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2. Philosophy - Stefano Franchi

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194<br />

C HESS, GAMES, AND FLIES<br />

The matrix representation is usually called the “normal” or “normalized” form of a<br />

game, as opposed to the “extensive” form (e.g. the tree-like representation). The latter was<br />

actually first devised by Tucker some ten years after the publication of Theory of Games.<br />

Notice that I am not accusing von Neumann and Morgenstern of having used a some-<br />

how “wrong” representation. That would not only be silly, but also plainly wrong, from the<br />

point of view of game theory. In fact, many of the sophisticated distinctions and concepts<br />

provided by the theory (dominant strategy, zero-sum, equilibrium, etc.), are immediately<br />

evident when the game is represented in normal form and rather obscure in the extensive<br />

form. The point here is to show the relationship between game-theory and chess (as an in-<br />

stance of a large class of games) and how the former basic concepts make the latter quite<br />

irrelevant. In this context, moreover, the issue is not that the matrix does not permit to ex-<br />

press the complete game of chess; the tree-like one does not either, since in both case we<br />

would have to do with immensely large objects. The point is that the normalized form does<br />

not allow to think about the complexity, since there are no moves in it, only outcomes. In<br />

the case of games whose complexity lies along the temporal axis (e.g. the moves), the<br />

games itself escapes completely the formalism.<br />

We have now come to the last basic concept of the theory. A solution for a game is,<br />

intuitively, a strategy that can maximize, for a player, his minimum guaranteed payoff: the<br />

payoff that a player may won no matter what the opponent(s) strategy may be. The problem<br />

of game theory, then, is to find if, for a given game, a solution exists. On the basis of the<br />

previous definitions, von Neumann and Morgenstern are able to provide a taxonomy of<br />

games along different, independent, dimensions: number of players, perfect or imperfect<br />

information (like most card-games), cooperative vs. non-cooperative, zero-sum (one play-<br />

er’s loss is the other player’s win) and non-zero-sum. For each class, they set to solve the<br />

problem of game theory. The simplest case turns out to be the class of 2-person, zero-sum,<br />

perfect information game, whose best example is, yet again, chess. For this class of games,<br />

the theory provide a theorem, sometimes called the Fundamental theorem or the maximin<br />

theorem, that assures of the existence of a solution in any case. 19

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