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Conditions for equilibrium strategies in non-zero sum

stochastic games

Citation for published version (APA):

Wessels, J. (1980). Conditions for equilibrium strategies in non-zero sum stochastic games. (Memorandum

COSOR; Vol. 8016). Technische Hogeschool Eindhoven.

Document status and date:

Published: 01/01/1980

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EJNDHOVEN UNIVERSITY OF TECHNOLOGY

Department of Mathematics

PROBABILITY THEORY, STATISTICS AND OPERATIONS RESEARCH GROUP

Memorandum COSOR 80-16

Conditions for equilibrium strategies in non-zero sum stochastic games.

by

J.

Wessels

Eindhoven, November 1980 The Netherlands.

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CONDITIONS FOR EQUILIBRIUM STRATEGIES IN NON-ZERO SUM STOCHASTIC GAMES

J. Wessels

EINDHOVEN UNIVERSITY OF TECHNOLOGY DEPARTMENT OF MATHEMATICS EINDHOVEN, THE NETHERLANDS

It is exhibited in this paper how one may obtain necessary and/or sufficient conditions for compound strategies to be equilibrium strategies in stochastic games. The method essentially consists of the construction of optimality conditions for a well-chosen

set of one-person decision processes. The method is illustrated by the construction of necessary and sufficient 'conditions for

equilibrium with a dynamic programming approach.

INTRODUCTION

In this paper we will consider the problem of how to construct necessary and/or

sufficient conditions for a compound strategy to be an equilibrium strategy in

a

non-zero sum stochastic game. For technical Simplicity, we will only consider

dis-crete games, i.e. it is supposed that the state space and the action spaces for the

players are countable, time is discrete and the number of players is finite. As

e-quilibrium concept, we will consider the Nash-equilibrium concept and some of its

variants.

The main technique for the construction of equilibrium conditions uses the fact that

a compound equilibrium strategy should be built-up from parts which are in fact op-timal strategies in some specific one-person decision problems. So, in general, it is possible to construct conditions for equilibriumness from conditions for optima-lity in these one-person decision problems. In this paper we will first (section 2)

exhibit the type of one-person decision problems which have to be studied in order to construct conditions for equilibriumness in stochastic games. These one-person

decision processes are essentially more complicated than the original games. Only if specially structured strategies are considered, these one-person decision

pro-cesses have a structure which is more or less the same as the structure of the

stochastic game. In section 3 this will be illustrated by constructing typical

dy-namic programming conditions.

1. The Model

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Shap-ley's model for zero-sum stochastic games [15J (see also Rieder [13] and van der Wal/Wessels [17J). A system can be observed at time points t = 0,1,2, •••. The possible states of the system are 1,2, .•.. After observation of the system at a point of time, the L players can each take an action from the set {1,2, ... }. If the system is in state i at time t and the players choose actions a (1) , .•• ,a (L)

respectively, the result is that the probability of being in state j at time t+1

is equal to

00

(11 (L) t

p(i,j;a) ~ 0, with a = (a , ... ,a ) and L p(i,jia) j=1

Moreover, player £ earns an immediate reward of r ~ (i; a). A compound strategy s

(1) (L) (£)

consists of strategies for all players: s = (s , •.. ,s ). A strategy s for player £ consists of decision rules for player £ for all timepoints t=O,l, .•• :

(£) (£) (£) . . (£) .

s = (so ' sl , ... ). A decLsLon rule St for player £ at time t desLgnates the

probabilities with which player £ will choose the possible actions for each possi-ble history until time t :

s~

£

)

(iO,aO,i1, ..• at_l' it; a(£I) gives the probability for choosing decision a(£) at time t by player £ if the states iO, .•. i

t and the compound actions a

O, ... ,at_1 have realized so far. The history iO,aO, ... ,at_l,it will be denoted by h

t• In the obvious way one may

show that a starting state i and a strategy determine a stochastic process (It,A

t), t

=

0,1,2, ... , where It denotes the state of the system at time t and At the compound action (throughout this paper, random variables will be denoted by capitals). The probability measure belonging to this process will be denoted by Fi,s and the expectation operator belonging to this probability measure will be denoted by :IE.

L,S

As criterion for player £, we will consider the expected total reward for this player :

:IE. L,S

In order to guarantee existence and keep the analysis simple, we assume absolute convergence, i.e. finiteness of the same form with r£ replaced by Ir£l.

Finally, the equilibrium concepts which will be considered are formulated briefly. The main concept is the concept Nash-equilibrium strategy. A strategy cr is said to be a Nash-equilibrium strategy if

where

als(~)

denotes the strategy a with 0(£) replaced by s(£)

( ~ . . ,

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So in fact a is a Nash-equilibrium strategy i f a(R.).is a maximizer of vR.(i;d\S(R.». This leads to an alternative formulation in terms of a function wR. defined by

\ (R.)

- snp v R. (i; a s ) •

(R.) s !

Namely a is a Nash-equilibrium strategy if

vR.(i;a) for all R.,i.

The stronger equilibrium concepts will be formulated directly in this alternative

form. Therefore we also need the expected total reward from time t on, given some history until time t :

where ~ denotes the conditional expectation given that h

t has materialized. If· t'S

the history h

t has probability 0 under strategy s and star~ing state iO' then an

appropriate definition of vR.(ht;s) is the expectation of

L

rR.(It;A

t) for the

pro-cess starting at time t in state it with the compound strXt~gy s applied as if the

path h has materialized. In this way E may be considered to be well-defined

t h ,s

for all ht,s and it coincides with the c5nditional expectation given h

t if this path has a positive probability under strategy s.

Also the domain of the function wR. can be extended

Note also that wR.(ht;a) and vR.(ht;a) do not depend on aO,a1, •• ,at_1. Moreover, wR. does not depend on a (R.), a (R.)1 , • • • •

t t+

For a Nash-equilibrium strategy a one has

(*)

for all t,R. and those ht=(iO,aO, ... ,i

t) which have a positive probability under

strategy a with starting state i

O'

In fact this is an equivalent formulation of the concept Nash-equilibrium strategy and in the sequel it will be used as a definition. Also the stronger equilibrium

concepts which will be considered, can be formulated in terms of wR.' These stronger

concepts only differ from Nash's concept in the sense that (*) is required for a

larger set of paths h t.

~: .

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A strategy a is said to be semi-subgame perfect (a concept introduced by Couwen-bergh in [lJ under a different name; here we use the name given by Groenewegen in [4J),if (*) holds for all t,~ and those h

t which have a positive probability under

ols(~)

for some

s(~)

with starting state i

O'

A strategy a is said to be tail-optimal (a concept introduced by Groeneweqen in

[4J), if (*) holds for all t,~ and those h

t which have a positive probability under

I

(m) (m)

a s for some s (rny m) with starting state i O' I

A strategy a is said to be sub-game perfect (a concept introduced by Selten, see

[14J),if (*) holds for all t,~ and those h

t which have a positive probability under

some strategy s with starting state i

O'

2. Reduction to one-person decision problems

As has been remarked already in the preceding section, a Nash-equilibrium strategy

( (1) (L» f . . (~) . i

a

=

a , ... ,0 has the property that any 0 1tS const1tuents a 1S a max -mizing strategy in the ,one-person decision problem with criterion function

v~(i;ols(~»

.

Conversely, if a has this property, then a is a Nash-equilibrium

stra-tegy.

So, if one is interested in the construction of necessary and/or sufficient condi-tions for a compound strategy to be a Nash-equilibrium strategy, then this problem may be solved by giving optimality conditions for the relevant one-person decision

problems.

Hence the problem of constructing conditions for strategy a in the stochastic game has been reduced to constructing conditions for the strategies

(J(l~

... ,(J(L) in one-person decision problems with criteria vI (i;0Is(1», •.. , vL(i;ols(L» respec-tively. The criterion function

v~(i;ols(~»

belongs to the one-person decision

pro-(1) (~-1) (Hll

the game by fixing the strategies a , .. ,0 ,a ,

cess which is obtained from

o(L) and only varying s(~) Regrettably, this decision process does not have a

simpl.~

structure if a is arbitary. Only if a is a Markov strategy (i.e. the

o~m)

don't really depend on h

t, but only on it)' then the relevant one-person decision process is a (nonstationary) Markov decision process. If a is even stationary (i.e.

(m)

at does not depend on t either), then we obtain a stationary Markov decision

process.

For stationary and nonstationary Markov decision processes, simple and useful opti-mality conditions can be given. For more general decision processes optimality

con-ditions may be elegant, however, they are not easy to operationalize.

Regrettably, it is not sensible to restrict attention to Markov strategies, as one

might think at first sight. It is well-known already that such a restriction would possibly exclude some very interesting strategies. For several examples and more

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references on the subject the reader is referred to the paper by van Damme [2J in

this volume.

Hence, since inclusion of history-dependent strategies is essential, we are faced

with the fact that the lone-person decision processes which have to be analyzed in

order to obtain equilibrium conditions for stochastic games, have an essentially

more complicated structure than the stochastic games. This also remains true if one

considers specific tYPis of stochastic games, such as difference games.

Let us now study more precisely which type of one-person decision process has to be

analyzed. If player £ has decided on decision d at time t, after history h

t has

been realized and other players use strategy 0, then the one-stage reward for

player £ is determined by the outcomes of random experiments for m ~ £ with

proba-bility distributions

o~m)

(h

t; .). The same holds for the transition probabilities.

By introducing these lottery outcomes as a supplementary variable Yt(Y

t is At with

A~

£

)

discarded), we may describe the one-person decision process by (It' Y

t, Dt) (£)

t

=

0,1, ... , where D t

=

jAt • The player £ may base his decisions at time t on

IT(T

=

O, ... ,t), YT(T O, ... ,t-l). Hence an appropriate reformulation would be the

following.

Take X

t

=

(It,yt-1) as state of the one-person decision process. Then the immediate

reward at time t (for this one player) depends on It' Y

t and Dt, hence on Xt' Dt

and X

t+1. The transition probabilities depend on XO' ••• 'Xt and DO, •.. ,Dt. So we

have to study optimality conditions for one-person decision processes with countable

state space, countable action space, immediate reward at time t equal to p\x,d,x')

,

if x is the state at time t, d the decision and x the resulting state at time t.

The transition probabilities q(xO,dO, ... ,dt_l,Xt; x; d) give the probability for

reaching state x at time t+l, given the history xO,dO, ••• ,x

t and the current

de-cision d.

3. A set of equilibrium conditions

In the preceding section, it has been shown that the problem of finding sufficient

and/or necessary conditions for a compound strategy in a stochastic game to. be a

Nash-equilibrium strategy, can be reduced to the construction of optimality

condi-tions for a one-person decision process. For that type of decision process one may

proceed in different ways when seeking optimalty conditions. If no further

analy-tic structure has been given (difference games - for instance - do have a very well

exploitable analytiC structure; convexity in some of the parameters also provides

a very well exploitable analytic structure via Rockafellar's convex analysis, see

Klein Haneveld [111), then there are essentially two well-known ways. The first

one uses a linear programming approach (for linear programming treatments of rather general types of one-person decision processes see Heilmann [9J and Klein Haneveld

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[12J), the second one uses a dynamic programming approach. As an illustration we will work out conditions according to a dynamic programming approach. In dOing so

we follow a line of work on optimality conditions for dynamic decision problems

which starts with Shapley and Bellman. In this line Dubins and Savage [3J and Sudderth [16J introduced some essential notions, which have been transmitted to Markov decision processes by Hordijk [10J and brought into a very general setting

by Groenewegen [4J, see also [8].

Before formulating optimality conditions, we need some notations and definitions for the one-person decision process. These notations and definitions are analogous to the notations and definitions for the stochastic game and will therefore be treated only briefly.

Strategies (history dependent) for the one-person decision process are denoted by TI, TI etc. A strategy TI is a sequence (TI

O' TIl' •.. ) of decision rules in which each

ITt designates the probabilities with which the actions will be chosen for each

possible history until time t : TIt(gt; d), with gt

=

(x

O' dO,···,Xt_l,dt_l,Xt)'

gives the probability of selecting action d if history gt has materialized. F and E denote the probability measure and expectation operator belonging

X,7T x,n .

to the stochastic process (Xt,D

t), t

=

0,1, ... , for given starting state x and stra-tegy TI. X

t and Dt are random variables denoting the state at time t and the action at time t. Also the conditional expectation operator E may be introduced as in

gt,TI

the stochastic game anq extended to gt with probability O. Important quantities are again the total expected rewards from time t on, given some history gt :

,

A strategy TI is optimal if

v(x; TI ') sup v(x; TI) for all x. TI

This optimal value will be called w(x) henceforth.

,

For an optimal strategy n , we also have

sup v(gt; TI) for all t and

n

those gt which have a positive probability under strategy TI' with starting state xO· As for the games we extend the domain of definition for the function w:

w(gt) - sup v(gt; TI). TI

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Now we can formulate optimality conditions.

Theorem 1 : A strategy ~ in the one-person decision process is optimal if and only if it is conserving and equalizing, i.e.

a. (conserving) w(G t)

P almost sure for all x

o'

xO'~

when G

t denotes a random path.

b. (equalizing) lim lE

t -)-00 xO' ~ for all xO.

Proof :

Both parts of the proof.are very simple and can be based on the proof in [5J or

[8J. Suppose ~ is concerving and equalizing. Then

lim lE

t ->-00 xO'~

t-l )

L

p (X , D , X 1 ) + lim lE

T=O T T T+ t->-oo xO'~

Hence ~ is optimal.

For the proof of the necessity of the conditions the essential point is that for an optimal strategy (in fact for any strategy)

lim lE t -+ 00 xO' ~

L

p(X,D,X 1 ) )

T=t T T T+ O.

Based upon this set of necessary and sufficient conditions for optimality in

one-person decision processes, we obtain necessary and sufficient conditions for some strategy a to be a Nash-equilibrium strategy in a stochastic game. Similarly as in theorem 1, we denote by H

t the random path (IO,AO, ••. ,It).

Theorem 2 The compound strategy a is a Nash-equilibrium strategy if and only if it is conserving and equalizing i.e.

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Pi,O - almost surely for all R.,i,t;

b. (equalizing) lim for alIi.

t+eo

Applying the same idea for the other equilibriumconcepts, we obtain similar coh-ditions with appropriately chosen variants of the conservingness and equalizing concepts of theorem 2.

Theorem 3

a.

b.

The compound strategy a is semi-sub game perfect or tail-optimal or sub-game perfect respectively if and only if the conditions a and b below hold

P.

I

(R,) - almost surely for all i,s,R"t L,O s

P.

I

(m) - almost surely for all, i,s,m,R"t L,O s

p. - almost surely for all i,s,R"t

L,S

wR, (Ht;O) = lEHt,o ( rR, (It;At ) + wR, (Ht+1 ;0)

J

lim lEH [ wR, (H,;O) )

=

o.

,-reo t'O

or or

respectively

For Markov strategies these conditions simplify considerably. A very important simplification, of course, is that the value functions wR, no longer depend on the full path h

t, but only on it. Therefore, we denote for a Markov strategy a its value functions by wR,(t;it;O) instead of wR,(ht;O).

Also the "conditional" expectation operator lE does not depend on the full h t ht,o

and may be replaced by lE . t,Lt,O Theorem 2 now simplifies to

Corollary 2 The compound Markov strategy a is a Nash-equilibrium strategy if and only if

a.

p. - almost surely for all i, R" t.

L,O

b.

o

for all i.

The analogous simplification can be executed for theorem 3, if a is a Markov stra-tegy.

For Markov strategies these conditions may be reformulated in matrix form. Namely, denote by P(Ot) the matrix with (i,j)- entry the transition probability to state j

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from state i if compound decision rule at is used by the players. r~(at) denotes in the same way the vector of expected one-stage rewards for the different states for player JI, if decision rule at is used. Then corollary 2 can be rewritten as

Corollary 2 The compound Markov strategy a is a Nash-equilibrium strategy if

and only if

a.

b.

wJl,(t;o) rJl,(ot' + peat) w~(t+l;o) for those components j for which

[ P(Ool ••• P{Ot_l)](i,j) > 0 for some i (for all JI"t);

lim P(OO) ••• P(Ot_l) wJi,(t;O) = O.

t .... ",

Note that wJl,(t;O) is the vector with components w~{t;i;O).

For the stronger equilibrium concepts we obtain in this way

Corollary 3 The compound Markov strategy 0' is semi-sub game perfect or

tail-op-timal or sub-game perfect respectively if and only if the condi-tions a and b below hold for all Ji"t and for those components j

a.

b.

for which

,

(~)

I

(~)

.

[P{OO So } ••• P(Ot_I St_I} ](l.,jl>Q for some i,s (Markov strategy)or

, (m)

I

(m) .

[P{oO So ) ••• P(Ot_l St_l)](i,J}>O for some i,m,s or

[P(so} .•• P(St_l)] (i,j»O for some i,s respectively

lim p(at) ••• p(oT_l) wt(T;a}

t .... ""

O.

For stationary strategies the conditions simplify further. In fact the four equi-librium concepts coincide for stationary strategies as can also be seen from the conditions. wJl, no longer depends on t.

,:;orollary 2 The compound stationary Markov strategy

a

is an equilibrium strategy in all 4 senses as introduced if and only if for all t

a.

b. lim pt(Ool wt(o)

t .... '"

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For Markov strategies the conditions given here are the same as the conditions derived by Couwenbergh [1] and Groenewegen [4] using the analogy of dynamic games with Markov decision processes. That approach, however, only works for Markov stra-tegies. The conditions for general strategies of theorem 2 and 3 can also be ob-tained by specification from theorems in Groenewegen [5] and Groenewegen!Wessels [7]. This shows that our method of constructing conditions for dynamic g~e.

is

effective and might be useful to transfer other types of conditions from one-person decision processes to dynamic games.

REFERENCES

[ 1] Couwenbergh, H.A.M., Characterization of strong (Nash) equilibrium points in Markov games, Memorandum COSOR 77-09 (April 1977) Eindhoven University of Technology (Dept. of Math.).

[ 2J

van Damme, E.E.C., History-dependent equilibrium points in dynamic games, In this volume.

[ 3J

Dubins, L.E. and Savage, L.J., How to gamble if you must, McGraw-Hill, New York, 1965.

[ 4] Groenewegen, L.P.J., Markov games; properties of and conditions for optimal

strategies, Memorandum caSaR 76-24 (November 1976) Eindhoven University of Technology (Dept. of Math.).

[ 5] Groenewegen, L.P.J.,Characterization of optimal strategies in dynamic games,

Me-tract no.90, Mathematical Centre, Amsterdam 1980.

[ 6J Groenewegen, L.P.J. and Wessels, J.,

on

the relation between optimality and saddle-conservation in Markov games, Dynamische Optimierung, pp. 183-211, Math. Institut der Universitat Bonn (Bonner Mathematische Schriften no.98) 1977 •

[ 7] Groenewegen L.P.J. and Wessels, J.,

on

equilibrium strategies in noncoopera-tive dynamic games, Game Theory and Related Topics, pp. 47-57, Q. Moeschlin,

D. Pallaschke (eds.),(North-Holland Amsterdam, 1979).

[ 8] Groenewegen, L.P.J. and Wessels, J., Conditions for optimality ih mUlti-stage stochastic programming problems, pp. 41-57 in: P. Kall, A. Prekopa (eds.) Stochastic Programming. (Springer Verlag, Berlin,. 1980; Lecture Notes in Economics and Mathematical Systems no.179}.

[ 9] Heilmann, W-R., A linear programming approach to general non-stationary dyna-mic programming problems, Math. aperationsforsch. Statist. Ser. Optimization

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[10J Hordijk, A., Dynamic programming and Markov potential theory, Me-tract no.51, Mathematical Centre, Amsterdam, 1974.

[11J Klein Haneveld, W.K., A dual of a dynamic inventory· control model ministic and stochastic case, pp.67-98 in the same volume as [8].

the

deter-[12J Klein Haneveld, W.K., The linear programming approach to finite horizon sto-chastic dynamic programming, Department of Econometrics, University of Gro-ningen (internal report) August 1979.

[13] Rieder, U., Equilibrium plans for non-zero sum Markov games, pp.91-101 in the same volume as [7J.

[14] Selten, R.t Reexamination of the perfectness concept for equilibrium points

in extensive games, Intern. J. Game Th.

!

(1975) pp.25-55.

[15] Shapley, L.S., Stochastic games, Proceed. Nat. Acad. Sci. U.S.A. 39 (1953) pp.l095-1100.

[16J Sudderth, W.D., On the Dubins and Savage characterization of optimal strate-gies, Ann. Math. Statist. 43 (1972) pp. 498-507.

[17J van der Wal, J. and Wessels, J. t Successive approximation methods for Markov

games, pp.39-S6 in H.C. Tijms , J. Wessels (eds.), Markov decision theory (MC-tract no.93, Mathematical Centre, Amsterdam, 1977).

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