i/io as compared to 4/10 for players 2 and 3. A "correct" way to play Certainly many interesting games are not solvable by this definition.


 Clifford Farmer
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1 496 MATHEMATICS: D. GALE PROC. N. A. S. A THEORY OF NPERSON GAMES WITH PERFECT INFORMA TION* By DAVID GALE BROWN UNIVBRSITY Communicated by J. von Neumann, April 17, Introduction.The theory of the general nperson game, in contrast to that of the zerosum twoperson game, remains in an unsettled state. The chief problem seems to be that of determining the proper definition of a solution for such games. The efforts in this direction divide themselves into two groups, the cooperative theory in which the players are expected to form coalitions, and the noncooperative in which such coalitions are forbidden. The first group includes the theory of von Neumann and Morgenstern' and the more recent work of Shapley,2 the second the equilibrium point theory of Nash.3 The cooperative theories have the shortcoming that the notion of solution does not give much insight into how the games should be played. The noncooperative theory is more specific in this regard, but unfortunately the definition of solution only applies to particular games and as yet no way has been found to determine a prwri whether a given game is solvable in the noncooperative sense. Certainly many interesting games are not solvable by this definition. The theory to be outlined below gives a very specific notion of solution for a special but important class of nperson games, namely, those with perfect information. The theory is noncooperative in the sense described above. The most general theorem in the literature concerning such games is due to Kuhn4 and states that all such games possess an equilibrium point among their pure strategies. This equilibrium point will not in general be unique, nor will such games be solvable in the sense of Nash. We therefore approach the problem from a different point of view. Our definition of solution leads to a particular set of strategies which form an equilibrium point, but these will generally be mixed rather than pure strategies. 2. Some Examples.An example wifl be useful in motivating the subsequent definitions.5 An integer between 1 and 9 is to be chosen at random by an umpire. Three players are to choose in turn distinct numbers from this range, and the person guessing closest to the chosen number receives one dollar. In case of a tie each player wins a half dollar. A very naive first player might guess 5 initially. A little further thought reveals, however, that the second and third players would be expected to choose numbers 4 and 6 so that the first player's expectation would be i/io as compared to 4/10 for players 2 and 3. A "correct" way to play the game would be for player I to choose either 3 or 7, player II, 7 or 3,
2 VOL. 39, 1953 MATHEMATICS: D. GALE 497 and player III any remaining number. A rough justification for these choices is the following. If players I and II have already chosen, the choice for player III is clear, he will choose the number which maximizes his expectation. If there are several numbers which do this, we assume he is equally likely to pick any one of them. This amounts to the assumption that player III is only interested in maximizing his own expectation and is not concerned at all with the expectations of the others. Now assume player I has chosen. Player II tentatively considers each possible choice under the assumption that player III on the next move will play in accordance with the principles already described. He makes that choice which leaves him with the largest expectation under these assumptions. Now consider the initial choice for player I. For each possible choice he can compute how players II and III will choose in accordance with the principles described above. Thus, in each case he computes his expectation and plays so as to maximize it. Again, if there are several choices which maximize, he chooses among tbem by a random device. The expectations for players I, II, and III if they play as described will be 7/18, 7/18, and 4/18. The theory to be outlined here makes precise the notions described above for any game with perfect information and provides a definition of values and optimal strategies for such games. The reader may wish to amuse himself by solving in the sense of the above example the following continuous version. Three players choose in turn a real number on the unit interval. A player is said to "control" the number t e [0, 1] if t is closer to his choice than to that of the other players. At the end of the game each player is paid an amount equal to the length of the interval he controls. 3. Definitions and Notation.We shall consider here only finite games, and for the sake of clarity and keeping notation under control, we shall assume that the games involved do not have chance moves although all our results carry over to this case. The notations used here are essentially those introduced in an earlier paper.6 We summarize them briefly. Definition: An nperson game r with perfect information consists of: (1) A set X called the set of positions of r. (2) A point xo e X called the initial position. (3) A function d' called the predecessor function which maps X xo into X and has the property: (A) There is an integer N such that GN(X) = XO. (Intuitively, the positions which can be reached on the next move from positions x are the positions 6'1(x).) The set of positions x such that P1(x) = 0 is called the set offinal positions and is denoted by XFp (4) A partition of X  XF into sets (X1, X2... X.). (The position x e Xi if the ith player is to move at position x.)
3 498 MA THEMA TICS: D. GALE PROC. N. A. S. (5) n real valued functions Pi, P2,..., Pn defined on the set XF. P1 is called the ith player's payofffunction. The above five objects constitute the game r. It remains to describe how the game is to be played. The int!uitive notion is the following: Suppose xo e Xi. Then player i chooses a position, xi e G 1(xo). Now suppose xi e Xi. Then player i1 chooses a position. x2 e 6P1(xi), etc. Play continues in this way until a position x e Xp has been chosen, which will always occur because of property (A). At this point the play has terminated and player i receives the amount P&(x), i = 1,... n. As is customary in game theory (but not in practice!), we assume that each player has chosen his "strategy" in advance, that is, he has made up his mind as to what choice he will make at all conceivable positions. The following definitions make these notions precise. Definitions: A play of r is a sequence (xo, xl, x2,..., k) where (P(xi) = xi1, and Xk E XF. A pure strategy at for player i is a function from Xi into X such that for each x e Xi, 0rj(x) e 6(1(x). Given an ntuple of pure strategies (0fi, a2,..., an) we define inductively a play (xo, xi,..., Xk) as follows: xois the initial position. Suppose x1 has been defined and xj e Xi. Then xj+l = o(xj). It follows from the properties of the ao that the sequence so defined is a play, which we call the play determined by (01, o2,..., a) and denote by the symbol <al, 02,..., an>. Finally, if xk is the final position of the play <0r, a2, (Tn>2 we define < 1, 02,... I (n>i = PE(xk)i = 1, 2,..., n. Thus, <(i, a2a..., or.> is the payoff to player i if the strategies (01, a2,..., a,) are chosen by the nplayers. (There is a standard geometric picture of r. The positions are represented by points in a plane. If x = 6P(x') a directed line segment is drawn from x to x'. One can arrange the points x so that these lines do not intersect, thus the figure becomes a topological tree in the plane, and each play is represented by a path of segments running from the initial position xo to some final position. Because of its intuitive appeal, some authors have used the topological tree as a primitive concept in defining a game. From the mathematical point of view there seems little purpose in introducing these geometric irrelevancies into the theory. Further, the predecessor function seems easier to work with. The tree picture may nevertheless be useful in helping one to visualize many of the properties of games.) For the work that follows it is convenient to make a small modification of the concept of pure strategy. In general each time a player makes a move he precludes the possibility of certain positions occurring. It would clearly be a waste of time for him to plan his strategy for positions which he knows cannot occur. Following Kuhn we call the position x irrelevant
4 VOL. 39, 1953 MA THEMA TICS: D. GALE 499 for the strategy atif x belongs to no play <or, 02,..., a,..., an>. Otherwise x is called relevant, and a subset X' c X is called relevant for as if all its positions are relevant. Our modification consists in requiring that each strategy as be defined only on a maximal relevant subset of Xi, relative to as. This condition effects a reduction in the number of pure strategies. Finally we recall the definition of an nperson game in normal form. Such a game consists of n. sets E1, Z2,... Zn whose elements are called strategies, and n real valued functions P1, P2,..., Pn whose domain is the set E1X 2... X ESn If in our game r we let E denote the set of pure strategies for player i, and define Pi(oly f02,..., = < 1, *2, 0.*, > f we see that we have defined a game in normal form corresponding to r which we shall call the normal form of r. 4. The Theory.In this section we shall define a new notion of solution of a game. Games im general will not possess solutions in our sense. However, our fundamental existence theorem states that games with perfect information always have such solutions. Our definition of solution will determine a unique optimal strategy for each player and a set of values or expectations for each player provided all play optimally. A further preliminary remark is of interest. In examining the reasoning used to justify our solution of the example of section 2, it appears that essential use has been made of the extensive form of the game involved. In particular the order in which the players moved played a central role in the argument. It is somewhat surprising, then, that the same solution could have been obtained by examining only the normal form of the game. Indeed we shall define our notion of solution from the normal form alone. Thus, vastly different games will have the same solutions provided they have the same normal form. Definition: The pure strategy a1 dominates a', written 0j> 0l', provided (i) <(1, 2,...2, an>i > <0f1', 2,.,*.>1 for all (02,.* * * 9s) (ii) <01, 02,..(. nn>1 > <a0', 02,..., 0n>1 for some (a2, 0*n).  The pure strategies 01 and 0a' are equivalent if <(Ti, 02, * * *, f>i = <0t1', 02,   , 0On>I for all (q2, g**n). Similar definitions are made for strategies a1, i = 2... n. Our concept of a solution is based on the following two assumptions: (I) A player will not use a dominated strategy. (II) A player will use equivalent strategies with equal probability. A word concerning these assumptions. The notion of dominance has occurred frequently in the study of games, although the usual definition is not precisely the one given here. The second assumption asserts the
5 500 MATHEMATICS: D. GALE PROC. N. A. S. indifference of each player concerning the fate of the others. It might be argued that this condition is unnatural or too restrictive. For example in a twoperson game a player might decide, other things being equal, to do the most possible damage to his opponent, or, if he were more amiable, to help his opponent. Actually we could develop the theory equally well by replacing assumption (II) by various other assumptions. The only requirement is that we shall have some definite rule which will determine the behavior of each player when he is confronted with equivalent strategies, that is, a rule which makes correspond to any set of equivalent pure strategies a probability combination of these strategies. Our indifference assumption, (HI), is the simplest such rule, but others would serve equally well. Corresponding to assumptions (I) and (II) we now introduce two operations on the normal form of r. Operation D1: Deleting all dominated strategies. Operation A1: Replacing all maximal sets of equivalent strategies by a single mixed strategy using each equivalent pure strategy with equal probability (A  averaging). It will be observed that these two operations, when possible, have the effect of reducing the number of strategies for each player. We now define a new game rl itr normal form whose pure strategies are those obtained frdm the original sets by operations D1 and A1.' The payoff functions Pi' are the original payoff functions Pi extended in the usual way to mixed strategies whenever necessary. We now define operations D2 and A2 to. be similar to D1 and A1 but operating on the game rp. We thus obtain a game r2. Since the original number of pure strategies was finite, it is clear that eventually this process must terminate, i.e., no further reduction will be possible. FUNDAMENTAL THEOREM. If r is the normal form of a game uith perfect information, the successive applications of the operations Di and A1 will after a finite number of stages reduce r to a game rk having exactly one pure strategy for each player. It is now clear how to define the solution of r. Since a pure strategy for rk1s a strategy (in general, mixed) for r, we define these unique strategies as the optimal strategies for r and the values are, of course, the respective payoffs to each player when these strategies are used. The proof of the fundamental theorem is quite involved due to the rather complicated structure of games in extensive form. The usual technique of performing an induction on the length of the game does not seem to work here. The proof proceeds by showing that at any stage of the reducing process, if any player has more than one strategy left, then further reductions are possible. As remarked earlier, the optimal mixed strategies form an equilibrium
6 VOL. 39, 1953 MA THEMA TICS: V. HLA VA T Y 501 point. This shows then that if r is twoperson zerosum, our definition of value agrees with the usual one and our optimal strategies are optimal in the accepted sense. The reason we obtain a unique optimal strategy is of course due to the averaging process. This is rather unnatural in some cases; for instance, if a player knew several optimal strategies for chess he would probably use the one which would terminate the game most rapidly. Introducing such considerations would, however, complicate the theory beyond reason. * Written under contract with the National Science Foundation. Neumann, J. von, and Morgenstern, O., The Theory of Games and Economic Behavior. Princeton University Press, Shapley, L. S., "A Value for nperson Games," Contributions to the Theory of GamesII, Annals of Mathematics, Study No. 28, Princeton University Press, Nash, J. F., "Noncooperative Games," Ann. Math., 54, (1951). 4 Kuhn, H. W., "Extensive Games," PROC. NATL. Ac4D. Sci., 36, (1950). 6 Examples of this type were brought to my attention by Mr. J. D. Ellinwood of Brown University, and it was from consideration of these examples that I was led to the investigations reported on herein. 6 Gale, David, and Stewart, F. M., "Infinite Games with Perfect Information," Contributions to the Theory of GamesII, Annals of Mathematics, Study No. 28, Princeton University Press, THE SPINOR CONNECTION IN THE UNIFIED EINSTEIN THEORY OF RELATIVITY BY VACLAV HLAVAT'Y GRADUATE INSTITUTE FOR APPLIED MATHEMATICS, INDIANA UNIVERSITY, BLOOMINGTON, INDIANA* Communicated by T. Y. Thomas, March 26, Introduction.The Einstein unified theory of relativity is based' on a real tensor gx,, which is neither symmetric nor skewsymmetric. We denote its symmetric (skewsymmetric) part by hx,,,(k),,),2 assume that h,;, is of the signature and regard it as the metric tensor of the space X4 of the unified theory of relativity. Moreover, we denote by g, h, k the determinants of gx,,, h),,, and kx,,, respectively, and assume throughout this paper gh 5 0. The structure of g),,, depends on k as well as on D hka"ka)  4hk.
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