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Abstract—In this paper, we introduce Fuzzy Nash Equilibrium
to determine a graded representation of Nash equilibriums in
crisp and fuzzy games. This interpretation shows the distribution
of equilibriums in the matrix form of a game and handles
uncertainties in payoffs. Also a new method for ranking fuzzy
values with the user's viewpoint is investigated. By this mean the
definition of Satisfaction Function, which provides the result of
comparison in the form of real value, is developed when users
have preferences regarding the payoffs.
Index Terms—Fuzzy game, fuzzy Nash equilibrium, fuzzy
preference relation, satisfaction function, fuzzy value.
I. INTRODUCTION
game is a decision making system that involves more
than one decision maker each having profits that conflict
with each other. A strategic game first defines each player's
actions (strategy). The combination of all the players’
strategies will determine an outcome to the game and the
payoffs to all players in which each player tries to maximize
his own payoff. The traditional game theory assumes that all
data of a game are known exactly by players. However, in real
games, the players are often not able to evaluate exactly the
game due to lack of information, imprecision in the available
information of the environment or the behavior of the other
players. Initially, fuzzy sets were used by Butnariu [1] in non-
cooperative game theory. He used fuzzy sets to represent the
belief of each player for strategies of other players. There have
been several approaches to extend fuzzy cooperative games;
Butnariu in [2] introduced core and stable sets in fuzzy
coalition games where a degree of participation of players in a
coalition is assigned. Moreover, Mares in [3] considered fuzzy
core in fuzzy cooperative game where possibility of each
fuzzy coalition is fuzzy interval as an extension of core in
classic TU games. Also he discussed Shapely value in
cooperative game with deterministic characteristic and fuzzy
coalition. Fuzzy game theory has been applied to many
competitive decision-making situations [4-18]. Vijay et al. [4]
Manuscript received April 11, 2010; revised September 25, 2010 and
October 10, 2011; accepted April 13, 2012. A. Chakeri is with the Electrical and Computer Engineering Department,
Isfahan University of Technology, Isfahan, Iran (e-mail:
[email protected]). F. Sheikholeslam is with the Electrical and Computer Engineering
Department, Isfahan University of Technology, Isfahan, Iran (e-mail:
[email protected]). Digital Object Identifier 10.1109/TFUZZ.2012.2203308
considered a game with fuzzy goals and fuzzy parameters and
proved that such a game is equivalent to a primal–dual pair of
certain fuzzy linear programming (FLP) problems with fuzzy
goals and parameters. Chen and Larbani in [6] discussed
multiple attribute decision making with a two person zero-sum
game and achieved simpler criteria for solving the
corresponding FLP. Liu and Kao in [7] defined the value of
games in fuzzy form. Nishizaki and Sakawa [8] discussed
fuzzy bimatrix game and by using a nonlinear programming
the equilibriums were searched. Maeda [9] studied zero-sum
bi-matrix games with fuzzy payoffs. In [10], a fuzzy
differential game approach was proposed to solve the N-
person quadratic differential non-cooperative and cooperative
game. Kima and Leeb in [13] considered fuzzy constraints as
well as fuzzy preference and proved some theorems on the
existence of equilibrium. Song and Kandel in [14] used a
multi-goal problem, where the degree of satisfaction for each
goal was a fuzzy one and the overall payoff is a weighted sum
of the satisfaction of all goals. They assumed that each player
has a fuzzy knowledge about his opponents mixed strategies,
i.e. each player assigns a membership function to the
probability distribution of his opponents’ strategies. Garagic
and Cruz in [15] transformed a game with fuzzy strategies and
fuzzy payoffs to a crisp game using Fuzzy IF-Then rules.
Subsequently, they discussed the Nash equilibriums in the
equivalent crisp game; they proved that this crisp game has at
least one pure strategy Nash equilibrium. Li et al. in [16]
employed two fuzzy approaches including fuzzy multicriteria
decision making method and the theory of fuzzy moves to
investigate the game of chicken. Their model incorporates the
player's subjective manner and imprecise knowledge to the
game model. In [17], [18] a mathematical programming
approach of fuzzy matrix games with intuitionistic fuzzy
payoffs and interval-valued intuitionistic fuzzy (IVIF) payoffs
[19] was developed. It is proven that each matrix game with
IVIF payoffs has a solution.
In this paper, we develop a new approach to N-person crisp
and fuzzy non-cooperative games to obtain Nash equilibriums
for these kinds of problems. The most significant advantages
of using the proposed method are the range of game-theoretic
problems that can be analyzed and the information about
equilibriums that can be obtainable to players. In the proposed
approach, the definition of equilibrium in crisp and fuzzy
games has been generalized to show distribution of Nash
equilibriums in matrix games and also present the amount of
optimality of the players’ strategies by a degree. In this regard,
Fuzzy Nash Equilibriums in Crisp and Fuzzy
Games
Alireza Chakeri, Farid Sheikholeslam, Member, IEEE
A
1063-6706/$31.00 © 2012 IEEE
2
we do not need to determine whether a pure strategy is Nash
equilibrium. Instead, we assign a graded membership to any
pure strategy that describes to what possibility it is Nash
equilibrium. Hence, we can consider strategies with high
degrees of equilibrium which are not necessarily the
equilibrium points. In fuzzy games, fuzzy Nash equilibrium
approach is more appropriate for real world problems which
are modeled by game theory. The proposed approach avoids
loss of any information that happens by defuzzification
method in games and handles uncertainty of payoffs through
all steps of finding Nash equilibrium. It shall be noted that in
this approach the existence of theorem for equilibrium was not
established since the focus is not on existence of equilibrium
but in the degree of equilibrium.
The paper is structured as follows. Section II introduces the
concept of degree of being Nash equilibrium in games with
crisp payoffs using the fuzzy preference relation. In Section
III, a new function modeling the SF is defined. In this
definition the weights of the domain in the fuzzy values are
considered directly in the formula. Also, Section III explains a
new approach in fuzzy games using the satisfaction function.
Moreover, the consequence of player's viewpoints in Nash
degrees of cells is discussed. The conclusion highlights the
main findings of the paper.
II. GAMES WITH CRISP PAYOFFS
A. Non-cooperative N-person Games
This subsection contains the background on game theory,
which are needed to develop the fuzzy Nash equilibrium.
Games have been classified by the number of players, the
number of strategies, the nature of the payoffs function, and
cooperativeness. A normal game consists of a set of players,
their strategies and the payoffs available for all combinations
of players’ strategies.
Non-cooperative N-person strategic game can be
formulated as follows [20]:
1) There are N players to be denoted by NPPP ,...,, 21 .
2) There are a finite number of alternatives for each player
to choose from. Let is denote the number of alternatives
available to iP , and further denote the index set
is,...,2,1 by iX , with a typical element of iX ,
designated as ix .
3) If iPi, chooses a strategy ii Xx , then the payoff
for iP is a single number Ni xxx ,....,, 21 . Also
Niiiiiiii XXXXxXxxx ......,, 111
is the set of all payoffs for iP where ix denotes the
strategies chosen by other players.
4) Players play with a policy of maximizing their payoff,
they take into account the possible rational choices of
the other players and they also make decision
independently.
Unlike one-player decision making, where optimality has an
explicit meaning, in multi person decision making the
optimality is in the form of Nash equilibrium. A pure strategy
Nash Equilibrium is a strategy set wherein, if a player knows
his opponent’s strategy, he is totally satisfied with his
equilibrium strategy and is reluctant to change his strategy
[21].
Definition 1: Classical game theory, determines a cell as a
Nash Equilibrium if and only if it maximizes all players'
payoffs when other players refrain from changing their
strategies, **
1 ,, Nxx is the pure strategy Nash equilibrium
if and only if [22]
iii
Nii
iiiiii
Nii
XxxNi
xxx
xxxx
xxx
*
**
1
***
***
1
,,...,1
,,,,
,,
,,,,
(1)
One can rephrase the classical game theory solution to a
simple algorithm in two steps:
1) Replace iii xx , with 1 if ii xx , is
maximized by ixx , otherwise replace it with 0.
2) Find the minimum of the elements of each cell: if this
value equals 1, the cell is Nash equilibrium and if this
value gets zero, the cell is not Nash equilibrium.
For instance consider the simple game of Table I where
each cell includes two crisp payoffs; the first for player 1 and
the second for player 2. Player 1 and 2 have three strategies,
namely J1, J2, J3 and K1, K2, K3, respectively. Table II shows
the Nash equilibrium cells.
TABLE I A SAMPLE GAME WITH CRISP PAYOFFS
Π1,Π2 K1 K2 K3
J1 (0.85,0.322) (0.97,0.324) (0.81,0.323)
J2 (0.29,0.04) (0.3,0.52) (0.29,0.322)
J3 (0.58,0.51) (0.81,0.322) (0.99,0.88)
TABLE II
RESULTS OF THE GAME OF TABLE I
K1 K2 K3
J1 0 1 0
J2 0 0 0
J3 0 0 1
For each pair of strategies, the numbers 0 and 1 indicate not being
and being a Nash equilibrium, respectively
B. Fuzzy Nash Equilibriums in Games with Crisp Payoffs
According to classical game theory, if a player knowing
3
others' strategies chooses a strategy whereby he cannot get
maximum payoff, he will completely regret his choice.
However, just as the Table I depicts, in real world problems,
there may be situations where the difference between payoffs
are negligible, e.g. payoffs 0.323 and 0.324 in Table I. If a
player chooses 0.323, he/she will be quite satisfied with
his/her choice. Therefore, one can consider 0.322, 0.323 and
0.324 to have approximately same value in Table I. This
approximation prompted the employment of fuzzy logic to
make a soft measurement between payoffs. In this paper,
instead of the logic "greater than" relation, a new measure is
defined, that of the amount being greater; for instance, the
potential amount of being greater between 1000 and 1 is
greater than that between 2 and 1.The amount of being greater
may be perceived differently by each particular player. In
other words, it depends on the mental state and beliefs of that
player. The more meticulous and greedy a player is, the
greater a difference he/she perceives between slightly different
payoffs.
A new term is defined in this paper to determine the amount
of being greater between two payoffs in (2); this value is
interpreted as the preference between two payoffs. Then using
fuzzy preference relation matrix [23], priorities are calculated
by the Least Deviation Method [24], in which the priority
vector is a vector which determines the degree of importance
of alternatives. Here, the grades of being Nash equilibriums
are modeled according to the priority that players feel for their
strategies. This definition for the grade of being Nash
equilibrium seems meaningful because, if a player knows the
opponent’s strategy, he is satisfied with his strategy to the
degree that this strategy has priority for him. The greater
priority the players feel for each cell, the greater the possibility
that the cell is the game’s equilibrium.
Algorithm: First, it is necessary to normalize all payoffs
and make the range between 0 and 1. Let ba, be the payoffs of
selecting strategies ji, , respectively for a player if the
opponents' strategies are fixed. The amount of being greater
between ba, can be calculated as follows:
baa
abab
ba
bab
baba
pij
1,5.))(1()(min1
5.0
1,5.))(1()(min
(2)
The algorithm shown in Fig. 1 is designed to determine to
what degree a cell belongs to the fuzzy set of Nash
Equilibriums. This algorithm assigns each cell the minimum
priority of players as the degree of being Nash equilibrium.
However, the minimum operator can be replaced by any other
T-norm; Example 1: The algorithm described in Fig. 1 is
implemented in the game of Table I assuming 5.0 . The
results of the first two steps are shown in Table III.
In the first row of the game (Table I), player 2 has
approximately the same payoffs and player 1 has relatively
high payoffs for all cells. Therefore, one may expect they have
approximately the same degrees of being Nash equilibrium.
This is exactly what the proposed algorithm has calculated and
is obvious in the first row of Table IV. In other words, a
relatively small difference in player 2’s payoff has resulted in
the distribution of an equilibrium degree in the first row.
TABLE III
PRIORITY MATRIX OF THE GAME OF TABLE I
K1 K2 K3
J1 (0.7,0.332) (0.61,0.335) (0.38,0.333)
J2 (0.05,0.03) (0.05,0.69) (0.03,0.28)
J3 (0.25,0.16) (0.34,0.06) (0.59,0.78)
TABLE IV
DEGREE OF BEING NASH EQUILIBRIUM FOR THE GAME OF TABLE I USING
MINIMUM AS T-NORM OPERATOR
K1 K2 K3
J1 Nash of deg 0.332 Nash of deg 0.335 Nash of deg 0.333
J2 Nash of deg 0.03 Nash of deg 0.05 Nash of deg 0.03
J3 Nash of deg 0.16 Nash of deg 0.06 Nash of deg 0.59
The effect of δ on the priorities of payoffs (0.97, 0.3, 0.81)
and (0.85, 0.29, 0.58) is shown in Fig. 2 and Fig. 3,
respectively. The only correlation that can be identified in
these figures is that as δ increases, the priority of the highest
payoff decreases. As the figures shows, there is no linear
relationship between and the priority.
Fig. 1. The algorithm for finding the degree of belonging to Nash
Equilibrium fuzzy set for each cell of the crisp payoffs game
Step 1: make a matrix with the size of payoffs matrix and
initialize all items to zero (this matrix is called priority matrix in
this algorithm)
Step 2: for all players Pi
- Fix the strategy of other players(x-i)
- Calculate the priority of all payoffs of Pi using fuzzy preference relation
- For all strategies of Pi
o Put priority of strategy xi in the ith element of cell
(xi, x-i)
Step 3: determine the minimum of the elements of each cell as
the degree of being Nash Equilibrium. (Find the graded
membership)
4
Fig. 2. Priority of payoffs (0.97, 0.3, 0.81) versus δ.
Fig. 3. Priority of payoffs (0.85, 0.29, 0.58) versus δ.
III. GAMES WITH FUZZY PAYOFFS
A. Possibility of Being Greater Between Fuzzy Values
In the fuzzy decision making and fuzzy game theory with
fuzzy payoffs, ranking the fuzzy value is a necessary
procedure. Various methods for ranking fuzzy subsets have
been planned [25-32]. Though most methods can only rank
fuzzy values, in [25] the credibility measure as the summation
of possibility and necessity measure is used to show the
degree of greatness. However, their method can not consider
the possibility distribution of fuzzy values. In [26-28], the
satisfaction function (SF) as the truth value of an arithmetic
comparison between fuzzy values was introduced. However,
method in [28] can only rank the fuzzy values when there are
viewpoints but cannot show the degree of being greater. In
addition, it is unclear how a fuzzy number with indefinite
substance can compare with viewpoint. In other words, the
fuzzy sets have nature of possibility but viewpoints are
constructed as user's preferences and interests.
This paper introduces a new method for calculating SF
when users have a viewpoint. The user's viewpoint is
incorporated in the domain of value. By this means, each
element x is extended to xxV , where xV is the user
viewpoint. Hence, the membership function of fuzzy values is
modified dependent on viewpoint, as follows:
))((max)()(
' xhx Axh
A
(3)
where h is a multi-valued mapping, i.e. xxxVh ))(( .
In the proposed method, the length of -cuts of the fuzzy
value is increased or decreased according user viewpoint. We
suggest the following formula for comparison between fuzzy
values A and B where their modified membership function is
used
dydxyx
dydxyxBASF
BA
y
BA
V
)()(
)()()(
''
''
(4)
dydxyx
dydxyxABSF
BA
yBA
V
)()(
)()()(
''
''
(5)
where the operator is a T-norm, e.g., it can be min or the
multiplication operator.
)( BASFV and
)( BASFV determine the possibility of
truth of the BA and BA , i.e. they represent the
possibility that fuzzy number A is smaller than B and A is
larger than B respectively. It is obvious that
1)()( BASFBASF VV .
Since'A and
'B in definition (3) are fuzzy values, all
properties which confirmed in [28] holds for definitions (4)
and (5) in this paper.
Example 2: The following example is presented to show
how the user viewpoint affects the value of SF. It consists of
the categories of optimism, pessimism and neutral user.
Consider two fuzzy values A and B , and three viewpoints 1V ,
2V and 3V shown in Fig. 4 and Fig. 5 respectively. Table V
shows the a comparison between fuzzy values A and B using
the approach in [28] and Table VI shows the results of a
comparison between fuzzy values A and B using (4) and (5).
As shown in Table V, the method for ranking fuzzy values
in [28] is insensitive to the user viewpoints and it is unable to
determine the effect of viewpoints since it can only rank fuzzy
values when user interests exist. However, it seems that the
result for pessimistic players ( 1V ) gives A larger than B , the
result of proposed method is congruous as expected. If the
user is a pessimistic one, he is satisfied with the lower value.
Hence the low value has great importance to the user and
)( BASFV is less than 0.5, because A is closer to zero.
Additionally, if a user is optimistic, he/she prefers to choose
the high value, and the high value is more important to
him/her than a low value. Table VI shows that )( BASFV
0 0.1 0.2 0.3 0.4 0.5 0.6 0.70
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Priority
payoff
0.3
payoff
0.81
payoff
0.97
0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.80
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
1
Priority
payoff
0.29
payoff
0.58
payoff
0.85
5
for an optimistic user is bigger than )( BASFV for a neutral
user, since in optimism one the high value has more weights
and fuzzy value B has value of domain in high value.
Fig. 4. Two simple fuzzy values A and B.
Fig. 5. Three ViewpointsV1, V2 and V3 show pessimistic, neutral and
optimistic player, respectively.
TABLE V RANKING FUZZY VALUES A AND B USING METHOD IN [28]
V1 V2 V3
B > A B > A B > A
TABLE VI
RANKING FUZZY VALUES A AND B USING (4) AND (5)
V1 V2 V3
SFV (A < B) 0.3 0.9895 0.9914
SFV (A > B) 0.7 0.0105 0.0086
B. Fuzzy Nash Equilibriums in Games with Fuzzy Payoffs
There have been many studies for defining a game in fuzzy
parameters. As discussed earlier, a game has four main
components: a set of players, a set of strategies for each
player, a set of payoffs and preference relationship. Defining
each of these components as a fuzzy component would lead to
a fuzzy game. Most of the previous works on fuzzy games is
concerned with defining fuzzy payoffs and as a result defining
a preference on these fuzzy payoffs. An example is in an
election, where the candidates may select different campaign
issues on which to focus. Different issues may bring different
votes, and the number of votes can only be estimated. For
instance, candidates may think that if they concentrate on a
specific issue for each of the number of votes there is
possibility. Fuzzy sets theory is shown to be an appropriate
means to model these uncertainties.
In this paper, a new method is proposed for finding degree
of being Nash equilibrium of each cell. This explanation
determines the distribution of the degree of being Nash
equilibrium in the matrix game. In fact, the algorithm in
classical game theory, mentioned in section II, is modified in
the case of having uncertainty in payoffs, i.e. it is a
generalization of the classical game theory algorithm. In
classical game theory a crisp payoff is clearly greater than
another one or not, but in the case of a fuzzy payoff, there is
uncertainty in ranking fuzzy values. These uncertainties are
shown by the degree of truth of arithmetic comparison, i.e. the
satisfaction function.
Definition 2: if each player has viewpoint iV , every N-tuple
strategy Nxx ,,1 has a possibility of being pure strategy
Nash equilibrium with the degree of
Ni
Nii
VXxx
Ni
NNash
xxx
xxxSF
xx
iii ,,,,
,,,,min
min
,,
1
1
},...,1{
1
(6)
Also, in matrix games it can be stated in two steps:
1) Replace iii xx , with
iiiiiVXxx
xxxxSFi
ii
,,min .
2) Find the minimum of the elements of each cell. This
value is the degree of being Nash equilibrium for that
cell.
Example 3: Regarding crisp games, two person games are
discussed because they are easier to consider, but they can be
generalized to more than two players. For instance, consider
the fuzzy game described in Table VII where baT , denotes
a fuzzy triangular number with a center on a and boundaries
on ba such as Fig. 6. The results of the proposed algorithm
on the game are shown in Tables VIII and IX for neutral
players.
Fig. 6. A Simple fuzzy triangular number A (T(5,1)).
TABLE VII
A SIMPLE GAME WITH FUZZY PAYOFFS
Π1,Π2 K1 K2 K3
J1 T(5,1),T(3,2) T(6,1),T(3,1) T(5,2),T(3,1.5)
J2 T(3,1),T(1,1) T(3,2),T(4,1) T(3,1),T(3,2)
J3 T(4,1),T(4,2) T(5,2),T(3,2) T(7,1),T(6,2)
1
x
V1(x)
V2(x)
V3(x)
8
A B
2 3 4 5 7
x
1
μA(x)
4 5 6
x
A 1
6
TABLE VIII FINDING NASH EQUILIBRIUM DEGREE FOR EACH NEUTRAL PLAYERS
K1 K2 K3
J1 (0.958,0.5) (0.854,0.5) (0.011,0.5)
J2 (0,0) (0,0.854) (0,0.146)
J3 (0.042,0.041) (0.146,0.002) (0.989,0.958)
TABLE IX
FINDING NASH EQUILIBRIUM DEGREE OF EACH CELL FOR NEUTRAL PLAYERS
K1 K2 K3
J1 Nash of deg 0.5 Nash of deg 0.5 Nash of deg 0.011
J2 Nash of deg 0 Nash of deg 0 Nash of deg 0
J3 Nash of deg 0.041 Nash of deg 0.002 Nash of deg 0.958
For analyzing the effect of user viewpoint in the distribution
of Nash degrees, consider 1V and 3V in Fig. 5 for both players,
in which 1V shows a pessimistic player and 3V shows an
optimistic one. Tables X and XI determine the graded Nash of
each cell for pessimism and optimism players, respectively:
TABLE X
FINDING NASH EQUILIBRIUM DEGREE OF EACH CELL FOR PESSIMISM
PLAYERS
K1 K2 K3
J1 Nash of deg 0.066 Nash of deg 0.262 Nash of deg 0.3
J2 Nash of deg 0 Nash of deg 0.5 Nash of deg 0.052
J3 Nash of deg 0.762 Nash of deg 0.238 Nash of deg 0
TABLE XI
FINDING NASH EQUILIBRIUM DEGREE OF EACH CELL FOR OPTIMISM
PLAYERS
K1 K2 K3
J1 Nash of deg 0.54 Nash of deg 0.424 Nash of deg 0.013
J2 Nash of deg 0 Nash of deg 0 Nash of deg 0
J3 Nash of deg 0.043 Nash of deg 0.003 Nash of deg 0.956
Comparing the results of Tables X and XI, one can
conclude that as players become less greedy, i.e. experiencing
higher degrees of satisfaction from lower payoffs, degrees of
being Nash equilibrium become more widely distributed in the
games matrix and the degrees grow closer to each other. This
effect occurs because when players become less greedy the
priority of different payoffs will increase and become more
similar to others. In the first row of the game, when players
are optimistic, they prefer to choose 2,3T and, hence, this
payoff yields more SF than when players are neutral.
Moreover, when players are pessimistic, cells with a high
Nash degree in neutral and optimistic cases change to cells
with a low Nash degree, and this is because the of inversion of
the user viewpoint.
IV. CONCLUSION
In this paper, a new approach is introduced for analyzing
games more realistically than previous models. In the first
part, only the preference relationship is generalized to a fuzzy
one, i.e., the relationship of "greater than or equal" is extended
to a fuzzy one, which describes how much a crisp number is
greater than or equal to another number. In crisp games, a
fuzzy preference relation was employed for comparing payoffs
and calculating the priority of each payoff using the Least
Deviation method. Using this priority, a value of being
equilibrium is computed and it is shown that this value yields
more realistic results.
In the case of having fuzzy payoffs, the definition of
satisfaction function when players have viewpoints is
improved. The proposed method incorporates player
viewpoints in the domain of fuzzy value and transforms it to
another fuzzy value. The algorithm for finding the Nash
degree of each cell is proposed. Finally, the effect of different
viewpoints on the result of the game is studied. Comparing the
results to the fuzzy Nash equilibrium, the results obtained
through this strategy were more sensitive to the payoffs.
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