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The overriding theme of Thinking Strategically is that interactions between people can be thought of as games that can be analyzed and played scientifically through the use of game theory. This theory divides games into several types, and for each type there are specific strategies that, if played correctly, increase the player’s chances of success.
Many solo activities—for instance, planning the best travel route to a city, or scheduling the day’s activities—also can be thought of as games. The book, however, focuses almost entirely on games between people. These include everything from card games and dating strategies to business decisions, politics, international relations, and war. Games can be cooperative or competitive, or some combination of both.
In some games, moves are made sequentially—one side moves, then another. Examples include tennis and other sports in which opponents take turns; business tactics, where one company announces a price discount and other companies respond in kind; and warfare, in which one side moves its forces and the other responds by repositioning its own units.
Sequential games can be analyzed with “game trees,” charts that show the possible responses to a given move as branches that extend into more branches for the counter-responses, and so on to the end of the game. The chief rule of sequential games is “Look ahead and reason back” (34), or determine the desired end result and trace the moves that lead backward to the current position; these are the best options for play.
In other games, moves are made simultaneously; players can’t know the other players’ moves before they must respond. This means everyone involved must reason out what the other players are likely to do ahead of time and plan their strategies accordingly. Games like Rock-Paper-Scissors are simultaneous, as are those played between businesses that must release their products on the same day—for example, the magazines Time and Newsweek that must select their cover stories without knowing what option their rival will choose.
Simultaneous games are best charted by tables, with rows for the player’s options and columns for the opponent’s, that show at a glance the outcomes for various combinations of moves by player and opponent. The most vexing simultaneous game is the “Prisoner’s dilemma,” in which each team agrees to sacrifice resources for a greater common good, but each member also is tempted to defect and make bigger gains at the expense of other team members.
Interactions with people sometimes can seem confusingly complex, but game theory helps to sort things out. It enables players to make moves intelligently and improve their chances of success.
In addition to the basic categories of games—solo versus multiplayer, simultaneous versus sequential, cooperative versus competitive—game theory includes many tactics that can apply to any situation. These include making commitments, establishing credibility, making strategic moves, being unpredictable, playing a dominant strategy, and reaching an equilibrium.
A commitment can be a promise or a threat: If Player B does one thing, Player A will respond with a reward or punishment. Commitments can funnel opponents' moves into narrow pathways over which the committed player has control. One type of commitment involves “brinkmanship,” which drags others toward universal disaster if they don’t do what the player demands, a tactic made famous during the Cuban Missile Crisis, when nuclear war lay beyond the brink.
If a player has no credibility, other players will ignore their commitments. It’s important to establish a reliable track record by making moves consistent with any commitments. Especially bad for trust is to renege on a promise.
On the other hand, a player mustn’t become so predictable that others can easily anticipate that player’s moves. Thus, during regular play, competitors do well to randomize their choice of moves. For example, baseball pitchers might establish a 50-50 rule for fast balls and curve balls, and then glance at their wristwatch, and if, say, the watch reports an even-numbered second, they throw a fast ball.
Now and then, a player realizes that her best strategy is to destroy the thing her opponent wants. Armies in retreat sometimes burn towns and farms to deprive invaders of resources; businesses facing a hostile takeover might devise a “poison pill” that ruins the firm’s value to the raider. These are “strategic moves,” and players make public commitments to use them if others attack.
Sometimes a player discovers that one strategy is as good or better than all others. This is the player’s “dominant strategy,” the one s/he should use at all times. Similarly, a “dominated strategy” is one that’s worse, or no better than, all other strategies. This approach should be abandoned, along with any other such strategies that crop up.
Some games fall into predictable patterns where players settle into predictable moves. These games reach “equilibrium,” a state where play becomes stable and routine. A trade partnership or alliance might slip into this state, either for good or ill, where the partners have no other moves to make; feuds also reach equilibria, where the sides punish each other for punishing each other, over and over, until one or both sides cease play by going bankrupt, giving up, or dying. With equilibria, the game’s future moves are known to all sides; strategizing ends, and play becomes routine.
All categories of play, then, respond to commitment, credibility, and randomness, and every game may contain best or worst strategies, along with places where play descends into states of equilibrium.
One of the most common games is called the “prisoner’s dilemma,” a difficult situation to resolve in which members of cooperative groups are tempted to betray each other. The classic Prisoner’s Dilemma involves two crime suspects questioned separately by police: If they stonewall, they’ll get medium sentences, but if one betrays the other, he’ll get a light sentence and his partner will suffer a long sentence. If both betray the other, they both get tough sentences.
Prisoner’s dilemmas arise in everyday life when people or organizations agree to make sacrifices for the good of the group. If, for example, oil-producing nations agree to limit production, the price of oil will rise and all producers will make more money; at the new, higher price, though, each producer has an incentive to defect, overproduce at the higher price, and cash in at the expense of the other members. The result is that “the outcome is jointly worse than if [each] followed the strategy of minimizing their payoff” (91).
While it’s not possible for crime suspects to monitor each other’s behavior, other groups often can keep an eye on their members. Watching over everyone’s actions, and then punishing the scofflaws, can keep a group in line and reduce everyone’s temptation to cheat. This isn’t always possible, though: A company in a partnership might privately manipulate its account books, exaggerate its expenses, and cheat the other partner out of legitimate receipts from the project. For such situations, partnerships can agree to hire outside auditors or enforce other provisions that reduce cheating.
One efficient feedback system can be used by any player: It’s called “tit-for-tat,” and it won a tournament of computer algorithms designed to win a Prisoner’s dilemma contest. Tit-for-tat “cooperates in the first period and from then on mimics the rival’s action from the previous period” (106). Two can play tit-for-tat together, and usually they end up cooperating, but now and then a mistake can loop them into a permanent cycle of mutual punishments. This can be resolved with an extra rule: After several such punitive cycles, one player makes a cooperative overture and the other player promptly responds in kind, which automatically re-engages the positive cycle.
Despite the many techniques to minimize its mischief, the prisoner’s dilemma still frustrates game strategists. Such situations are too common, and too hard to monitor, to root out entirely.
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