ing game theory to practice as language
pragmatics have been to analyzing human discourse or understanding language by computers.
The distinction between the syntax
and semantics of games is, I think, quite
important, as some of the disputes within game theory regarding the primacy of
different game representations (for example, the strategic and extensive forms)
suffer from the lack of this distinction. It
might, however, be presumptuous for CS
to intrude on this debate, except insofar
as it lends logical insights. 38 Indeed, perhaps this is more the role of mathematical logic than of CS per se.
But where CS can truly lead the way
is in game theory’s pragmatics. Game
theory as we know it embodies radical
idealizations, which include the infinite
capacity of agents to reason and the infinite mutually recursive modeling of
agents. Backing off from these strong
assumptions has proven challenging.
A fairly thin strand of work under the
heading of “bounded rationality” involves games played by automata. 33 This
is an important area of research that
sometimes makes deep connections
between the two fields. For example,
early results showed that one of the
well-known pesky facts in game theory—namely, that constant “defection”
is the only subgame-perfect equilibrium in the finitely repeated prisoner’s
dilemma game—ceases to hold true if
the players are finite automata with sufficiently few states. 24, 28 A more recent result shows that when players in a game
are computer programs, one obtains
phenomena akin to the Folk Theorem
for repeated games. 36
This connection between theoretical
models of computation and game theory is quite important and beautiful, but
it constitutes a fairly narrow interpretation of the term “bounded rationality.”
The term should perhaps be reserved
for describing a much broader research
agenda—one that may encourage more
radical departures from the traditional
view in game theory. Let me mention
two directions that I think would be
profitable (and difficult) to pursue under this broader umbrella.
When one takes seriously the notion
of agents’ limited reasoning powers,
it is not only some of the answers that
begin to change; the questions themselves must be reconsidered. Consider
science operates
at many levels.
for some, it is
sufficient that
scientific theories
be clever, beautiful,
and inspirational.
others require
that any science
eventually
make contact
with compelling
applications
and be subjected
to empirical
evaluation.
the basic workhorses of game theory—
the Nash equilibrium and its many
variants—that have so far served as the
very basic analysis tool of strategic interactions. Questioning the role of equilibrium analysis will be viewed by some in
GT as act of heresy, but real life suggests
that we may have no choice. For example, in the trading agent competition,
Nash equilibrium of the game did not
play a role in almost any participating
program, 42 and this is certainly true as
well of the more established chess and
checkers competitions.
It is premature to write off the Nash
equilibrium as irrelevant, however. For
example, two programs competing in
the TAC did in fact make use of what
can be viewed as approximate empirical NE. 42 Another striking example is the
computation of equilibria in a simplified
game tree by a top-scoring program in a
poker competition. 43 It could be argued
that maxmin strategies, which coincide
with equilibrium strategies in zero-sum
games, do play an important pragmatic
role. But computation of either maxmin
or equilibrium strategies in competitions has certainly been the exception to
the rule. The more common experience
is that one expends the vast majority of
the effort on traditional AI problems
such as designing a good heuristic function, searching, and planning. Only a
little—albeit important—time is spent
reasoning about the opponent.
The impact of such pragmatic considerations on game theory can be
dramatic. Rather than start from very
strong idealizing assumptions and awkwardly try to back off from them, it may
prove more useful or accurate to start
from assumptions of rather limited reasoning and mutual modeling, and then
judiciously add what is appropriate for
the situation being modeled. Which in-cremental-modeling approach will out
has yet to be seen, but the payoff both
for CS and GT can be substantial.
The second direction is radical in
a different way. Game theory adopts
a fairly terse vocabulary, inheriting it
from decision theory and the found-aions of statistics.e In particular, agents
e Parenthetically, it can be remarked that
Savage’s setting, 34 on which the modern
Bayesian framework is based, does not have
an obvious extension to the multi-agent case.
However, this is not the focus of the point I am
making here.