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Chapter 0
Introduction
Game Theory is a branch of Applied Mathematics that is used in Social
Sciences, notably in Economics, Political Science, International Relations,
Social Psychology, Philosophy and Management as well as in Biology,
Engineering and Computer Science. Theory of Games provides a se
ries of mathematical models that may be useful in explaining interactive
decision-making concepts where two or more competitors are involved
under certain conditions of conflict and competition. Today "Game the
ory is a sort of umbrella" or 'unified field theory' for the rational side
of Social Science, where 'social' is interpreted broadly, to include human
as well as non human players(computers, animals, plants). The Great
Mathematician John Von Neumann is known to be the founder of Game
Theory. Representation of games is a major element of Game Theory.
Games are situations in which at least a single agent is allowed to maxi
mize his utility through anticipating the responses of one or more agents.
The agents are known as Players. Each game includes strategies, where
4
Introduction 5
strategy is a predetermined situation according to which the Player who
maximizes the profit, makes his move. The study by Antonie Cournot
in 1838 was the earliest case of formal game theoretic analysis. Further,
the history of Game Theory has attained two land marks - one is by Emile
Borel's (in 1921) "Theory of Parlour Games" and other is by the renowned
mathematician Jon Von Neumann's "Theory of Games and Economic Be
haviour " .written jointly by Oskar Morgenstern which is a further devel
opment of Borel studies. The field of Game Theory formally cam~ into
being with the book" Theory of Games and Economic Behaviour" by
Jon Von Neumann and Oskar Morgenstern in 1944 (Neumann and Mor
genstern 1944). It has been widely recognized as an important tool in
many fields. It has incredible prospective for conflict resolution prob
lems in the field of Decision Theory. It has come to play an increasingly
important role in Logic and Computer Science.
Game Theory got its present status by the seminal work of John
Nash in 1951 [Nash 1951]. He proved that every finite game always has
an equilibrium point at which all players choose actions which are best
for them, when their opponent's choices are given. The 1950's ·and 1960's
saw the Game Theory, which had earlier had an alliance only with eco
nomics, taking a gaint leap by getting ramified into the sphere of war,
politics etc. Since 1970's game theory has been extensively applied to So
ciology, Psychology and many other areas of Social Sciences. At present
Game Theory serves as a prime tool for modeling several decision mak
ing processes in interactive environments. The theory deals with the pro
cess of formally modeling a situation, taking into consideration the fact
0.1 Fuzzy Mathematics 6
that any game requires the decision-maker to identify the role and nature
of the players and their strategic options, preferences and relations. The
methodology pursed in constructing such a model provides the decision
maker with a potential for a clearer and broader view of the situation ly
ing ahead. This strictness in methodology applied in structuring and an
alyzing the problem of strategic choices, serve as the strong hold of Game
Theory. A formal model of an interactive situation becomes the target of
studying in Game Theory. In many branches of Game Theory, it is taken
for granted that each player is a rational one who opts for an action it
produces the best outcome for him, given what he expect his opponents
to do. Hence the game theory analysis enables prediction of how best the
game will be played by rational players or gives advice to the player as to
how best the game can be played against rational opponents. When the
game theory is applied to model some practical problem which we en
counter in real situations, we have to know the values of payoffs exactly.
However, it is difficult to know the values of payoffs approximately or
with some imprecise degree. In such cases, games with fuzzy payoff in
which payoffs are represented as fuzzy numbers are often employed.
0.1 Fuzzy Mathematics
Fuzzy mathematics form a branch of Mathematics related to Fuzzy Set
. Theory and Logic. It started in 1965 after the publication of Lotfi Asker
Zadeh's seminal work' Fuzzy Set'. A fuzzy set can be defined mathemat
ically by assigning to each possible element in the universe of discourse,
0.1 Fuzzy Mathematics 7
a value representing its grade of membership in the fuzzy set. This grade
corresponds to the degree to which that element is similar or compatible
with the concept represented by the fuzzy set (Klir and Yuan 2001). Sets,
which are not fuzzy, are termed as classical sets or crisp sets or exact sets.
The roots of fuzzy sets can be traced back to the second half of the
19th century, more precisely, to the well-known controversy between
G. Cantor and L. Kronecker on the mathematical meaning of infinite sets.
Another source of fuzzy set lies in the imprecision in human decision
making, which was Zadeh's main motivation. Since the very inception
of the theory, several people all over the world have explored its various
facets and a large number of results have been generated. Fuzzy Set The
ory has now become a major area of interest for modern scientists. The
capability of fuzzy sets to express gradual transitions from membership
to non-membership and vice versa has a wide utility.
The German Mathematician George Cantor (1845-1918) described
a crisp set as a well defined collection of objects. Given a set A and an
element a in the universe, there can be only two possibilities.
(i) either a is an element of A,
(ii) or, a is not an element of A.
The membership value 1 is assigned to a in the first case and 0 is assigned
to a in the second case. In other words the two element set {O, I} repre
sents the membership of a with regard to A and the set A is characterized
by the characteristic function AA : X -7 {O, I} and it is defined as
0.1 Fuzzy Mathematics
AA(X) = 1:i.e., A = {(x, AA(X))jX E X}
ifxEA
8
In the actual life situations, the membership of elements are better rep
resented by extending the value {O, 1} to the unit interval [0,1]. This is
the basic characteristic of fuzzy sets.
The theory of fuzzy sets deals with a subset A of the universal set
X where the transition between full membership and non membership
of a is gradual rather than abrupt. The fuzzy set has no well defined
boundaries where the universal set X covers a definite range of objects.
For example let A be the set of cups of "tasty coffee ". The class of "tasty
coffee" is not sharply defined. In fact, most of the objects encountered in
the real physical world are of this type, not sharply defined. They do not
have precisely defined criteria for membership. In such cases, it is not
necessary for an object to belong or not belong to a class, and there might
be intermediate grades of membership. This is the concept of Fuzzy Set,
which is a class with a continuum of grades of membership. Now we
give a precise definition of a fuzzy set.
Definition 0.1. Let X be a set, then afuzzy set A in X is afunction from X to
the unit interval [0,1]. That is afuzzy set A in X is defined by
A = {(x, MA(X))jx E X}; where MA(X) is the grade of membership of x in A.
0.2 Fuzzy game theory
Obviously afuzzy set is ageneralized subset ofcrisp set.
0.2 .Fuzzy Game Theory
9
Fuzziness in Matrix Games can appear in so many ways, but two cases of
fuzziness seem to be natural. These being the one in which players have
fuzzy goals and the other in which the elements of the payoff matrix are
given by fuzzy numbers. These two classes of fuzzy matrix games are
referred as matrix games with fuzzy goals and matrix games with fuzzy
payoff respectively.
Fuzziness in two person zero-sum game was studied by various au
thors. (Campos 1989), (Campos and Gonzalez 1992), (Dubois and Prade
1980), (Butnariu and Klement 1993) and so on. Campos and Gonzalez
considered the payoff value in a game as fuzzy numbers and other as
pects of the game were retained as crisp itself. In their paper "On the use
of ranking functions approach to solve fuzzy matrix games in a direct
way" (Campos and Gonzalez 1992), fuzzy numbers are defined as trape
zoidal. Fuzzy numbers are defined as convex normalized functions on lR
with values in the unit interval [0,1] by Dubois and Prade. Another defi
nition of fuzzy numbers like "triangular" are also used by Campos (Cam
pos 1989). Kandel used a fuzzy number as convex normalized piece
wise continuous fuzzy sets on the unit interval [0,1] (Kandel 1986). Cam
pos dealt with matrix games with fuzzy payoffs and formulated a prob
lem yielding a max-min solution by applying fuzzy mathematical pro
gramming (Buckley 1989). Sakawa and Nishizaki examined fuzzy ma-
0.2 Fuzzy game theory 10
trix games incorporating fuzzy goals in single and multiple objective en
vironments (Sakawa and Nishizaki 1994). Fuzziness in bi-matrix games
was studied by various authors (Bector and Chandra 2000), (Nishizaki
and Sakawa 1996), (Maeda 2000). They considered the payoff values as
fuzzy numbers in a bi-matrix game. In Fuzzy Set Theory (Leung 1984)
the goals are viewed as fuzzy sets and it is assumed that their member
ship function are known.
We cannot deal with uncertainty, ambiguity or vagueness in ordi
nary linear programming problems (LPP). However, there are many such
imprecise factors in our real world. For this reason various methods have
been proposed in order to deal with them. For example, dealing with
probabilistic uncertainty (randomness) in our problems, the stochastic
programming methods have been offered. And, we have been handling
ambiguity and vagueness in our problems by the fuzzy mathematical
programming methods.
Concerning fuzzy linear programming problems (FLPP), in recent
years, many researchers have proposed various formulations and new
concepts for solutions, for example, Buckley (Buckley 1988,1989), Inuiguchi
and Ichihashi (Inuiguchi and Ichihashi 1990), Lai and Hwang (Lai and
Hwang 1992), Leuent (Leuent 1984), Luhandjula )(Luhandjula 1986) and
Sakawa (Sakawa 1993). In FLP problems, formulated under fuzzy cir
cumstances, the solutions do not contain fuzziness, (e.g.,Buckley and Sakawa).
Bector, Chandra and Vidyothama (Bector et al. 2004) aim to have a re
look at the fuzzy matrix parameters. Recent efforts in this field are by
Bector, Maede (Maeda 2003) and Li (Li 1999). Bector has extended the use
0.2 Fuzzy game theory 11
of linear programming duality to solve matrix game with fuzzy goals to
matrix game with fuzzy payoffs. Vijay, Chandra and Bector (Bector et al
2004) had an attempt to study duality theory based on certain defuzzifi
cation function F and its role in explaining an equivalence between ma
trix games with fuzzy payoffs and certain primal-dual pair of fuzzy lin
ear programming problems. Studies by Bector and Chandra (Bector and
Chandra 2002), Hamacher, Liberling and Zimmermann (Hamacher et al
1978) and Rodder and Zimmermann (Rodder and Zimmermann 1980)
have proved fuzzy linear programming duality results. Mangasarian and
Stone '(Mangasarian and Stone 1964) obtained a solution of a bi-matrix
game by solving a suitable quadratic programming problem. Maede,
Nishizaki and Sakawa also have studied fuzzy matrix games. Garagic
and Cruz. Jr (Garagic and Cruz 2003) have pointed out the fact that Nash
equilibrium strategy is said to effect the results of the multi criteria deci
sion making and games.
In this thesis we deal with matrix games and bi-matrix games with fuzzy
payoffs and fuzzy goals.
We now give the summary of each chapter.
The thesis is organized in 8 chapters. The opening chapter, Chapter 0 is
the Introduction. It gives an outline of the entire thesis. The last chapter,
Chapter 7 is the conclusion which gives a brief summary of the work.
Chapter 1
Preliminary definitions of the terms like fuzzy set, fuzzy number, mono
tonic decreasing function, fuzzy arithmetic, ranking function approach,
saddle point and equilibrium solutions of the game, required for the later
0.2 Fuzzy game theory
chapters are given in the chapter.
A fuzzy set A in the universal set X is defined as,
A = {(x, J.LA(X); X EX)}; whereJ.LA : X ---+ [0,1].
12
Apart from the presentation of definitions and results in the introductory
chapter, each chapter is provided with a brief section called' preliminar
ies " which is the review of the literature for the particular chapter.
Chapter 2
In this chapter we deal with a two person zero-sum game with fuzzy
payoffs. Here we develop a descriptive theory to analyze games with
imprecise characteristics using fuzzy tools. We provide illustra~onsand
numerical examples to study the adequacy of the theory. For this we use
a special type of fuzzy number which is monotonic decreasing. Here we
consider maximin and minimax method to solve fuzzy matrix game.
Chapter 3
In chapter 3 we study a more general type of matrix games with trape
zoidal fuzzy numbers as payoffs, and we use suitable defuzzification
function to convert them as primal-dual pairs in linear programming
problem. Thus, regards to the crisp matrix game, G = (sm, sn, A), where
sm = {x E Rr;, eT x = I}, sn = {y E R~, eT y = I} and A is an rn x n
real matrix, we take the concept of double fuzzy constraints, which are
expressed as fuzzy inequalities involving trapezoidal fuzzy numbers. Fi
nally, a numerical example is provided to illustrate the method of solu
tion.
Chapter 4
In this chapter we consider Fuzzy Bi-Matrix Games which mean bi-matrix
0.2 Fuzzy game theory 13
games with fuzzy payoff matrices. Here, we solve a fuzzy bi-matrix
game with fuzzy payoff by using fuzzy non linear programming method.
Chapter 5
Chapter 5 deals with matrix games with fuzzy goals and fuzzy payoffs.
When the goals and payoffs are both fuzzy, a ranking function approach
is developed to solve such fuzzy matrix games. In this chapter we choose
an appropriate ranking function for the given fuzzy scenario to arrive at
a new solution.
Chapter 6
In chapter 6, we discuss Bi-matrix games with fuzzy goals and fuzzy pay
offs. Whenever the goals and payoffs are both fuzzy, a ranking function
approach is developed to solve such fuzzy bi-matrix games. Here also we
use the same method which is used in chapter 5, to arrive at a solution.
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