How to Apply Game Theory to Business Decisions
This letter constitutes a permission to reprint or mirror any and
all of the materials mentioned or linked to herein subject
to appropriate credit and linkback. Every article published MUST
include the author bio, including the link to the author's Web site
(at the bottom of this message).
===============================================================
How to Apply Game Theory to Business Decisions
By Sam Vaknin
Author of "Malignant Self Love - Narcissism Revisited"
Consider this:
Could Western management techniques be successfully implemented in
the countries of Central and Eastern Europe (CEE)? Granted, they
have to be adapted, modified and cannot be imported in their
entirety. But their crux, their inalienable nucleus - can this be
transported and transplanted in CEE? Theory provides us with a
positive answer. Human agents are the same everywhere and are mostly
rational. Practice begs to differ. Basic concepts such as the money
value of time or the moral and legal meaning of property are non
existent. The legal, political and economic environments are all
unpredictable. As a result, economic players will prefer to maximize
their utility immediately (steal from the workplace, for instance) -
than to wait for longer term (potentially, larger) benefits.
Warrants (stock options) convertible to the company's shares
constitute a strong workplace incentive in the West (because there
is an horizon and they increase the employee's welfare in the long
term). Where the future is speculation - speculation withers. Stock
options or a small stake in his firm, will only encourage the
employee to blackmail the other shareholders by paralysing the firm,
to abuse his new position and will be interpreted as immunity,
conferred from above, from the consequences of illegal activities.
The very allocation of options or shares will be interpreted as a
sign of weakness, dependence and need, to be exploited. Hierarchy is
equated with slavery and employees will rather harm their long term
interests than follow instructions or be subjected to criticism -
never mind how constructive. The employees in CEE regard the
corporate environment as a conflict zone, a zero sum game (in which
the gains by some equal the losses to others). In the West, the
employees participate in the increase in the firm's value. The
difference between these attitudes is irreconcilable.
Now, let us consider this:
An entrepreneur is a person who is gifted at identifying the
unsatisfied needs of a market, at mobilizing and organizing the
resources required to satisfy those needs and at defining a long-
term strategy of development and marketing. As the enterprise grows,
two processes combine to denude the entrepreneur of some of his
initial functions. The firm has ever growing needs for capital:
financial, human, assets and so on. Additionally, the company begins
(or should begin) to interface and interact with older, better
established firms. Thus, the company is forced to create its first
management team: a general manager with the right doses of
respectability, connections and skills, a chief financial officer, a
host of consultants and so on. In theory - if all our properly
motivated financially - all these players (entrepreneurs and
managers) will seek to maximize the value of the firm. What happens,
in reality, is that both work to minimize it, each for its own
reasons. The managers seek to maximize their short-term utility by
securing enormous pay packages and other forms of company-
dilapidating compensation. The entrepreneurs feel that they
are "strangled", "shackled", "held back" by bureaucracy and
they "rebel". They oust the management, or undermine it, turning it
into an ineffective representative relic. They assume real, though
informal, control of the firm. They do so by defining a new set of
strategic goals for the firm, which call for the institution of an
entrepreneurial rather than a bureaucratic type of management. These
cycles of initiative-consolidation-new initiative-revolution-
consolidation are the dynamos of company growth. Growth leads to
maximization of value. However, the players don't know or do not
fully believe that they are in the process of maximizing the
company's worth. On the contrary, consciously, the managers
say: "Let's maximize the benefits that we derive from this company,
as long as we are still here." The entrepreneurs-owners say: "We
cannot tolerate this stifling bureaucracy any longer. We prefer to
have a smaller company - but all ours." The growth cycles forces the
entrepreneurs to dilute their holdings (in order to raise the
capital necessary to finance their initiatives). This dilution (the
fracturing of the ownership structure) is what brings the last cycle
to its end. The holdings of the entrepreneurs are too small to
materialize a coup against the management. The management then
prevails and the entrepreneurs are neutralized and move on to
establish another start-up. The only thing that they leave behind
them is their names and their heirs.
We can use Game Theory methods to analyse both these situations.
Wherever we have economic players bargaining for the allocation of
scarce resources in order to attain their utility functions, to
secure the outcomes and consequences (the value, the preference,
that the player attaches to his outcomes) which are right for them -
we can use Game Theory (GT).
A short recap of the basic tenets of the theory might be in order.
GT deals with interactions between agents, whether conscious and
intelligent - or Dennettic. A Dennettic Agent (DA) is an agent that
acts so as to influence the future allocation of resources, but does
not need to be either conscious or deliberative to do so. A Game is
the set of acts committed by 1 to n rational DA and one a-rational
(not irrational but devoid of rationality) DA (nature, a random
mechanism). At least 1 DA in a Game must control the result of the
set of acts and the DAs must be (at least potentially) at conflict,
whole or partial. This is not to say that all the DAs aspire to the
same things. They have different priorities and preferences. They
rank the likely outcomes of their acts differently. They engage
Strategies to obtain their highest ranked outcome. A Strategy is a
vector, which details the acts, with which the DA will react in
response to all the (possible) acts by the other DAs. An agent is
said to be rational if his Strategy does guarantee the attainment of
his most preferred goal. Nature is involved by assigning
probabilities to the outcomes. An outcome, therefore, is an
allocation of resources resulting from the acts of the agents. An
agent is said to control the situation if its acts matter to others
to the extent that at least one of them is forced to alter at least
one vector (Strategy). The Consequence to the agent is the value of
a function that assigns real numbers to each of the outcomes. The
consequence represents a list of outcomes, prioritized, ranked. It
is also known as an ordinal utility function. If the function
includes relative numerical importance measures (not only real
numbers) - we call it a Cardinal Utility Function.
Games, naturally, can consist of one player, two players and more
than two players (n-players). They can be zero (or fixed) - sum (the
sum of benefits is fixed and whatever gains made by one of the
players are lost by the others). They can be nonzero-sum (the amount
of benefits to all players can increase or decrease). Games can be
cooperative (where some of the players or all of them form
coalitions) - or non-cooperative (competitive). For some of the
games, the solutions are called Nash equilibria. They are sets of
strategies constructed so that an agent which adopts them (and, as a
result, secures a certain outcome) will have no incentive to switch
over to other strategies (given the strategies of all other
players). Nash equilibria (solutions) are the most stable (it is
where the system "settles down", to borrow from Chaos Theory) - but
they are not guaranteed to be the most desirable. Consider the
famous "Prisoners' Dilemma" in which both players play rationally
and reach the Nash equilibrium only to discover that they could have
done much better by collaborating (that is, by playing
irrationally). Instead, they adopt the "Paretto-dominated", or
the "Paretto-optimal", sub-optimal solution. Any outside
interference with the game (for instance, legislation) will be
construed as creating a NEW game, not as pushing the players to
adopt a "Paretto-superior" solution.
The behaviour of the players reveals to us their order of
preferences. This is called "Preference Ordering" or "Revealed
Preference Theory". Agents are faced with sets of possible states of
the world (=allocations of resources, to be more economically
inclined). These are called "Bundles". In certain cases they can
trade their bundles, swap them with others. The evidence of these
swaps will inevitably reveal to us the order of priorities of the
agent. All the bundles that enjoy the same ranking by a given agent -
are this agent's "Indifference Sets". The construction of an
Ordinal Utility Function is, thus, made simple. The indifference
sets are numbered from 1 to n. These ordinals do not reveal the
INTENSITY or the RELATIVE INTENSITY of a preference - merely its
location in a list. However, techniques are available to transform
the ordinal utility function - into a cardinal one.
A Stable Strategy is similar to a Nash solution - though not
identical mathematically. There is currently no comprehensive theory
of Information Dynamics. Game Theory is limited to the aspects of
competition and exchange of information (cooperation). Strategies
that lead to better results (independently of other agents) are
dominant and where all the agents have dominant strategies - a
solution is established. Thus, the Nash equilibrium is applicable to
games that are repeated and wherein each agent reacts to the acts of
other agents. The agent is influenced by others - but does not
influence them (he is negligible). The agent continues to adapt in
this way - until no longer able to improve his position. The Nash
solution is less available in cases of cooperation and is not unique
as a solution. In most cases, the players will adopt a minimax
strategy (in zero-sum games) or maximin strategies (in nonzero-sum
games). These strategies guarantee that the loser will not lose more
than the value of the game and that the winner will gain at least
this value. The solution is the "Saddle Point".
The distinction between zero-sum games (ZSG) and nonzero-sum games
(NZSG) is not trivial. A player playing a ZSG cannot gain if
prohibited to use certain strategies. This is not the case in NZSGs.
In ZSG, the player does not benefit from exposing his strategy to
his rival and is never harmed by having foreknowledge of his rival's
strategy. Not so in NZSGs: at times, a player stands to gain by
revealing his plans to the "enemy". A player can actually be harmed
by NOT declaring his strategy or by gaining acquaintance with the
enemy's stratagems. The very ability to communicate, the level of
communication and the order of communication - are important in
cooperative cases. A Nash solution:
1.. Is not dependent upon any utility function;
2.. It is impossible for two players to improve the Nash solution
(=their position) simultaneously (=the Paretto optimality);
3.. Is not influenced by the introduction of irrelevant (not very
gainful) alternatives; and
4.. Is symmetric (reversing the roles of the players does not
affect the solution).
The limitations of this approach are immediately evident. It is
definitely not geared to cope well with more complex, multi-player,
semi-cooperative (semi-competitive), imperfect information
situations.
Von Neumann proved that there is a solution for every ZSG with 2
players, though it might require the implementation of mixed
strategies (strategies with probabilities attached to every move and
outcome). Together with the economist Morgenstern, he developed an
approach to coalitions (cooperative efforts of one or more players -
a coalition of one player is possible). Every coalition has a value -
a minimal amount that the coalition can secure using solely its own
efforts and resources. The function describing this value is super-
additive (the value of a coalition which is comprised of two sub-
coalitions equals, at least, the sum of the values of the two sub-
coalitions). Coalitions can be epiphenomenal: their value can be
higher than the combined values of their constituents. The amounts
paid to the players equal the value of the coalition and each player
stands to get an amount no smaller than any amount that he would
have made on his own. A set of payments to the players, describing
the division of the coalition's value amongst them, is
the "imputation", a single outcome of a strategy. A strategy is,
therefore, dominant, if: (1) each player is getting more under the
strategy than under any other strategy and (2) the players in the
coalition receive a total payment that does not exceed the value of
the coalition. Rational players are likely to prefer the dominant
strategy and to enforce it. Thus, the solution to an n-players game
is a set of imputations. No single imputation in the solution must
be dominant (=better). They should all lead to equally desirable
results. On the other hand, all the imputations outside the solution
should be dominated. Some games are without solution (Lucas, 1967).
Auman and Maschler tried to establish what is the right payoff to
the members of a coalition. They went about it by enlarging upon the
concept of bargaining (threats, bluffs, offers and counter-offers).
Every imputation was examined, separately, whether it belongs in the
solution (=yields the highest ranked outcome) or not, regardless of
the other imputations in the solution. But in their theory, every
member had the right to "object" to the inclusion of other members
in the coalition by suggesting a different, exclusionary, coalition
in which the members stand to gain a larger payoff. The player about
to be excluded can "counter-argue" by demonstrating the existence of
yet another coalition in which the members will get at least as much
as in the first coalition and in the coalition proposed by his
adversary, the "objector". Each coalition has, at least, one
solution.
The Game in GT is an idealized concept. Some of the assumptions can -
and should be argued against. The number of agents in any game is
assumed to be finite and a finite number of steps is mostly
incorporated into the assumptions. Omissions are not treated as acts
(though negative ones). All agents are negligible in their
relationship to others (have no discernible influence on them) - yet
are influenced by them (their strategies are not - but the specific
moves that they select - are). The comparison of utilities is not
the result of any ranking - because no universal ranking is
possible. Actually, no ranking common to two or n players is
possible (rankings are bound to differ among players). Many of the
problems are linked to the variant of rationality used in GT. It is
comprised of a clarity of preferences on behalf of the rational
agent and relies on the people's tendency to converge and cluster
around the right answer / move. This, however, is only a tendency.
Some of the time, players select the wrong moves. It would have been
much wiser to assume that there are no pure strategies, that all of
them are mixed. Game Theory would have done well to borrow
mathematical techniques from quantum mechanics. For instance:
strategies could have been described as wave functions with
probability distributions. The same treatment could be accorded to
the cardinal utility function. Obviously, the highest ranking
(smallest ordinal) preference should have had the biggest
probability attached to it - or could be treated as the collapse
event. But these are more or less known, even trivial, objections.
Some of them cannot be overcome. We must idealize the world in order
to be able to relate to it scientifically at all. The idealization
process entails the incorporation of gross inaccuracies into the
model and the ignorance of other elements. The surprise is that the
approximation yields results, which tally closely with reality - in
view of its mutilation, affected by the model.
There are more serious problems, philosophical in nature.
It is generally agreed that "changing" the game can - and very often
does - move the players from a non-cooperative mode (leading to
Paretto-dominated results, which are never desirable) - to a
cooperative one. A government can force its citizens to cooperate
and to obey the law. It can enforce this cooperation. This is often
called a Hobbesian dilemma. It arises even in a population made up
entirely of altruists. Different utility functions and the process
of bargaining are likely to drive these good souls to threaten to
become egoists unless other altruists adopt their utility function
(their preferences, their bundles). Nash proved that there is an
allocation of possible utility functions to these agents so that the
equilibrium strategy for each one of them will be this kind of
threat. This is a clear social Hobbesian dilemma: the equilibrium is
absolute egoism despite the fact that all the players are altruists.
This implies that we can learn very little about the outcomes of
competitive situations from acquainting ourselves with the
psychological facts pertaining to the players. The agents, in this
example, are not selfish or irrational - and, still, they
deteriorate in their behaviour, to utter egotism. A complete set of
utility functions - including details regarding how much they know
about one another's utility functions - defines the available
equilibrium strategies. The altruists in our example are prisoners
of the logic of the game. Only an "outside" power can release them
from their predicament and permit them to materialize their true
nature. Gauthier said that morally-constrained agents are more
likely to evade Paretto-dominated outcomes in competitive games -
than agents who are constrained only rationally. But this is
unconvincing without the existence of an Hobesian enforcement
mechanism (a state is the most common one). Players would do better
to avoid Paretto dominated outcomes by imposing the constraints of
such a mechanism upon their available strategies. Paretto optimality
is defined as efficiency, when there is no state of things (a
different distribution of resources) in which at least one player is
better off - with all the other no worse off. "Better off"
read: "with his preference satisfied". This definitely could lead to
cooperation (to avoid a bad outcome) - but it cannot be shown to
lead to the formation of morality, however basic. Criminals can
achieve their goals in splendid cooperation and be content, but that
does not make it more moral. Game theory is agent neutral, it is
utilitarianism at its apex. It does not prescribe to the agent what
is "good" - only what is "right". It is the ultimate proof that
effort at reconciling utilitarianism with more deontological, agent
relative, approaches are dubious, in the best of cases. Teleology,
in other words, in no guarantee of morality.
Acts are either means to an end or ends in themselves. This is no
infinite regression. There is bound to be an holy grail (happiness?)
in the role of the ultimate end. A more commonsense view would be to
regard acts as means and states of affairs as ends. This, in turn,
leads to a teleological outlook: acts are right or wrong in
accordance with their effectiveness at securing the achievement of
the right goals. Deontology (and its stronger version, absolutism)
constrain the means. It states that there is a permitted subset of
means, all the other being immoral and, in effect, forbidden. Game
Theory is out to shatter both the notion of a finite chain of means
and ends culminating in an ultimate end - and of the deontological
view. It is consequentialist but devoid of any value judgement.
Game Theory pretends that human actions are breakable into much
smaller "molecules" called games. Human acts within these games are
means to achieving ends but the ends are improbable in their
finality. The means are segments of "strategies": prescient and
omniscient renditions of the possible moves of all the players.
Aside from the fact that it involves mnemic causation (direct and
deterministic influence by past events) and a similar influence by
the utility function (which really pertains to the future) - it is
highly implausible. Additionally, Game Theory is mired in an
internal contradiction: on the one hand it solemnly teaches us that
the psychology of the players is absolutely of no consequence. On
the other, it hastens to explicitly and axiomatically postulate
their rationality and implicitly (and no less axiomatically) their
benefit-seeking behaviour (though this aspect is much more muted).
This leads to absolutely outlandish results: irrational behaviour
leads to total cooperation, bounded rationality leads to more
realistic patterns of cooperation and competition (coopetition) and
an unmitigated rational behaviour leads to disaster (also known as
Paretto dominated outcomes).
Moreover, Game Theory refuses to acknowledge that real games are
dynamic, not static. The very concepts of strategy, utility function
and extensive (tree like) representation are static. The dynamic is
retrospective, not prospective. To be dynamic, the game must include
all the information about all the actors, all their strategies, all
their utility functions. Each game is a subset of a higher level
game, a private case of an implicit game which is constantly played
in the background, so to say. This is a hyper-game of which all
games are but derivatives. It incorporates all the physically
possible moves of all the players. An outside agency with
enforcement powers (the state, the police, the courts, the law) are
introduced by the players. In this sense, they are not really an
outside event which has the effect of altering the game
fundamentally. They are part and parcel of the strategies available
to the players and cannot be arbitrarily ruled out. On the contrary,
their introduction as part of a dominant strategy will simplify Game
theory and make it much more applicable. In other words: players can
choose to compete, to cooperate and to cooperate in the formation of
an outside agency. There is no logical or mathematical reason to
exclude the latter possibility. The ability to thus influence the
game is a legitimate part of any real life strategy. Game Theory
assumes that the game is a given - and the players have to optimize
their results within it. It should open itself to the inclusion of
game altering or redefining moves by the players as an integral part
of their strategies. After all, games entail the existence of some
agreement to play and this means that the players accept some rules
(this is the role of the prosecutor in the Prisoners' Dilemma). If
some outside rules (of the game) are permissible - why not allow
the "risk" that all the players will agree to form an outside,
lawfully binding, arbitration and enforcement agency - as part of
the game? Such an agency will be nothing if not the embodiment, the
materialization of one of the rules, a move in the players'
strategies, leading them to more optimal or superior outcomes as far
as their utility functions are concerned. Bargaining inevitably
leads to an agreement regarding a decision making procedure. An
outside agency, which enforces cooperation and some moral code, is
such a decision making procedure. It is not an "outside" agency in
the true, physical, sense. It does not "alter" the game (not to
mention its rules). It IS the game, it is a procedure, a way to
resolve conflicts, an integral part of any solution and imputation,
the herald of cooperation, a representative of some of the will of
all the players and, therefore, a part both of their utility
functions and of their strategies to obtain their preferred
outcomes. Really, these outside agencies ARE the desired outcomes.
Once Game Theory digests this observation, it could tackle reality
rather than its own idealized contraptions.
==============================================================
AUTHOR BIO (must be included with the article)
Sam Vaknin ( samvak.tripod.com ) is the author of Malignant
Self Love - Narcissism Revisited and After the Rain - How the West
Lost the East. He served as a columnist for Global Politician,
Central Europe Review, PopMatters, Bellaonline, and eBookWeb, a
United Press International (UPI) Senior Business Correspondent, and
the editor of mental health and Central East Europe categories in
The Open Directory and Suite101.
Until recently, he served as the Economic Advisor to the Government
of Macedonia.
Visit Sam's Web site at samvak.tripod.com
|