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单词 ENOMM0422
释义
probability 413
The Game of Chicken
An interesting variation of the prisoner’s dilemma game
is the game of chicken. It is modeled on the dangerous
driving game in which two drivers head directly toward
one another on a single-lane road. Each driver must
decide at the last minute whether to swerve to the right,
or to not swerve. To bring mathematics into the game,
it is convenient to introduce numerical values for the
outcomes of the game.
Suppose 10 points are assigned to the winner of the
game: she who chooses not to swerve given that the
other driver did. As this is embarrassing to the second
driver, 0 points are awarded to her. If both drivers
decide to swerve, then, as this is only mildly embarrass-
ing to each, assign to each player 5 points. On the other
hand, if both players decide not to swerve, then the out-
come is disastrous and assign –10 points to each driver
in this instance. The outcomes of the game of chicken
can be summarized in the following two payoff tables:
Notice that neither player has a dominant strategy
in the game of chicken: his or her best action does
depend on what choice the other driver is going to
make. Moreover, the game of chicken has two distinct
Nash equilibria: (Swerve, Not Swerve) and (Not
Swerve, Swerve). (It is to neither player’s advantage to
deviate from one of these options.) This suggests that a
compromise (Swerve, Swerve) is not easy to achieve.
Many conflicts in real life, such as labor-manage-
ment disputes and international trade conflicts, have
the flavor of a game of chicken. As we know, the out-
comes of such disputes do indeed vary: one party may
decide to “cave in” so as to avoid a disastrous out-
come, while many times neither party surrenders, and
strikes and wars result.
See also J
OHN
N
ASH
.
probability The principles of probability theory were
first identified by 16th-century Italian mathematician
and physician G
IROLAMO
C
ARDANO
(1501–76), and
later by French mathematicians B
LAISE
P
ASCAL
(1623–62) and P
IERRE DE
F
ERMAT
(1601–65). The key
idea is that if a situation can be described in terms of
possible outcomes, each equally likely, then the proba-
bility of any particular outcome is defined to be the
number 1 divided by the total number of outcomes.
For example, if a die is cast, six outcomes are possible:
{1,2,3,4,5,6}. We usually believe that each outcome is
equally likely, and so we say that the probability of
rolling any one particular outcome, such as a 5 for
example, is 1/6.
More generally, if more than one possible outcome
is deemed acceptable, then we define the probability of
obtaining one of these outcomes to be ratio of the
number of desired outcomes to the total number of
outcomes. For example, there are three ways to roll an
even number when casting a die. Thus we say that the
probability of casting a multiple of 2 is 3/6 = 1/2. The
chances of casting any of the numbers 1, 4, 5, or 6 are
4/6 = 2/3.
Mathematicians call the set of all possible out-
comes of an experiment the
SAMPLE SPACE
, and any
particular set of outcomes (or just a single outcome) an
EVENT
. For example, in casting a die, the sample space
is the set {1,2,3,4,5,6}, and an event could be the sub-
set {2} (rolling a two), for example, or {2,4,6} (rolling
an even number). An event is always a subset of the
sample space.
If Arepresents an event, that is, a set of desirable
outcomes, then the notation P(A) is used to denote the
probability of that event occurring, that is, the proba-
bility that the outcome from one run of the experiment
will belong to the set A. A value P(A) is always
between zero and 1, with value P(A) = 0 indicating
that event Awill never occur and value P(A) = 1 indi-
cating that event Awill always occur. In casting a die,
for example, we have P(even) = , P({1,4,5,6}) = ,
P(a multiple of 7) = 0, and P(a whole number) = 1.
Assigning probabilities to events requires careful
counting. Often the greatest difficulty is identifying
2
3
1
2
Outcomes for Driver 1
Driver 2
Driver 1 50
10 –10
Swerve
Swerve
Not Swerve
Not Swerve
Outcomes for Driver 2
Driver 2
Driver 1 50
10 –10
Swerve
Swerve
Not Swerve
Not Swerve
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