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2. Philosophy - Stefano Franchi

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196<br />

C HESS, GAMES, AND FLIES<br />

their analysis, first to multi-person games and then to non-zero-sum games. 21 This program<br />

brings game-theory farther and farther away from real games people play and into more<br />

and more complicated examples of “games” that have little, if anything, in common with<br />

games as we know them. In fact, the only link between “games” and the “theory of games”<br />

is provided by the general definition illustrated above. An immediate consequence of the<br />

program is that any interest in “empirical” games is lacking in game theory. In fact, “Theory<br />

of Games” should be considered a misnomer for the original work that came out in 1944:<br />

a less glamorous but more accurate description would probably be “a game-inspired math-<br />

ematical theory of rational behavior.” A game like chess, therefore, lacks any interest for<br />

game-theorists and, as a consequence, the game-theoretic community who set to work to<br />

expand von Neumann and Morgenstern’s basic theory, in the 1950s, did not initiated any<br />

backward loop toward a direct investigation of the game itself with the tools they had pro-<br />

vided. 22<br />

The gap between the complexity of a concrete game of chess and the sophisticated ma-<br />

chinery provided by von Neumann and Morgenstern was so paradoxically big that it started<br />

to be used as an objection against game-theory. Martin Shubik, for example, remembers<br />

that when he went to Princeton to study economics and game theory with Morgenstern, im-<br />

mediately after the war, encountered considerable skepticism in the economics department.<br />

The standard objection raised by the economists was that if “game theory could not even<br />

solve the game of chess, how could it be of use in the study of economic life, which is con-<br />

siderably more complex than chess?” 23 The game theorists responded with what has now<br />

21. The two steps are in fact closely linked in TGEB, since the programmatic strategy is to treat a n-person<br />

non-zero sum game as a n+1-person zero-sum game. This strategy has been questioned in the following<br />

development of game theory.<br />

2<strong>2.</strong> The most well-known debate in the years immediately following the publication of TGEB is the discovery,<br />

by Arnold Tucker, of the famous Prisoners’ dilemma, an example of a two-person, incomplete<br />

information game with no equilibrium point that was bound to become one of the paradigmatic<br />

“thought experiments” in game-theory. In spite of being formally called a “game,” however, it is<br />

doubtful whether the Prisoners’ dilemma should be called a “game” in the common sense of the word.<br />

See H. Kuhn and A. W. Tucker, Contributions to the Theory of Games, vol. 2, (Princeton: Princeton<br />

University Press, 1953) and the popular work by Richard Powers, Prisoner’s Dilemma (New York:<br />

Beach Tree Books, 1988). A brief historical recollection on the invention of the dilemma can be found<br />

in Howard Raiffa,” Game Theory at the University of Michigan, 1948-1952,” Toward a History…,<br />

Roy Weintraub, ed., 171-173.

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