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9. Graphical method example ( Enter your problem )
  1. Method & Example-1
  2. Example-2
Other related methods
  1. Saddle point
  2. Dominance method
  3. Oddment method
  4. Algebraic method
  5. Calculus method
  6. Arithmetic method
  7. Matrix method
  8. 2Xn Games
  9. Graphical method
  10. Linear programming method
  11. Bimatrix method

8. 2Xn Games
(Previous method)
2. Example-2
(Next example)

1. Method & Example-1





Method
graphical method Steps (Rule)
Step-1: This method can only be used in games with no saddle point, and having a pay-off matrix of type n`xx`2 or 2`xx`n.
Step-2: The example is used to explain the procedure.

Example-1
1. Find Solution of game theory problem using graphical method
Player A\Player BB1B2
A11-3
A235
A3-16
A441
A522
A6-50


Solution:
1. Saddle point testing
Players
Player `B`
`B_1``B_2`
Player `A``A_1` 1  -3 
`A_2` 3  5 
`A_3` -1  6 
`A_4` 4  1 
`A_5` 2  2 
`A_6` -5  0 


We apply the maximin (minimax) principle to analyze the game.

Player `B`
`B_1``B_2`Row
Minimum
Player `A``A_1` 1  -3 `-3`
`A_2` [3]  5 `[3]`
`A_3` -1  6 `-1`
`A_4` (4)  1 `1`
`A_5` 2  2 `2`
`A_6` -5  0 `-5`
Column
Maximum
`(4)``6`


Select minimum from the maximum of columns
Column MiniMax = (4)

Select maximum from the minimum of rows
Row MaxiMin = [3]

Here, Column MiniMax `!=` Row MaxiMin

`:.` This game has no saddle point.



Solution using graphical method
First, we draw two parallel lines 1 unit distance apart and mark a scale on each.
The two parallel lines represent strategies of player `B`.

If player `A` selects strategy `A_1`, player `B` can win 1 or -3 units depending on B's selection of strategies.

The value 1 is plotted along the vertical axis under strategy `B_1` and the value -3 is plotted along the vertical axis under strategy `B_2`.

A straight line joining the two points is then drawn.
Similarly, we can plot strategies `A_2,A_3,A_4,A_5,A_6` also. The problem is graphed in the following figure.





The lowest point `V` in the shaded region indicates the value of game. From the above figure, the value of the game is `3.4` units.

1. The point of optimal solution occurs at the intersection of two lines
`E_2 = 3p_1 +5p_2`

`E_4 = 4p_1 +p_2`

Comparing the above two equations, we have
`3p_1 +5p_2 = 4p_1 +p_2`

Substituting `p_2 = 1 - p_1`

`3p_1 +5(1 - p_1) = 4p_1 +(1 - p_1)`

Solving `p_1=4/5`

`p_2=1-p_1=1-4/5=1/5`

Substituting the values of `p_1` and `p_2` in equation `E_2`

`V = 3(4/5) +5(1/5)=17/5`


2. The point of optimal solution occurs at the intersection of two lines
`L_2 = 3q_1 +4q_2`

`L_4 = 5q_1 +q_2`

Comparing the above two equations, we have
`3q_1 +4q_2 = 5q_1 +q_2`

Substituting `q_2 = 1 - q_1`

`3q_1 +4(1 - q_1) = 5q_1 +(1 - q_1)`

Solving `q_1=3/5`

`q_2=1-q_1=1-3/5=2/5`

Substituting the values of `q_1` and `q_2` in equation `L_2`

`V = 3(3/5) +4(2/5)=17/5`


This material is intended as a summary. Use your textbook for detail explanation.
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8. 2Xn Games
(Previous method)
2. Example-2
(Next example)





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