louis Salvatore Modica Department of Economics, Università di Palermo We study collusion within groups in noncooperative games. The primitives are the preferences of the players, their assignment to nonoverlapping groups, and the goals of the groups. Our notion of collusion is that a group coordinates the play of its members among different incentive compatible plans to best achieve its goals. Unfortunately, equilibria that meet this requirement need not exist. We instead introduce the weaker notion of collusion constrained equilibrium. This al- lows groups to put positive probability on alternatives that are suboptimal for the group in certain razor’s edge cases where the set of incentive compatible plans changes discontinuously. These collusion constrained equilibria exist and are a subset of the correlated equilibria of the underlying game. We examine four per- turbations of the underlying game. In each case,we show that equilibria in which groups choose the best alternative exist and that limits of these equilibria lead to collusion constrained equilibria. We also show that for a sufficiently broad class of perturbations, every collusion constrained equilibrium arises as such a limit. We give an application to a voter participation game that shows how collusion constraints may be socially costly. Keywords. Collusion, organization, group. JEL classification. C72, D70. 1. Introduction As the literature on collective action (for example, Olson 1965) emphasizes, groups often behave collusively while the preferences of individual group members limit the possi- Rohan Dutta: [email protected] David K.
    [Show full text]
  • Contemporaneous Perfect Epsilon-Equilibria
    Games and Economic Behavior 53 (2005) 126–140 www.elsevier.com/locate/geb Contemporaneous perfect epsilon-equilibria George J. Mailath a, Andrew Postlewaite a,∗, Larry Samuelson b a University of Pennsylvania b University of Wisconsin Received 8 January 2003 Available online 18 July 2005 Abstract We examine contemporaneous perfect ε-equilibria, in which a player’s actions after every history, evaluated at the point of deviation from the equilibrium, must be within ε of a best response. This concept implies, but is stronger than, Radner’s ex ante perfect ε-equilibrium. A strategy profile is a contemporaneous perfect ε-equilibrium of a game if it is a subgame perfect equilibrium in a perturbed game with nearly the same payoffs, with the converse holding for pure equilibria. 2005 Elsevier Inc. All rights reserved. JEL classification: C70; C72; C73 Keywords: Epsilon equilibrium; Ex ante payoff; Multistage game; Subgame perfect equilibrium 1. Introduction Analyzing a game begins with the construction of a model specifying the strategies of the players and the resulting payoffs. For many games, one cannot be positive that the specified payoffs are precisely correct. For the model to be useful, one must hope that its equilibria are close to those of the real game whenever the payoff misspecification is small. To ensure that an equilibrium of the model is close to a Nash equilibrium of every possible game with nearly the same payoffs, the appropriate solution concept in the model * Corresponding author. E-mail addresses: [email protected] (G.J. Mailath), [email protected] (A. Postlewaite), [email protected] (L.
    [Show full text]
  • The Computational Complexity of Evolutionarily Stable Strategies
    International Journal of Game Theory manuscript No. (will be inserted by the editor) The Computational Complexity of Evolutionarily Stable Strategies K. Etessami1, A. Lochbihler2 1 Laboratory for Foundations of Computer Science, School of Informatics, University of Edinburgh, Edinburgh EH9 3JZ, Scotland, UK, e-mail: [email protected] 2 Fakult¨at f¨ur Mathematik und Informatik, Universit¨at Passau, 94030 Passau, Germany, e-mail: [email protected] The date of receipt and acceptance will be inserted by the editor Abstract The concept of evolutionarily stable strategies (ESS) has been cen- tral to applications of game theory in evolutionary biology, and it has also had an influence on the modern development of game theory. A regular ESS is an im- portant refinement the ESS concept. Although there is a substantial literature on computing evolutionarily stable strategies, the precise computational complexity of determining the existence of an ESS in a symmetric two-player strategic form game has remained open, though it has been speculated that the problem is NP- hard. In this paper we show that determining the existence of an ESS is both NP- Σp hard and coNP-hard, and that the problem is contained in 2 , the second level of the polynomial time hierarchy. We also show that determining the existence of a regular ESS is indeed NP-complete. Our upper bounds also yield algorithms for computing a (regular) ESS, if one exists, with the same complexities. Key words computational complexity – game theory – evolutionarily stable stra- tegies – evolutionary biology – Nash equilibria 1 Introduction Game theoretic methods have been applied for a long time to study phenomena in evolutionary biology, most systematically since the pioneering work of May- nard Smith in the 1970’s and 80’s ([SP73,May82]).
    [Show full text]
  • Success Rates in Simplified Threshold Public Goods Games - a Theoretical Model
    Success rates in simplified threshold public goods games - a theoretical model by Christian Feige No. 70 | JUNE 2015 WORKING PAPER SERIES IN ECONOMICS KIT – University of the State of Baden-Wuerttemberg and National Laboratory of the Helmholtz Association econpapers.wiwi.kit.edu Impressum Karlsruher Institut für Technologie (KIT) Fakultät für Wirtschaftswissenschaften Institut für Volkswirtschaftslehre (ECON) Schlossbezirk 12 76131 Karlsruhe KIT – Universität des Landes Baden-Württemberg und nationales Forschungszentrum in der Helmholtz-Gemeinschaft Working Paper Series in Economics No. 70, June 2015 ISSN 2190-9806 econpapers.wiwi.kit.edu Success rates in simplied threshold public goods games a theoretical model Christian Feigea,¦ aKarlsruhe Institute of Technology (KIT), Institute of Economics (ECON), Neuer Zirkel 3, 76131 Karlsruhe, Germany Abstract This paper develops a theoretical model based on theories of equilibrium selection in order to predict success rates in threshold public goods games, i.e., the probability with which a group of players provides enough contri- bution in sum to exceed a predened threshold value. For this purpose, a prototypical version of a threshold public goods game is simplied to a 2 ¢ 2 normal-form game. The simplied game consists of only one focal pure strat- egy for positive contributions aiming at an ecient allocation of the threshold value. The game's second pure strategy, zero contributions, represents a safe choice for players who do not want to risk coordination failure. By calculat- ing the stability sets of these two pure strategies, success rates can be put in explicit relation to the game parameters. It is also argued that this approach has similarities with determining the relative size of the strategies' basins of attraction in a stochastic dynamical system (cf.
    [Show full text]
  • Monetary Policy Obeying the Taylor Principle Turns Prices Into Strategic Substitutes
    A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Cornand, Camille; Heinemann, Frank Working Paper Monetary Policy Obeying the Taylor Principle Turns Prices Into Strategic Substitutes Discussion Paper, No. 90 Provided in Cooperation with: University of Munich (LMU) and Humboldt University Berlin, Collaborative Research Center Transregio 190: Rationality and Competition Suggested Citation: Cornand, Camille; Heinemann, Frank (2018) : Monetary Policy Obeying the Taylor Principle Turns Prices Into Strategic Substitutes, Discussion Paper, No. 90, Ludwig- Maximilians-Universität München und Humboldt-Universität zu Berlin, Collaborative Research Center Transregio 190 - Rationality and Competition, München und Berlin This Version is available at: http://hdl.handle.net/10419/185760 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen
    [Show full text]
  • Problem Set #8 Solutions: Introduction to Game Theory
    Finance 30210 Solutions to Problem Set #8: Introduction to Game Theory 1) Consider the following version of the prisoners dilemma game (Player one’s payoffs are in bold): Player Two Cooperate Cheat Player One Cooperate $10 $10 $0 $12 Cheat $12 $0 $5 $5 a) What is each player’s dominant strategy? Explain the Nash equilibrium of the game. Start with player one: If player two chooses cooperate, player one should choose cheat ($12 versus $10) If player two chooses cheat, player one should also cheat ($0 versus $5). Therefore, the optimal strategy is to always cheat (for both players) this means that (cheat, cheat) is the only Nash equilibrium. b) Suppose that this game were played three times in a row. Is it possible for the cooperative equilibrium to occur? Explain. If this game is played multiple times, then we start at the end (the third playing of the game). At the last stage, this is like a one shot game (there is no future). Therefore, on the last day, the dominant strategy is for both players to cheat. However, if both parties know that the other will cheat on day three, then there is no reason to cooperate on day 2. However, if both cheat on day two, then there is no incentive to cooperate on day one. 2) Consider the familiar “Rock, Paper, Scissors” game. Two players indicate either “Rock”, “Paper”, or “Scissors” simultaneously. The winner is determined by Rock crushes scissors Paper covers rock Scissors cut paper Indicate a -1 if you lose and +1 if you win.
    [Show full text]
  • Real-Time Monitoring in a Public Goods Game*
    Real-time Monitoring in a Public Goods Game* Simin He† and Xun Zhu‡ July 28, 2020 Abstract Public goods problems are prevalent in economics and are challenging to resolve. In this study, we investigate a novel continuous-time incremental commitment mecha- nism. Within a fixed time period, people can choose when to stop their contributions from increasing exogenously, and their actions are observed by others. We show both theoretically and experimentally that it is a very effective mechanism to help improve contribution. Moreover, we compare this mechanism with other mechanisms under similar real-time environment, and find that the mechanism becomes ineffective when the incremental commitment feature is absent. Our findings can be potentially extended to other social dilemma situations. Keywords: Public goods, continuous time, incremental commitment, cheap talk. JEL codes: C72, C92, D82. *The authors sincerely thank Syngjoo Choi, Bin Miao, Lan Yao, and the participants of the Nottingham CeDEx China Workshop on Behavioral and Experimental Economics and the Virtual East Asia Experimental and Behavioral Experimental Seminar Series for their helpful comments. †School of Economics, Shanghai University of Finance and Economics, 111 Wuchuan Rd, 200433 Shanghai, China. E-mail: [email protected]. ‡School of Management, Fudan University, 670 Guoshun Rd, 200433 Shanghai, China. E-mail: zhuxun [email protected]. 1 Introduction Public goods games are very prevalent in economics, and their desired outcome requires people to contribute to a public pool efficiently. For example, building a dam that benefits people living around it requires everyone to contribute; fighting global warming problem requires all countries to reduce their carbon emissions.
    [Show full text]
  • Monetary Policy Obeying the Taylor Principle Turns Prices Into Strategic Substitutes Camille Cornand, Frank Heinemann
    Monetary Policy obeying the Taylor Principle Turns Prices into Strategic Substitutes Camille Cornand, Frank Heinemann To cite this version: Camille Cornand, Frank Heinemann. Monetary Policy obeying the Taylor Principle Turns Prices into Strategic Substitutes. 2018. halshs-01759692 HAL Id: halshs-01759692 https://halshs.archives-ouvertes.fr/halshs-01759692 Preprint submitted on 5 Apr 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. WP 1805 – April 2018 Monetary Policy obeying the Taylor Principle Turns Prices into Strategic Substitutes Camille Cornand, Frank Heinemann Abstract: Monetary policy affects the degree of strategic complementarity in firms’ pricing decisions if it responds to the aggregate price level. In normal times, when monopolistic competitive firms increase their prices, the central bank raises interest rates, which lowers consumption demand and creates an incentive for firms to reduce their prices. Thereby, monetary policy reduces the degree of strategic complementarities among firms’ pricing decisions and even turns prices into strategic substitutes if the effect of interest rates on demand is sufficiently strong. We show that this condition holds when monetary policy follows the Taylor principle. By contrast, in a liquidity trap where monetary policy is restricted by the zero lower bound, pricing decisions are strategic complements.
    [Show full text]
  • Section Note 3
    Section Note 3 Ariella Kahn-Lang and Guthrie Gray-Lobe∗ February 13th 2013 Agenda 1. Game Trees 2. Writing out Strategies and the Strategy Space 3. Backwards Induction 1 Game Trees Let's review the basic elements of game trees (extensive form games). Remember, we can write any game in either its normal (matrix) form or its extensive (tree) form - which representation we use is mainly a question of which solution concept we want to implement. Game trees are particularly useful for representing dynamic (sequential) games, primarily be- cause they easily allow us to implement the simple solution concept of backwards induction (see later). 1.1 Dynamic Games vs. Simultaneous Games Many important economic applications in game theory cannot be described by a simultaneous move game. Recall that a simultaneous game is one where all players were choosing their actions without any information about actions chosen by other players. A dynamic game, in contrast, is one where at least one player at some point of the game is choosing his action with some information about actions chosen previously. While dynamic games are often sequential over time, what matters is not the timing, but the information a player holds about previous moves in the game, because this is what enables them to condition their strategy on previous moves. For this reason, the `order' in which we draw a game tree matters only in getting the flow of information correctly. In simultaneous games, we can draw the game tree either way round and it represents the same game. ∗Thanks to previous years' TF's for making their section materials available for adaptation.
    [Show full text]
  • Quantum Tic-Tac-Toe: a Teaching Metaphor for Superposition In
    Quantum tic-tac-toe: A teaching metaphor for superposition in quantum mechanics Allan Goff Novatia Labs, 9580 Oak Ave Parkway, Suite 7-#110, Folsom, California 95630 ͑Received 28 December 2005; accepted 19 May 2006͒ Quantum tic-tac-toe was developed as a metaphor for the counterintuitive nature of superposition exhibited by quantum systems. It offers a way of introducing quantum physics without advanced mathematics, provides a conceptual foundation for understanding the meaning of quantum mechanics, and is fun to play. A single superposition rule is added to the child’s game of classical tic-tac-toe. Each move consists of a pair of marks subscripted by the number of the move ͑“spooky” marks͒ that must be placed in different squares. When a measurement occurs, one spooky mark becomes real and the other disappears. Quantum tic-tac-toe illustrates a number of quantum principles including states, superposition, collapse, nonlocality, entanglement, the correspondence principle, interference, and decoherence. The game can be played on paper or on a white board. A Web-based version provides a refereed playing board to facilitate the mechanics of play, making it ideal for classrooms with a computer projector. © 2006 American Association of Physics Teachers. ͓DOI: 10.1119/1.2213635͔ I. INTRODUCTION with hyphens, 1–3, 6–9,… Classical boards are smaller with single lines, unnumbered squares, and utilize only unsub- Quantum tic-tac-toe was developed in part to provide both scripted marks. a metaphor and an interactive activity for students to grapple Superposition in quantum systems seems to imply that an with the weirdness of the quantum world.
    [Show full text]