Games which are not strictly determined can be further analysed by considering
what happens when R and C play a game many times. Instead of choosing
the same row (or column) on each occasion, R and C can adopt ``mixed''
strategies and thereby improve their expected payoff.
Definition 6..10
A strategy for the player
R is a vector
u in
m with
ui = 1 and
u
0. A strategy for the player
C
is a vector
v in
n with
vj = 1 and
v
0.
What we have in mind is that if R has strategy u then he chooses row
ai with probability ui. That is, over a series of games, he
chooses
ai with the frequency that this specifies. Similarly, if C
has strategy v then he chooses column
aj with the frequency given
by the probability vj.
Definition 6..11
For strategies
u for
R and
v for
C, the
expectation
E(u,v) is given by
E(
u,
v) =

uiaijvj.
The expectation gives the 'expected value' of the payoff that R receives
from C. Using matrix notation, one has
E(u,v) = uTAv. Note
that Rowman is sure to win
E(u,v) if he uses mixed strategy
u. If he now maximises his certain winnings by choosing u sensibly,
he can be sure of winning
In the same way, Columnman, using strategy v, will lose at most
E(u,v), and he can reduce this loss as much as possible by choosing his strategy v sensibly; he then looses
Definition 6..12
Let
Then

and

are the
optimum lower and
optimum
upper values of the game
A. Any
u such that
E(
u,
v) =
is an optimum strategy for
R and any
v such that
E(
u,
v) =
is an optimum strategy for
C.
Ian Craw
2002-09-11