Project 2 focuses on the use of higher order procedures, together with data structures. You will also further develop and demonstrate your ability to write clear, intelligible, well-documented procedures, as well as test cases for your procedures.
In the mid-1920's, the Nebraska
State Police achieved what may still be their finest moment. After a 400-mile
car chase over dirt roads and through corn fields, they finally caught up with
the notorious bank robbers Bunny and Clod. The two criminals were brought back
to the police station in Omaha for further interrogation. Bunny and Clod were
questioned in separate rooms, and each was offered the same deal by the police.
The deal went as follows (since both are the same, we need only describe the version
presented to Bunny):
“Bunny, here's the offer
that we are making to both you and Clod. If you both hold out on us and don't
confess to bank robbery, then we admit that we don't have enough proof to
convict you. However, we will be able to jail you both for one year, for
reckless driving and endangerment of corn. If you turn state's witness and help
us convict Clod (assuming he doesn't confess), then you will go free, and Clod
will get twenty years in prison. On the other hand, if you don't confess and
Clod does, then he will go free and you will get twenty
years.”
“What happens if both Clod
and I confess?” asked Bunny.
“Then you both get ten
years,” responded the police.
Bunny, who had been a math major
at Cal Tech before turning to crime, reasoned this way: “Suppose Clod
intends to confess. Then if I don't confess, I'll get twenty years, but if I do
confess, I'll only get ten years. On the other hand, suppose Clod intends to
hold out on the cops. Then if I don't confess, I'll go to jail for a year, but
if I do confess, I'll go free. So no matter what Clod intends to do, I am
better off confessing than holding out. So I'd better confess.”
Naturally, Clod employed the very same
reasoning. Both criminals confessed, and both went to jail for ten years (Well,
actually they didn't go to jail. When they were in court, and heard that they
had both turned state's witness, they strangled each other. But that's another
story.) The police, of course, were triumphant, since the criminals would have
been free in a year had both remained silent.
The Bunny and Clod story is an
example of a situation known in mathematical game theory as the
“prisoner's dilemma.” A prisoner's dilemma always involves two
“game players,” and each has a choice between
“cooperating” and “defecting.” If the two players
cooperate, they each do moderately well; if they both defect, they each do
moderately poorly. If one player cooperates and the other defects, then the
defector does extremely well and the cooperator does extremely poorly. (In the
case of the Bunny and Clod story, “cooperating” means cooperating
with one's partner - i.e. holding out on the police - and
“defecting” means confessing to bank robbery.) Before formalizing
the prisoner's dilemma situation, we need to introduce some basic game theory
notation.
In game theory, we differentiate
between a game, and a play. A game refers to the set of
possible choices and outcomes for the entire range of situations. A play
refers to a specific set of choices by the players, with the associated outcome
for that particular scenario. Thus, in game theory, a two-person
binary-choice game is represented by a two-by-two matrix. Here is a
hypothetical game matrix.
|
|
B cooperates |
B defects |
|
A cooperates |
A gets 5 |
A gets 2 |
|
A defects |
A gets 3 |
A gets 1 |
The two players in this case are
called A and B, and the choices are called
“cooperate” and “defect.” Players A and B
can play a single game by separately (and secretly) choosing either to
cooperate or to defect. Once each player has made a choice, he announces it to
the other player; and the two then look up their respective scores in the game
matrix. Each entry in the matrix is a pair of numbers indicating a score for
each player, depending on their choices. Thus, in the example above, if Player A
chooses to cooperate while Player B defects, then A gets 2 points
and B gets 3 points. If both players defect, they each get 1 point.
Note, by the way, that the game matrix is a matter of public knowledge; for
instance, Player A knows before the game even starts that if he and B
both choose to defect, they will each get 1 point.
In an iterated game, the
two players play repeatedly; thus after finishing one game, A and B
may play another. (Admittedly, there is a little confusion in the terminology
here; thus we refer to each iteration as a “play,” which
constitutes a single “round” of the larger, iterated game.) There are
a number of ways in which iterated games may be played; in the simplest
situation, A and B play for some fixed number of rounds (say
200), and before each round, they are able to look at the record of all
previous rounds. For instance, before playing the tenth round of their iterated
game, both A and B are able to study the results of the previous
nine rounds.
The game depicted by the matrix
above is a particularly easy one to analyze. Let's examine the situation from
Player A's point of view (Player B's point of view is identical):
“Suppose B
cooperates. Then I do better by cooperating myself (I receive five points
instead of three). On the other hand, suppose B defects. I still do
better by cooperating (since I get two points instead of one). So no matter
what B does, I am better off cooperating.”
Player B will, of course,
reason the same way, and both will choose to cooperate. In the terminology of
game theory, both A and B have a dominant choice - i.e., a
choice that gives a preferred outcome no matter what the other player chooses
to do. The matrix shown above, by the way, does not represent a
prisoner's dilemma situation, since when both players make their dominant
choice, they also both achieve their highest personal scores. We'll see an
example of a prisoner's dilemma game very shortly.
To re-cap: in any particular game using the above
matrix, we would expect both players to cooperate; and in an iterated game, we
would expect both players to cooperate repeatedly, on every round.
Now consider the following game
matrix:
|
|
B cooperates |
B defects |
|
A cooperates |
A gets 3 |
A gets 0 |
|
A defects |
A gets 5 |
A gets 1 |
In this case, Players A
and B both have a dominant choice - namely, defection. No matter what
Player B does, Player A improves his own score by defecting, and
vice versa.
However, there is something odd
about this game. It seems as though the two players would benefit by choosing
to cooperate. Instead of winning only one point each, they could win three
points each. So the “rational” choice of mutual defection has a
puzzling self-destructive flavor.
The second matrix is an example
of a prisoner's dilemma game situation. Just to formalize the situation, let CC
be the number of points won by each player when they both cooperate; let DD
be the number of points won when both defect; let CD be the number of
points won by the cooperating party when the other defects; and let DC
be the number of points won by the defecting party when the other cooperates.
Then the prisoner's dilemma situation is characterized by the following
conditions:
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![]()
In the second game matrix, we
have
![]()
so both conditions are met. In
the Bunny and Clod story, by the way, you can verify that:
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Again, these values satisfy the
prisoner's dilemma conditions.
In the late 1970's, political scientist
Robert Axelrod held a computer tournament designed to investigate the
prisoner's dilemma situation (Actually, there were two tournaments. Their rules
and results are described in Axelrod's book: The Evolution of Cooperation.).
Contestants in the tournament submitted computer programs that would compete in
an iterated prisoner's dilemma game of approximately two hundred rounds, using
the second matrix above. Each contestant's program played five iterated games
against each of the other programs submitted, and after all games had been
played the scores were tallied.
The contestants in Axelrod's
tournament included professors of political science, mathematics, computer
science, and economics. The winning program - the program with the highest
average score - was submitted by Anatol Rapoport, a professor of psychology at
the University of Toronto. In this project, we will pursue Axelrod's
investigations and make up our own Scheme programs to play the iterated
prisoner's dilemma game.
As part of this project, we will
be running a similar tournament, but now involving a three-person prisoner's
dilemma.
Before we look at the two-player
program, it is worth speculating on what possible strategies might be employed
in the iterated prisoner's dilemma game. Here are some examples:
OscarTheGrouch - a program using the OscarTheGrouch
strategy simply defects on every round of every game.
MrRogers - a program using the MrRogers
strategy cooperates on every round of every game.
Unpredictable - this program cooperates or defects on a
random basis.
MajorityRules - this program defects on the first
round. On all subsequent rounds, MajorityRules examines the history of
the other player's actions, counting the total number of defections and
cooperations by the other player. If the other player's defections outnumber
her cooperations, MajorityRules will defect; otherwise this strategy
will cooperate.
Mimic - this program cooperates on the first round, and
then on every subsequent round it mimics the other player's previous move.
Thus, if the other player cooperates (defects) on the nth round, then Mimic
will cooperate (defect) on the (n+1)st round.
All of these strategies are
extremely simple. (Indeed, the first three do not even pay any attention to the
other player; their responses are uninfluenced by the previous rounds of the
game.) Nevertheless, simplicity is not necessarily a disadvantage. Rapoport's
first-prize program employed the Mimic strategy, and achieved the
highest average score in a field of far more complicated programs.
A Scheme program for an iterated
prisoner's dilemma game is provided as part of the code for this project. The
procedure play-loop pits two
players (or, to be more precise, two “strategies”) against one
another for approximately 100 games, then prints out the average score of each
player.
Player strategies are represented
as procedures. Each strategy takes two inputs - its own “history”
(that is, a list of all its previous “plays,” where for convenience
we will use "c" to represent cooperate, and "d" to represent
defect) and its opponent's “history.” The strategy returns either
the string “c” for “cooperate” or the string
“d” for “defect.” (Note that we will need to use
procedures appropriate for comparing strings when we analyze these results.)
At the beginning of an iterated
game, each history is an empty list. As the game progresses, the histories grow
(via extend-history) into lists of “c”'s and “d”'s, thus each history is stored from most
recent to least recent. Note how each strategy must have its own history
as its first input. So in play-loop-iter, strat0 has history0 as its first input, and strat1 has history1 as its first input.
The values from the game matrix
are stored in a list named *game-association-list*. This list is used to calculate the scores at the
end of the iterated game.
(define *game-association-list* (list (list (list “c” “c”) (list 3 3)) (list (list “c” “d”) (list 0 5)) (list (list “d” “c”) (list 5 0)) (list (list “d” “d”) (list 1 1))))
Thus, if both players cooperate, the
payoff to each player is a 3, if one player cooperates and the other defects,
the defecting player gets a payoff of 5, the cooperating player gets a zero
payoff, if both players defect, each gets a payoff of 1.
Some sample strategies are given in the
code. OscarTheGrouch and MrRogers are particularly simple; each returns a
constant value regardless of the histories. Unpredictable also ignores the histories and chooses
randomly between cooperation and defection. You should study MajorityRules and Mimic to see that their behavior is consistent with the
descriptions in the previous section.
To be able to test out the system, we need
to complete a definition for extract-entry. This procedure will retrieve the payoff information from the game
association list. The procedure's
behavior is as follows: it takes as input a play, represented as a list of
choices for each strategy (i.e., a “c” or a “d”), and
the game association list. Thus a play will in this case be a list of two
entries (since there are two players), each of which is the choice of action
for that player. Each entry in the game association list is a list itself, with
a first element representing a list of game choices, and the second element
representing a list of scores (or payoffs) for each player. Thus extract-entry wants to search down the game association
list trying to match its first argument against the first element of each entry
in the game association list, one by one. When it succeeds, it returns that
whole entry.
For example, we expect the following
behavior:
(define a-play (make-play “c” “d”))
(extract-entry a-play *game-association-list*)
;Value: ((“c” “d”) (0 5))
Write the procedure extract-entry, and test it out using the above case *game-association-list*. Turn in a copy of your documented
procedure and some test examples. You may want to use a diagram of the list
structure to guide the creation of your code.
Use play-loop to play games among the five defined
strategies. Notice how a strategy's performance varies sharply depending on its
opponent. For example, MrRogers does quite well against Mimic or against another MrRogers, but it loses badly to OscarTheGrouch. Pay special attention to Mimic. Notice how it never beats its opponent - but it never loses badly. Create
a matrix in which you show the average score for tournaments pitting all
possible pairings of the five different strategies: OscarTheGrouch, MrRogers, Mimic, Unpredictable, MajorityRules. Describe the behavior you
observe for the different strategies.
Games involving MajorityRules tend to be slower than other games. Why
is that so? Use order-of-growth notation to explain your answer.
Alyssa P. Hacker, upon seeing the code for
MajorityRules, suggested the following iterative
version of the procedure:
(define (MajorityRules my-history other-history) (define (majority-loop cs ds hist) (cond ((empty-history? hist) (if (> ds cs) “d” “c”)) ((string=? (most-recent-play hist) “c”) (majority-loop (+ 1 cs) ds (rest-of-plays hist))) (else (majority-loop cs (+ 1 ds) (rest-of-plays hist))))) (if (empty-history? my-history) “d” (majority-loop 0 0 other-history)))
Compare this procedure with the original
version. Do the orders of growth (in time) for the two procedures differ? Is the
newer version faster?
Write a new strategy slow-mimic. The strategy should cooperate on the
first round, then defect on the second round, and then should do what the
opponent did two turns previously (i.e. if the opponent defected two turns ago,
it should defect; if the opponent cooperated two turns ago, it should
cooperate). Play slow-mimic against
other strategies. Describe the behavior you observe.
Write a procedure make-slow-mimic-n. This procedure should take a number as
input and return the appropriate Mimic-like strategy. For example, (make-slow-mimic-n 2) should return a strategy equivalent to slow-mimic, and (make-slow-mimic-n 1) should return a strategy equivalent to mimic. Use this procedure to create a new
strategy and test it against the other strategies. Describe the observed behavior.
Write a procedure make-alternating-strategy which takes as input two strategies (say,
strat0 and strat1) and an integer (say freq). Make-alternating-strategy should return a strategy which plays strat0 for the first freq rounds in the iterated game, then switches to strat1 for the next freq rounds, and so on. (Hint: you may find it useful
to think about the remainder procedure in order to decide which strategy to use
at each iteration.) Test it against other strategies and describe the
performance.
Write a new strategy, make-higher-order-Unpredictable, which
takes a list of strategies as input.
It returns a new strategy that loops through this list of strategies,
using the next one in the list for each play, and then starting again at the
beginning of the list when it has used all the strategies. Test this new
strategy against other strategies and describe the performance.
Write a procedure forgiving, which takes as input a strategy (say strat) and a number between 0 and 1 (call it forgiveness-factor). The forgiving procedure should return a strategy that
plays the same as strat except: when strat defects, the new strategy should have a forgiveness-factor chance of cooperating. (If forgiveness-factor is 0, the return strategy performs
exactly the same as strat; if forgiveness-factor
is 0.5, the returned strategy cooperates half the time that strat defects; if forgiveness-factor is 1, the returned strategy performs the
same as MrRogers.)
Use forgiving with a low value for forgiveness-factor - say, 0.1 - to create two new
strategies: slightly-forgiving-Nasty and slightly-forgiving-Mimic. Test these new strateigies against other strategies and describe the
performance.
A natural idea in creating a prisoner's
dilemma strategy is to try and deduce what kind of strategies the other
player might be using. In this problem, we will implement a simple version of
this idea.
Let’s start by thinking about some
simple examples. Suppose we took
our history and the history of our opponent, and for simplicity, let’s
assume that if our opponent’s strategy is based in any way on what we
have done, that it is reflected on the next play (i.e. our opponent may be
using a strategy that is independent of what we do, but if they are reacting to
our choices, then their decision at time n depends only on our decision at time
n-1). Thus, if we compare our decision
at time n against our opponent’s decision at time n-1, our decision at
time n-1 against our opponent’s at time n-2, and so on, we can count the
number of times each possible pairing of our decision versus our opponent’s
occurs – there will be some number of times each of CC, CD, DC, and DD occur, where the first
symbol is our action and the second is our opponents.
Now, let’s consider some simple
cases. If the only cases with a
non-zero count are CC and DC, then there is a good chance that our opponent is
playing MrRogers. In that case, our best strategy would be
to constantly defect. If the only
cases with a non-zero count are CD and DD, then there is a good chance that our
opponent is playing OscarTheGrouch.
In that case, our
best strategy would be to constantly defect. If the only cases with a non-zero count
are CC and DD, then there is a good chance that our opponent is playing Mimic. What would your best strategy be in this case?
In this problem, we want you to implement
this idea. This will take a bit of
planning. You should design a data
structure that you can use for counting the number of occurences of the
different possible pairings of cooperate and defect that you find by comparing
two histories; you should write procedure(s) that analyze a pair of histories
to create a version of this data structure; you should write predicate
procedures that test to see if an opponent is playing any of the three
stratagies noted above; and finally you should write a new strategy that waits
for some number of plays to occur, then tests to see if the opponent is playing
either MrRogers or OscarTheGrouch, in which case it should defect, tests to
see if the opponent is playing Mimic, in which case it should use whatever strategy you think is optimal, and
otherwise should defect or cooperate at random.
Test your procedure against other
strategies.
So far, all of our prisoner's dilemma
examples have involved two players (and, indeed, most game-theory research on
the prisoner's dilemma has focused on two-player games). But it is possible to
create a prisoner's dilemma game involve three - or even more - players.
Strategies from the two-player game do not
necessarily extend to a three-person game in a natural way. For example, what
does Mimic mean? Should the player defect if either
of the opponents defected on the previous round? Or only if both
opponents defected? And are either of these strategies nearly as effective in
the three-player game as Mimic is in the two-player game?
Before we analyze the three-player game
more closely, we must introduce some notation for representing the payoffs. We
use a notation similar to that used for the two-player game. For example, we
let DCC represent the payoff to a defecting player if both opponents cooperate.
Note that the first position represents the player under consideration. The
second and third positions represent the opponents.
Another example: CCD represents the payoff
to a cooperating player if one opponent cooperates and the other opponent
defects. Since we assume a symmetric game matrix, CCD could be written as CDC.
The choice is arbitrary.
Now we are ready to discuss the payoffs
for the three-player game. We impose three rules (Actually, there is no universal
definition for the multi-player prisoner's dilemma. The constraints used here
represent one possible version of the three-player prisoner's dilemma):
1) Defection should be the dominant choice
for each player. In other words, it should always be better for a player to
defect, regardless of what the opponents do. This rule gives three constraints:
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2) A player should always be better off if
more of his opponents choose to cooperate. This rule gives:
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3) If one player's choice is fixed, the
other two players should be left in a two-player prisoner's dilemma. This rule
gives the following constraints:
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We can satisfy all of these constraints
with the following payoffs:
CDD = 0, DDD = 1, CCD = 3, DCD = 5, CCC = 8, DCC = 12.
Revise the Scheme code for the two-player
game to make a three-player iterated game. The program should take three
strategies as input, keep track of three histories, and print out results for
three players. You need to change only three procedures: play-loop, print-out-results and get-scores (although you may also have to change
your definition of extract-entry if you
did not write it in a general enough manner). We would suggest that you make
copies of the necessary code and rename them so that you can separate the two
person version from the three person one.
You also need to change *game-association-list* as follows – you can do this by
uncommenting this part of the code (and commenting out the earlier version):
(define *game-association-list* (list (list (list “c” “c” “c”) (list 8 8 8)) (list (list “c” “c” “d”) (list 3 3 12)) (list (list “c” “d” “c”) (list 3 12 3)) (list (list “d” “c” “c”) (list 12 3 3)) (list (list “c” “d” “d”) (list 0 5 5)) (list (list “d” “c” “d”) (list 5 0 5)) (list (list “d” “d” “c”) (list 5 5 0)) (list (list “d” “d” “d”) (list 1 1 1))))
Write strategies MrRogers-3, OscarTheGrouch-3, and Unpredictable-3 that will work in a three-player game.
Try them out to make sure your code is working.
Write a new strategy: double-Mimic, if both opponents did the same thing on
the last play, this strategy should do the same thing on this play, otherwise
it should cooperate or defect at random. Play some games using this new
strategy. Describe the observed behavior.
Write a procedure make-combined-strategies which takes as input two two-player
strategies and a “combining” procedure. Make-combined-strategies should return a three-player strategy that
plays one of the two-player strategies against one of the opponents, and the
other two-player strategy against the other opponent, then calls the
“combining” procedure on the two two-player results. Here's an
example:
(make-combined-strategies Mimic Mimic (lambda (r1 r2) (if (or (string=? r1 “d”) (string=? r2 “d”)) “d” “c”)))
The resulting strategy plays Mimic against each opponent, and then calls the
combining procedure on the two results. If either of the two two-player
strategies has returned “d”, then the three-player strategy will
also return “d”.
Here's another example. This call to make-combined-strategies returns a three-player strategy that plays Mimic against one opponent, MajorityRules against another, and chooses randomly between the
two results:
(make-combined-strategies Mimic MajorityRules (lambda (r1 r2) (if (= (random 2) 0) r1 r2)))
Write
a new procedure using make-combined-strategies. Test
it out against other strategies and describe the behavior.
As described earlier, Axelrod held two
computer tournaments to investigate the two-player prisoner's dilemma. We are
going to hold a three-player tournament. You need to design a strategy for the
tournament. You might submit one of the strategies developed in the project
(but not one of the standard strategies provided as part of the code), or develop
a completely new one. The only restriction is that the strategy must work
against any other legitimate entry. Any strategies that cause the tournament
software to crash will be disqualified. To submit your entry strategy, you
should:
The tournament will be a complete one,
that is every strategy plays against every other pair. Each game will consist
of approximately 100 rounds.
For each problem above, include your code
(with identification of the problem number being solved), as well as comments
and explanations of your code, and
demonstrate your code’s functionality against a set of test cases. Once
you have completed this project, your file should be submitted
electronically on the 6.001 on-line tutor, using the Submit Project Files button.
Remember that this is Project 2; when you
are have completed all the work and saved it in a file, upload that file and
submit it for Project 2.