| |
In The Slow Pace of Fast Change, the framework of
game theory is applied to two sets of questions: the pace
of progress in a connected world and strategies for taking
innovations to market. Markets are, for all practical purposes,
games of strategic choice among the many connected players
responsible for innovation's adoption and diffusion. I argue
in the book that the adoption process for innovations involving
such connected players is a cycle of chicken-and-egg decisionswhich
makes game theory particularly compelling as a way to frame
and break into this cycle. The power of the science of strategy
in practical application to strategic choice in real-world
markets was recognized in the academic fields of "new" industrial
organization and industry structure approaches to business
strategy; we certainly discovered the benefits of its actionable
insights in our own work.
I have found, though, that much of the awareness of the discipline
in the "real world" is relatively little or obscured, often
beneath labels used in somewhat narrow contexts: prisoner's
dilemma, price wars, coopetition, win-win negotiation or competitive
simulation. Oddly enough, I have also found the practice
of game theory wider and deeper than most people appreciate.
More often than not, experienced executives make decisions
that reflect a sharply tuned game-theoretic mindset, developed
not through using tools or training but through an evolutionary
process of repeated learning from the past. Many are surprisedlike
M. Jourdain in Moliere's Le bourgeois gentilhomme,
who was stunned to hear that he'd been speaking prose all
his lifethat they had been acting as if they were expert
game theorists, when in their minds it was all "common sense."
That said, the common sense does come at the tail end of an
experiential, and often risky, learning process. But that
is, in essence, the beauty of the field - it bottles common
sense, so that you can anticipate it instead of having to
learn it the hard way. Even for those who do not need the
evolutionary benefits of experience shrink-wrapped and have
enough of it to last a lifetime, the theory does provide essential
value: accumulation of experience often causes many of us
to find situations that do not fit a known pattern surprising
- and, often, paralyzing from a decision-making perspective.
The theory is often quite powerful in resolving such puzzling
outcomes, and provides a framework for interpreting them and
acting on them.
back to top
Alternatively, people often think of the theory simply in
terms of a toolsetfor, say, deciding under competitive
uncertainty or to make predictions about future states of
a market. But here again, we unnecessarily circumscribe ourselves.
Indeed, to truly benefit from it as a framework to understand
the world or to change it, game theory is even more powerful
if one absorbs it as a mindset rather than just a toolset.
To appreciate its breadth as mindset, it is very instructive
to trace the staggering diversity of contexts in which the
theory has provided insights. Few, even those in the field,
are aware of this breadth. For its use in the context of innovations
and the networked world, you can read The Slow Pace of
Fast Change. For an excellent discussion of its application
to business strategy, read Adam Brandenburger and Barry Nalebuff's
Coopetition (Doubleday, New York, 1996); for a non-technical
introduction to its key areas, read Prajit Dutta's Strategies
and Games, (MIT Press, Boston, 1999).
Here, however, are just a few of the applications that take
us much further afield from the more familiar terrain.
Interpreting Past History as a Framework for Making History
Going Forward
Several years ago, game theory conferences were abuzz with
a breakthrough in a puzzle that had survived two thousand
years: the nagging question was one from the Talmud, a Babylonian
compilation of laws and customs, which specified the division
of a dead man's estate among his three wives in apparently
contradictory ways. When the man dies and leaves an estate
worth a 100 units, the Talmud recommends equal division; if
the estate of 100 triples, it recommends proportional division
based on each wife's contributions; but if the estate were
only worth 200, the suggested division rule follows no reasonable
pattern. While it would be hard to say that this contradiction
is a crisis even remotely close in importance to those bedeviling
present-day Babylonia, it is definitely older than most of
the multiple contradictions in which the region is abundant.
The solution was that the apparent Talmudic contradiction
could be rationalized as a well-understood outcome of a "cooperative"
game (See Steven Landsburg's note on this in Slate,
April 10, 1998, "Let the Rabbi Split the Pie"; the original
work by Robert Aumann and Michael Maschler is written for
a technical audience.) Far from being contradictory, it rests
on a consistent and fair set of principles after all. Given
the importance of such precedents in issues to deal not only
with the division of estates but also to bankruptcy and multi-party
negotiation proceedings, these findings do have broader implications;
they can also serve an important role of setting precedents
and benchmarks, which are often crucial to such proceedings.
back to top
Human history, as is well known, is replete with many other
puzzles and phenomena that have begged explanation. Taking
a game-theoretic lens to history has helped shed light on
many such questions; interestingly, they offer guidance on
how to act when similar situations arise going forward. Consider
a pivotal period of European history. Much of the economic
growth experienced by Europe during the 11th to the 14th century
involved trade, particularly over the Mediterranean route.
How did such long distance and complex trading persist and
grow, despite the challenges of information and geography
of those times? In his studies of the Jewish Maghribi traders,
(who originated not far from Babylon, the setting of our earlier
puzzle) Stanford University's Avner Greif discovered how such
merchant communities practiced and scaled up successful businesses.
They did so by employing agents who were governed through
a model of collectivist punishments. The merchants collaborated
on punitive measures on agents who did not act in the merchants'
interests. The incentives to commit to such a collective punishment
scheme can be explained through a framework of an infinitely
repeated game. Several of the lessons of how several generations
of Maghribi traders organized themselves and their system
can help inform organizational and consensus-building strategies
for global corporations today. (For references, see Avner
Greif's extensive work in the area, in the Journal of Economic
History (1989), American Economic Review (1993),
and Journal of Political Economy (1994).
To be convinced that it is well worth our while paying attention
to unraveling history's puzzles for strategizing in contemporary
societies - and that game theory offers a powerful prism --
one must return, yet again, to Babylonia. Herodotus of Halicarnassus,
the Greek historian and storyteller from the 5th century BC,
talks of the Babylonian custom of men bidding for wives. It
was a powerful social welfare scheme, where the money raised
through bids on the most attractive women was used to subsidize
transactions involving the least attractive ones. In any event,
this practice of competitive bidding as a market phenomenon,
whose first recorded application was in Babylon, became more
widespread in its use in the ancient Roman empire when soldiers
would plant a spear in the atrium auctionarium to invite bids
sub hasta (under the spear) on their spoils from various
foreign adventures. The Romans proceeded to use this mechanism,
which eventually came to be known as an auction, as means
of liquidating property. Auction, literally, means "to increase"and
we have witnessed in recent times that there is an increasing
and infectious quality to this form of market organization,
whether it is in Internet commerce over household trivialities
or in bidding wars involving takeovers and mergers. The infectious
aspects of this form have historical precedent. The popularity
of the auction grew so much that at one point the entire
Roman Empire was put up for bid by the Praetorian Guard in
193 AD after they took it over when the incumbent emperor
Pertinax was assassinated. After all, how else does one get
a fair market valuation when it comes time to find a buyer
for the Roman Empire?
back to top
We have learned that the mysterious attraction of the auction
is that it is the most visible form of the market being transformed
into a game. It is perhaps the only means left available when
the market simply fails to provide any benchmarks to gauge
fair valuations or prices. This game has been repeated over
the centuries across various civilizations from the Dutch
systems for tulips to English, Japanese, Chinese and Indian
auctions in numerous other contexts ranging from land, chattel,
grain, art and oil drilling rights. Quaint methods were devised
to play the game, from "candle-stick bidding", where the winner
is the last person to bid before a candle's wick falls to
the "whisper auctions" used in fish markets of Venice. The
game theoretic understanding of how auctions work and have
worked in the past led to a burgeoning practice of auction
market design in contemporary times. It was used to organize
billions of dollars worth of transactions involving radio
spectrum for multiple generations of wireless communications
around the world and to the establishing the rules of play
for, arguably, the most successful Internet company in history,
eBay. Many of the broadband telecommunications deal strategies
mentioned in The Slow Pace of Fast Change draw upon
learnings from auctions.
A key lesson from the rich history of auction experience
continues to inform every form of auction design today. The
winner of the auction of the Roman Empire was a wealthy senator,
Didius Julianus, who posted the winning bid of 6,250 drachmas
per member of the Praetorian Guard to assume the coveted title
of emperor of Rome. It was unclear if he lost his shirt in
getting to that point - he certainly lost his head: he was
beheaded a few months after his victory. Game theorists to
this date recognize the curse that visits with the winner
of any auction - as do experienced bidders -- and carefully
design its rules to mange this phenomenon. This is the winner's
curse, or the regret that the winner experiences after being
informed of victory, because it means that on average one
could have won by a lower bid. Fear of the curse, generally
makes bidders want to shade their bids to avoid over-bidding
- much to the auctioneer's chagrin.
back to top
Much of contemporary auction market engineering begins with
design principles that anticipate such undesirable behaviors
related to this curse. These forms of engineering of auction
markets have resulted in tremendous economic implications,
where companies such as eBay have made millions of dollars
of additional revenues, and government treasuries around the
world have earned billions of dollars by auctioning radio
spectrum. An example of the kinds of design improvements suggested
by an awareness of the winner's curse problem is the idea
of keeping the bidding process public and running the auction
with an ascending price. This gives each bidder a reference
point - the last bid posted - and provides a bound on the
fear of over-paying. This, in turn, makes bidders less conservative
and helps increase the values generated in the auction. For
references see Paul Milgrom Auction Theory for Privatization,
Cambridge University Press, forthcoming, or Bhaskar Chakravorti,
William Sharkey, Yossef Spiegel, and Simon Wilkie "Auctioning
the airwaves," Journal of Economics and Management Strategy,
1994.
On the flip-side, it has been argued that such precision
design of the rules of the game has also promoted aggressive
bidding and the entire wireless communications industry has
been ridden with debt as a result. This, it has been argued,
contributed to a telecommunications industry slowdown amounting
to losses in the trillions. Needless to say, a better understanding
of the games played in earlier civilizations have made subtle,
and yet substantial, differences to our lives in contemporary
times.
back to top
Playing Games in Basic Sciences
It is not just in the "soft" situations, socio-economic,
political or business games, for which the game theoretic
framework is useful. Game theory has influenced thinking in
the basic sciences as well. Consider some questions that have
arisen in biology: why do so many animals display wasteful
physical characteristics with no apparent biological purpose?
Examples that are often cited are: the spectacular, but extravagant
and unnecessary, plumage of a peacock's tail, or why gazelles
repeatedly leap in place again and again when they spot a
predator in the savannah, or why so many deciduous trees indulge
in nutritionally costly coloration. The last of these may
be a no-brainer for the hordes of tourists who take to the
back roads of New England in the fall, but the coloration,
especially the red, is nutritionally costly for the trees
- an inefficiency that ought to have been ironed out over
the course of evolutionary adaptations. The explanation given
by evolutionary biologists to all of these and a host of other
such questions is a theory of signaling based on games of
asymmetric information. (See Carl T. Bergstrom, The Theory
of Honest Signaling, in http://octavia.zoology.washington.edu/handicap/)
Recent work by biologists Sam Brown and W.D. Hamilton on
the last of these questions, for example, establishes three
arguments. (See S.P. Brown and W.D. Hamilton, "Autumn tree
colors as a handicap signal," Proceedings of the Royal
Society of London, B (2001), 268: 1489-1493.) The first
is that fall coloration, other than its cosmetic appeal, indeed,
does seem on the surface to be an excessive use of scarce
natural resources. Second, aphids, a group of tree pests,
are known to avoid trees with bright reds and yellows when
seeking to colonize trees during the fall season. Third, it
is also the case that trees with bright fall colors also have
invested in higher proportions of chemicals that are bad for
aphids. What is going on between the trees and the aphids?
According to the biologists, there is a game between the trees
and the aphids of asymmetric information and an investment
in signaling to close the gap. The colors are an expensive
signal from the trees (that have access to such information)
to the aphids (without access to this information) to stay
away.
back to top
Granted, in a biological context, the players are not necessarily
making conscious strategic choicestheir behaviors are
as if such choices have survived over the course of evolution.
A. Michael Spence won a Nobel prize for his theory of such
expensive signaling games among players that do make strategic
choicesa model that is immediately adaptable to explain
not just the autumn leaves, but the peacock and the gazelle
as well.
Biological games have a long tradition in the field of evolutionary
biology to explain cooperative and conflicting behaviors of
species. It turns out, such games can occur at the microscopic
level as well. Paul Turner and Lin Chao of the University
of Maryland recently discovered that an RNA virus may be engaging
in an evolutionary variant of the prisoners' dilemma game.
(See Paul Turner and Lin Chao "Prisoner's dilemma in an RNA
virus," Nature (1999), 398: 441-443.)
back to top
Extensions of simple two-player games have attracted interest
in several other areas of basic science. Recently we did some
work on the future of an intriguing area of cross-disciplinary
development that cuts across physics, applied mathematics,
computer science, among others: quantum computing. The questions
(apart from the obvious one of what exactly is quantum computing)
that are in the minds of many are two-fold: what use is quantum
computing, and how far away are we from the development of
a quantum computer? In this context, I spoke with David Meyer
of the University of California at San Diego. He has the distinction
of being one of the early exponents of "quantum games" initiated
in 1999 using a story involving Star Trek's Captain
Picard in a showdown with Q on the bridge of the Starship
Enterprise. Their encounter is through a game of coin
flips. In Meyer's game, Q wins by using quantum mechanics
to prepare a coin that can come up heads and tails at the
same time, and Picard loses because he can only perform the
classical action of flipping the coin on one of its sides
(see David Meyer "Quantum strategies", Physics Review Letters,
82, 1052-1055). It is believed by many in this emerging field
that the quantum extensions of classical game theory is shedding
light on physical phenomena; cumulatively, it will contribute
to the efforts to develop a quantum computer. If this ambitious
effort does succeed, our abilities to process information
and compute would increase to levels currently unimaginable.
Games of War and of the War on Terrorism
Game theory's application to war is well-known. Conversely,
war has been applied to the theory of games; one often mirrors
the other. Many people in business spout and speak of the
war strategist Sun-Tzu, as their original game theorist (though
most game theorists may have never heard of him, such is the
magic of silos in a connected world). In Mabinogion,
a collection of Welsh folk tales, two kings fight a war and
play chess on the side. The game of chess is a reflection
of the ongoing events on the battlefield. The recent play-by-play
television coverage of the war in Iraq has been eerily similar
in its visuals and digital quality as video games, thereby
transforming not just the strategic structure but the appearance
of war as well to that of a game for the armchair warrior.
Of course, in the battlefield, war has far more serious consequences,
but the basic principles of game theory still apply in war-fighting
strategy.
back to top
John von Neumann, one of the founding fathers of game theory
was, at one point, a strategic advisor to General Leslie R.
Groves to select Japanese cities as bombing targets during
the Second World War. The problem was an inherently game-theoretic
one: if the US always chose their targets in the commonly
known order of importance, the Japanese would anticipate it
and would defend their cities appropriately. The key was to
balance importance and surprise - an element that the Japanese
themselves had used to great effect at Pearl Harbor. A sheet
of paper, dated May 10, 1945, in the Library of Congress provides
von Neumann's lists of potential bombing targets. One of them
reads: Kyoto, Hiroshima, Yokohama, Kokura. Kyoto was spared,
apparently, for its historical significance. The terrifying
consequence for the next city on the list is part of history
today.
Frequently, the signaling games we spoke of earlier is applied
during wartime or as a mechanism to pre-empt outright war.
The principle of mutually assured destruction and escalation
of nuclear capabilities during the height of the Cold War
was a classic application of the well-known prisoner's dilemma
game combined with signaling. While building up nuclear arsenals
amount to an expensive and tangible signal, sometimes such
signals are sent in less tangible ways - almost in the form
of "cheap talk", a way to send signals not through new investments
but by relying on past reputations. White House Chief of Staff
H.R. Haldeman, famously, recorded in his diary in October
1969 about Nixon's "madman theory" of indicating a ratcheting
up of the readiness level of nuclear forces. If his military
moves made Moscow and Hanoi concerned enough, the theory goes,
it might lead to the former using its leverage over the latter
to be more cooperative in peace talks planned in Paris.
back to top
Sometimes the value of the signal is not to convey information
or intent but to confuse to the point of deterrence in order
to avoid further uncertainty. An unclassified 1995 Pentagon
briefing document (Essentials of Post-Cold War Deterrence,
obtained under the FOIA by Hans Kristensen, Case # 96-55)
released under the Freedom of Information Act says: "Because
the value that comes from the ambiguity of what the US may
do to an adversary if the acts we seek to deter are carried
out, it hurts to portray ourselves as too fully rational and
cool-headed. The fact that some elements may appear to be
potentially 'out of control' can be beneficial to creating
and reinforcing fears and doubts within the minds of an adversary's
decision-makers…That the US may become irrational and vindictive
if its vital interests are attacked should be part of the
national persona we project to all adversaries." This most
game-theoretic of documents was written long before the events
that have rocked the world since September 11, 2001. Opinions
are divided on whether the US administration acted rationally
in its ensuing campaigns and linking of different crises in
other parts of the world, such as Afghanistan and Iraq. Some
even described the administration as being "out of control."
A game-theoretic framing of the situation would suggest that,
as recommended in the Pentagon document, a willingness to
appear "out of control" can, indeed, be rationalized as a
deliberate strategy.
A different application of game theory sheds light on mysterious
behavior by other players in the geopolitical game. Consider
North Korea's Kim Jong-il, frequently considered the most
irrational leader on the planet (in a field with many highly
eligible contenders), who could, in fact, be playing a very
carefully calculated and rational game of announcing his nuclear
intentions. The US has limited negotiating power, according
to this logic, because its options are few. UN sanctions do
not matter much to a regime that had millions of its citizens
die from famine rather than relent on earlier demands. A military
attack would have devastating consequences even from a limited
retaliation (before military strikes can neutralize them)
from North Korea on neighboring Seoul, 50 miles across the
border, or on densely populated Japan that lies within range
of over a hundred of its No-dong missiles. The ultimate ace
in the deck for President Kim is his own confusing signals
about nuclear capabilities and general "out of control" behavior.
A key lesson from game theory is the realization that adversaries
may have very rational reasons to act in apparently irrational
ways. Assume, until shown otherwise, that their moves are
calculated just as one's own areeven if their objectives,
knowledge and constraints may be very different.
back to top
On the home-front, the shifting dynamics on the geopolitical
stage are having an impact on counter-terrorism measures and
homeland security. Here, too, game theory finds application.
I shall describe some of our own work in a separate piece,
but it is interesting to see these ideas catching on with
several other groups. An example is the Institute for Strategic
Threat Analysis and Response at the University of Pennsylvania,
where ongoing research uses network theory and game theory
to determine the best places to intervene in several situations,
such as airline baggage screening and smallpox vaccination
programs. The problem, for example, with airline baggage screening
is that an airline in determining whether to install a baggage
checking system voluntarily must balance the cost of doing
so with the reduction in the risk of an explosion from luggage
not only from the passengers who check in with it, but from
the bags transferred from other airlines. The incentive to
invest in security is greatly diminished if other airlines
fail to adopt protective measures - leading to a "tragedy
of the commons" game, where no party, in a multi-party effort,
steps forward and invests. The relative pinch of these costs
is even greater in an environment where airlines are already
struggling with a downturn in the travel industry. An idea
being explored is public subsidies to the largest airlines
- which can then increase the incentives to the others to
make their investments since it would significantly contribute
to a lowering of a risk of explosion from transferred luggage.
For a reference, check the Institute website http://www.seas.upenn.edu/~istar/research/index.html.
Games of Match-Ups and Match-Making
The situation on the geopolitical stage has often been described
as a dangerous match - a Game of Chicken. This is a game most
closely associated with Thomas Schelling's classic, Strategy
of Conflict. This refers to the sport of teenagers in
cars racing in opposite directions towards each other till
one of themthe "chicken" swerves out of the way, and
loses. Schelling describes the potent strategies in such games
as ones that involve sending credible signals of intent to
stay the coursefor example, if one of the drivers were
to throw the steering wheel out of the window. The Game of
Chicken has, not surprisingly, found its way into the plots
of many movies. One of the most comprehensive sites on game
theory on the web, Gametheory.net, cites Cry-Baby, Footloose,
Rebel Without a Cause, and, of course, Thirteen Days,
a dramatization of the Cuban missile crisisto name only
a few.
back to top
Of course, Hollywood does not quite do justice to game theory's
applications - or even to its theory for that matter. Consider
the closest it gets to explain what was the mysterious discovery
for which John Forbes Nash actually received the Nobel Prize
for in the Academy award winner, A Beautiful Mind.
In an application that would potentially have more far-reaching
consequences than most of the ones talked of thus far, there
is a memorable, and quite a bit odd, scene from the movie
in which the fictional John Nash, played by actor Russell
Crowe, and fellow male students are eyeing a group of women
in a bar. The group includes a single blonde among several
brunettes; while all the men prefer the blonde over the others,
they would rather get to know a brunette than have no woman
at all. Nash's solution? "If everyone competes for the blonde,
we block each other and no one gets her. So then we all go
for her friends. But they give us the cold shoulder, because
no one likes to be second choice. Again, no winner. But what
if none of us go for the blonde. We don't get in each other's
way, we don't insult the other girls. That's the only way
we win. That's the only way we all get (a girl)." (From A
Beautiful Mind: The Shooting Script, Akiva Goldsman, 2002).
Anyone who has followed this advice must be cursing John Nash
and all game theorists by now. Not only is the fictional Nash
wrong, the solution is not a Nash equilibrium, the mysterious
and yet famous discovery that is central to the field and
earned him a Nobel.
To see why, going for a brunette is not a best choice, if
Nash after having delivered this specious advice were to assume
that his gullible friends would follow it and head for the
brunettes, then his own best strategy is to go for the blonde.
Conversely, if his friends were to assume that Nash apart
from being a bit odd is also a fink and would go for the blonde,
they would each be best served by going for the brunettes
themselves, if they can resist the urge to clobber him for
cloaking poor logic in something that sounds deep. Moral of
the story: there is a nugget in the movie's blonde-in-bar
sequence after allif you believe everybody else will
follow flawed advice, it is a best choice to be the only one
to profit by not following it.
back to top
Ironically, game theorists ought to be pretty good at this
stuff, believe it or not. Match-making is in itself a lively
area of work in game theory. Harvard's Al Roth was asked by
the Board of Directors of the National Resident Matching Program
(NRMP), which matches 20,000 residents to jobs every year
to help design a new algorithm that matches residents to hospitals.
The need for a new matching algorithm grew out of two years
of acrimony and controversy involving exchanges in Academic
Medicine in 1995 and groups such as the American Medical
Student Association, the Public Citizen's Health Research
Group, the AMA, and others. It was alleged that the NRMP was
biased and flawed and that "there was an element of perfidy
in the reluctance of the NRMP to make the changes demanded
and in the history of how the match had been constructed and
advertised to past generations of participants." (See Alvin
Roth and Elliott Peranson, "The Effects of the Change in the
NRMP Matching Algorithm, JAMA The Journal of the American
Medical Association, September 3, 1997.) Much of the controversy
had grown out of a reading - a partial misunderstanding by
the medical communityof the large body of work in game
theory on two-sided matching marketsof which Prof. Roth
is one of the leading exponents.
"The first few years of operation in the new match design
seem to have been extremely smooth…the organization of the
match no longer appears to be a source of significant controversy,"
according to Roth, quoted in (Hal Varian, "Avoiding the pitfalls
when economics shifts from science to engineering", New
York Times, August 29, 2002.) He also showed through experiments
that the controversies may have been misplaced - the old algorithm
was not that different from the new "ideal" algorithm in its
performance. While the fictional Nash fumbled in matching
up his buddies, followers of the real Nash have been doing
much better in putting the perennial angst of match-making
to rest.
And, besides, even if you cannot decide and end up with more
than one match, you can call your neighborhood game theorist
to decide how to share among the multiple matches. At the
very least you can call on a rabbi who will have a very intuitive
Talmudic rule in hand.
back to top
|