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Date of publication xxxx 00, 0000, date of current version xxxx 00, 0000. 10.1109/ACCESS.2023.3235922

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This study was supported by JSPS KAKENHI Grant Number JP20K19884 and Inamori Research Grants.

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Corresponding author: Masahiko Ueda (e-mail: [email protected]).

Unexploitable games and unbeatable strategies

MASAHIKO UEDA1 Graduate School of Sciences and Technology for Innovation, Yamaguchi University, Yamaguchi 753-8511, Japan (e-mail: [email protected])
Abstract

Imitation is simple behavior which uses successful actions of others in order to deal with one’s own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or not, game theory is suitable for specifying situations where imitation can be successful. One of the concepts describing successfulness of imitation in repeated two-player symmetric games is unbeatability. For infinitely repeated two-player symmetric games, a necessary and sufficient condition for some imitation strategy to be unbeatable was specified. However, situations where imitation can be unbeatable in multi-player games are still not clear. In order to analyze successfulness of imitation in multi-player situations, here we introduce a class of totally symmetric games called unexploitable games, which is a natural extension of two-player symmetric games without exploitation cycles. We then prove that, for infinitely repeated unexploitable games, there exist unbeatable imitation strategies. Furthermore, we also prove that, for infinitely repeated non-trivial unexploitable games, there exist unbeatable zero-determinant strategies, which unilaterally enforce some relationships on payoffs of players. These claims are demonstrated in the public goods game, which is the simplest unexploitable game. These results show that there are situations where imitation is unbeatable even in multi-player games.

Index Terms:
Imitation strategies, repeated games, unbeatable strategies, zero-determinant strategies.
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I Introduction

Imitation is simple behavior which uses successful actions of others in order to deal with one’s own problems. Copying the behavior of others is sometimes successful in human society [1]. In biological systems, a mechanism such that genes are passed from parents to offspring is naturally adopted [2]. In economics, it has been discussed that equilibria are realized not due to rational thinking but due to imitation [3, 4]. On the other hand, piracy is generally prohibited in creative activities [5]. When there are multiple agents who imitate others, complicated dynamics can occur [6]. In general, success of imitation depends on whether profit of a copying agent coincides with those of other agents or not, which is a subject of game theory [7].

When we restrict our attention to repeated two-player symmetric games, one of the candidates which characterize successfulness of imitation is unbeatability [8, 9]. Unbeatability literally means that the imitating agent cannot be beaten, or, cannot be exploited. For infinitely repeated two-player symmetric games, it has been known that there exists an unbeatable imitation strategy, called the Imitate-If-Better (IIB) strategy, if and only if the game does not contain any cycles similar to the rock-paper-scissors cycle [8]. Furthermore, it has also been proved that the Tif-for-Tat (TFT) strategy [10, 11], which imitates the opponent’s previous action, is unbeatable if and only if the game is a potential game [9].

Recently, it has been pointed out that the existence of unbeatable imitation strategies may be related to the existence of unbeatable zero-determinant (ZD) strategies [12]. ZD strategies are a class of memory-one strategies in infinitely repeated games, which unilaterally enforce linear relationships between payoffs of players [13]. Although ZD strategies were originally introduced in the prisoner’s dilemma game, they have been extended to broader situations [14, 15, 16, 17, 18]. Furthermore, the control ability of ZD strategies has also been extended [19, 20, 21]. As application studies, ZD strategies have been applied to several problems in the field of information and communications technology, such as resource sharing in wireless networks [22, 23], mining in blockchain [24], crowdsourcing [25], the Internet of Things [26], cloud computing [27], and data trading [28]. In terms of unbeatable strategies, the author proved that the unbeatable TFT is a ZD strategy in two-player symmetric games [29]. In addition, for two-player symmetric games where the unbeatable imitation strategy exists, unbeatable ZD strategies also exist [12]. These results suggest that there may be some relation between the existence of unbeatable imitation strategies and the existence of unbeatable ZD strategies, even in multi-player symmetric games.

The purpose of this paper is investigating the existence of unbeatable imitation strategies and unbeatable ZD strategies in multi-player totally symmetric games [30]. Concretely, we introduce a class of multi-player totally symmetric games called unexploitable games. Unexploitable games are an extension of two-player symmetric games without generalized-rock-paper-scissors cycles to multi-player case. We show that the unexploitable property of the stage game is a sufficient condition for the existence of unbeatable ZD strategies and the unbeatable IIB strategy. We also explain these results in the public goods game [31], which is the simplest example of unexploitable games.

This paper is organized as follows. In Section II, we define a model of infinitely repeated multi-player totally symmetric games. In Section III, we introduce basic concepts used in the later sections, such as ZD strategies, unbeatable strategies, and imitation strategies. In Section IV, we introduce the concept of unexploitable games, and provide our main results on the existence of unbeatable ZD strategies and unbeatable imitation strategies in unexploitable games. In Section V, we demonstrate our results in the public goods game. Section VI is devoted to concluding remarks.

II Setup

We consider an infinitely repeated game with NN players [32]. The stage game is G:=(𝒩,{Aj}j𝒩,{sj}j𝒩)G:=\left(\mathcal{N},\left\{A_{j}\right\}_{j\in\mathcal{N}},\left\{s_{j}\right\}_{j\in\mathcal{N}}\right), where 𝒩:={1,,N}\mathcal{N}:=\left\{1,\cdots,N\right\} is the set of players, AjA_{j} is the set of actions of player j𝒩j\in\mathcal{N}, and sj:k=1NAks_{j}:\prod_{k=1}^{N}A_{k}\rightarrow\mathbb{R} is the payoff of player j𝒩j\in\mathcal{N}. We collectively write 𝒜:=j=1NAj\mathcal{A}:=\prod_{j=1}^{N}A_{j} and 𝒂:=(a1,,aN)𝒜\bm{a}:=\left(a_{1},\cdots,a_{N}\right)\in\mathcal{A}, and call 𝒂\bm{a} an action profile. We write a probability LL-simplex by ΔL\Delta_{L}. We also introduce the notations aj:=(a1,,aj1,aj+1,,aN)kjAka_{-j}:=\left(a_{1},\cdots,a_{j-1},a_{j+1},\cdots,a_{N}\right)\in\prod_{k\neq j}A_{k} and j:=𝒩\{j}-j:=\mathcal{N}\backslash\left\{j\right\}. (Below, when we want to emphasize the action of player jj in 𝒂\bm{a}, we write 𝒂=(aj,aj)\bm{a}=\left(a_{j},a_{-j}\right).) We assume that the stage game is totally symmetric [30], that is, Aj=AA_{j}=A (j𝒩)(\forall j\in\mathcal{N}) and for every permutation π\pi on 𝒩\mathcal{N},

sπ(j)(𝒂)\displaystyle s_{\pi(j)}\left(\bm{a}\right) =sj(𝒂π)\displaystyle=s_{j}\left(\bm{a}_{\pi}\right) (1)

for any j𝒩j\in\mathcal{N} and for any 𝒂𝒜\bm{a}\in\mathcal{A}, where 𝒂π:=(aπ(1),,aπ(N))\bm{a}_{\pi}:=\left(a_{\pi(1)},\cdots,a_{\pi(N)}\right) and AA is some set. We also assume that AA is finite, and write A={1,,L}A=\left\{1,\cdots,L\right\}, where LL\in\mathbb{N} is the number of actions.

We repeat the stage game GG infinitely. We write an action of player jj at round t1t\geq 1 as aj(t)a_{j}^{(t)}. The behavior strategy of player j𝒩j\in\mathcal{N} is described as 𝒯j:={Tj(t)}t=1\mathcal{T}_{j}:=\left\{T^{(t)}_{j}\right\}_{t=1}^{\infty}, where Tj(t):𝒜t1ΔLT^{(t)}_{j}:\mathcal{A}^{t-1}\to\Delta_{L} is the conditional probability at tt-th round. We write the expectation of the quantity BB with respect to strategies of all players by 𝔼[B]\mathbb{E}[B]. We consider the case that the payoff of player j𝒩j\in\mathcal{N} in the infinitely repeated game is given by

𝒮j\displaystyle\mathcal{S}_{j} :=limT1Tt=1T𝔼[sj(𝒂(t))],\displaystyle:=\lim_{T\rightarrow\infty}\frac{1}{T}\sum_{t=1}^{T}\mathbb{E}\left[s_{j}\left(\bm{a}^{(t)}\right)\right], (2)

that is, we consider a repeated game with no discounting.

We remark that we frequently use the prime symbol to generate more variables whose types are the same as ones without the prime symbol.

III Preliminaries

In this section, we introduce several concepts used in later sections. We define the marginal distribution at tt-th round obtained from the joint distribution of action profiles

Pt(𝒂(t))\displaystyle P_{t}\left(\bm{a}^{(t)}\right) :=𝒂(t1)𝒂(1)P(𝒂(t),,𝒂(1)),\displaystyle:=\sum_{\bm{a}^{(t-1)}}\cdots\sum_{\bm{a}^{(1)}}P\left(\bm{a}^{(t)},\cdots,\bm{a}^{(1)}\right), (3)

for all 𝒂(t)𝒜\bm{a}^{(t)}\in\mathcal{A}, and the limit distribution

P(𝒂)\displaystyle P^{*}\left(\bm{a}\right) :=limT1Tt=1TPt(𝒂)(𝒂).\displaystyle:=\lim_{T\rightarrow\infty}\frac{1}{T}\sum_{t=1}^{T}P_{t}\left(\bm{a}\right)\quad(\forall\bm{a}). (4)

We also write the expectation with respect to the limit distribution PP^{*} by \left\langle\cdots\right\rangle^{*}. It should be noted that 𝒮k=sk\mathcal{S}_{k}=\left\langle s_{k}\right\rangle^{*} (k𝒩)(\forall k\in\mathcal{N}).

III-A Zero-determinant strategies

A time-independent memory-one strategy of player j𝒩j\in\mathcal{N} is defined as a strategy such that

Tj(t)(aj(t)|𝒂(t1),,𝒂(1))\displaystyle T^{(t)}_{j}\left(a_{j}^{(t)}|\bm{a}^{(t-1)},\cdots,\bm{a}^{(1)}\right) =Tj(aj(t)|𝒂(t1))\displaystyle=T_{j}\left(a_{j}^{(t)}|\bm{a}^{(t-1)}\right) (5)

for t2\forall t\geq 2 and for all aj(t)a_{j}^{(t)}, 𝒂(t1)\bm{a}^{(t-1)}, \cdots, 𝒂(1)\bm{a}^{(1)}, where Tj:𝒜ΔLT_{j}:\mathcal{A}\to\Delta_{L}. For time-independent memory-one strategies TjT_{j} of player jj, we introduce

T^j(aj|𝒂)\displaystyle\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right) :=Tj(aj|𝒂)δaj,aj(ajA,𝒂𝒜),\displaystyle:=T_{j}\left(a_{j}|\bm{a}^{\prime}\right)-\delta_{a_{j},a^{\prime}_{j}}\quad\left(\forall a_{j}\in A,\forall\bm{a}^{\prime}\in\mathcal{A}\right), (6)

where δa,a\delta_{a,a^{\prime}} is the Kronecker delta. These quantities describe the difference between the strategy TjT_{j} and the Repeat strategy δaj,aj\delta_{a_{j},a^{\prime}_{j}}, and called as the Press-Dyson vectors [33, 34, 35]. It should be noted that, due to the properties of the conditional probability TjT_{j}, the Press-Dyson vectors satisfy several relations. First, they satisfy

ajT^j(aj|𝒂)\displaystyle\sum_{a_{j}}\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right) =0(𝒂)\displaystyle=0\quad\left(\forall\bm{a}^{\prime}\right) (7)

due to the normalization condition of TjT_{j}. Second, they satisfy

{1T^j(aj|𝒂)0(aj=aj)0T^j(aj|𝒂)1(ajaj)\displaystyle\left\{\begin{array}[]{ll}-1\leq\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right)\leq 0&\left(a_{j}=a^{\prime}_{j}\right)\\ 0\leq\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right)\leq 1&\left(a_{j}\neq a^{\prime}_{j}\right)\end{array}\right. (10)

for all aja_{j} and all 𝒂\bm{a}^{\prime}, because TjT_{j} takes values in [0,1][0,1].

It has been known that the Press-Dyson vectors satisfy the relation called Akin’s lemma.

Lemma 1 ([33, 29]).

The Press-Dyson vectors of player jj using a time-independent memory-one strategy satisfy

𝒂P(𝒂)T^j(aj|𝒂)\displaystyle\sum_{\bm{a}^{\prime}}P^{*}\left(\bm{a}^{\prime}\right)\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right) =0\displaystyle=0 (11)

for all aja_{j}.

Now we introduce an extended version [19, 21] of zero-determinant strategies [13].

Definition 1.

A time-independent memory-one strategy of player jj is an (extended) zero-determinant (ZD) strategy controlling the quantity B:𝒜B:\mathcal{A}\rightarrow\mathbb{R} when its Press-Dyson vectors can be written in the form

ajcajT^j(aj|𝒂)\displaystyle\sum_{a_{j}}c_{a_{j}}\hat{T}_{j}\left(a_{j}|\bm{a}^{\prime}\right) =B(𝒂)(𝒂)\displaystyle=B\left(\bm{a}^{\prime}\right)\quad\left(\forall\bm{a}^{\prime}\right) (12)

with some nontrivial coefficients {caj}\left\{c_{a_{j}}\right\} (that is, not c1==cL=const.c_{1}=\cdots=c_{L}=\mathrm{const.}) and BB is not identically zero.

In other words, in ZD strategies controlling BB, BB is described by a linear combination of the Press-Dyson vectors. Because of Lemma 1, ZD strategies unilaterally enforce

B\displaystyle\left\langle B\right\rangle^{*} =0.\displaystyle=0. (13)

A necessary and sufficient condition for the existence of ZD strategies is given by the following proposition.

Proposition 1 ([12]).

A ZD strategy of player jj controlling BB exists if and only if there exist two different actions a¯,a¯A\overline{a},\underline{a}\in A of player jj such that

B(a¯,aj)\displaystyle B\left(\overline{a},a_{-j}\right) 0(aj)\displaystyle\geq 0\quad\left(\forall a_{-j}\right)
B(a¯,aj)\displaystyle B\left(\underline{a},a_{-j}\right) 0(aj),\displaystyle\leq 0\quad\left(\forall a_{-j}\right), (14)

and BB is not identically zero.

III-B Unbeatable strategies

Unbeatable strategies are literally those which cannot be beaten by other players in repeated games. Unbeatable strategies were originally introduced in two-player symmetric games [8, 9]. (They are also called as rival strategies [15].) A multi-player version of unbeatable strategies has also been investigated in the repeated public goods game, which also achieves mutual cooperation [36, 37]. Here we define unbeatable strategies in multi-player totally symmetric games, following the previous studies.

Definition 2.

A strategy 𝒯j\mathcal{T}_{j} of player j𝒩j\in\mathcal{N} in repeated totally symmetric games is unbeatable if

𝒮j\displaystyle\mathcal{S}_{j} 𝒮k(kj)\displaystyle\geq\mathcal{S}_{k}\quad\left(\forall k\neq j\right) (15)

for all strategies 𝒯k\mathcal{T}_{k} (kj)(\forall k\neq j).

Several examples of unbeatable strategies have been found in the prisoner’s dilemma game [13, 38, 39], in two-player symmetric potential games [9, 29], in two-player symmetric games with no generalized rock-paper-scissors cycles [8, 12], and in the public goods game [36, 37]. In addition, a uniform strategy in the repeated rock-paper-scissors game is also an unbeatable strategy.

III-C Imitation strategies

Imitation strategies are a class of strategies in repeated games where an action is chosen from the set of actions used in the previous round. A typical example is the Tit-for-Tat (TFT) strategy [10, 11, 9] in two-player symmetric games, which returns the previous action of the opponent. Another example is the Imitate-If-Better (IIB) strategy, which imitates the opponent’s previous action if the player was beaten in the previous round [8]. Extension of IIB to multi-player totally-symmetric games is straightforward.

Definition 3.

The Imitate-If-Better (IIB) strategy of player j𝒩j\in\mathcal{N} is a time-independent memory-one strategy such that

Tj(aj|𝒂)\displaystyle T_{j}\left(a_{j}|\bm{a}^{\prime}\right) =δaj,aargmaxkjsk(𝒂)𝕀(sj(𝒂)<maxkjsk(𝒂))\displaystyle=\delta_{a_{j},a^{\prime}_{\arg\max_{k\neq j}s_{k}(\bm{a}^{\prime})}}\mathbb{I}\left(s_{j}(\bm{a}^{\prime})<\max_{k\neq j}s_{k}(\bm{a}^{\prime})\right)
+δaj,aj𝕀(sj(𝒂)maxkjsk(𝒂))\displaystyle\quad+\delta_{a_{j},a^{\prime}_{j}}\mathbb{I}\left(s_{j}(\bm{a}^{\prime})\geq\max_{k\neq j}s_{k}(\bm{a}^{\prime})\right)
(aj,𝒂),\displaystyle\quad\left(\forall a_{j},\forall\bm{a}^{\prime}\right), (16)

where 𝕀()\mathbb{I}(\cdots) is an indicator function which returns 1 if \cdots holds and 0 otherwise. It should be noted that, if several players are contained in argmaxkjsk(𝐚)\arg\max_{k\neq j}s_{k}(\bm{a}^{\prime}), each player in the set is chosen with equal probability.

For N=2N=2, it has been known that IIB is unbeatable if and only if the state game does not contain any generalized rock-paper-scissors cycles [8].

IV Results

The purpose of this paper is to find situations where unbeatable ZD strategies or unbeatable imitation strategies exist for the case N>2N>2. For this purpose, as an extension of games without generalized rock-paper-scissors cycles in the case N=2N=2 [40, 8], we introduce the concept of unexploitable games. First, we define

Gj(𝒂)\displaystyle G_{j}\left(\bm{a}\right) :=maxkjsk(𝒂)(𝒂)\displaystyle:=\max_{k\neq j}s_{k}\left(\bm{a}\right)\quad(\forall\bm{a}) (17)

for all j𝒩j\in\mathcal{N}.

Definition 4.

A stage game is an unexploitable game if, for all subset of the action space AA\forall A^{\prime}\subseteq A, there exists at least an action a(A)Aa^{*}\left(A^{\prime}\right)\in A^{\prime} of player jj such that

sj(a(A),aj)Gj(a(A),aj)0\displaystyle s_{j}\left(a^{*}\left(A^{\prime}\right),a_{-j}\right)-G_{j}\left(a^{*}\left(A^{\prime}\right),a_{-j}\right)\geq 0
(ajAN1).\displaystyle\quad\left(\forall a_{-j}\in A^{\prime N-1}\right). (18)

It should be noted that the definition does not depend on jj because the stage game is totally symmetric. We also call an unexploitable game trivial if sk=ss_{k}=s (k𝒩)(\forall k\in\mathcal{N}) with a function ss. For trivial unexploitable games, since the payoffs of all players are always the same, all strategies are trivially unbeatable. Below we mainly focus on non-trivial unexploitable games.

IV-A Unbeatable ZD strategies in unexploitable games

We first prove that unbeatable ZD strategies exist in non-trivial unexploitable games.

Theorem 1.

If the stage game is a non-trivial unexploitable game, then an unbeatable ZD strategy exists.

Proof.

Because the game is unexploitable, we can recursively define

A(l)\displaystyle A^{(l)} :=A\{a(A(1)),,a(A(l1))}(1lL).\displaystyle:=A\backslash\left\{a^{*}\left(A^{(1)}\right),\cdots,a^{*}\left(A^{(l-1)}\right)\right\}\quad(1\leq l\leq L). (19)

(When there are several candidates for each a(A(l))a^{*}\left(A^{(l)}\right), we choose one of them.) Particularly, a(A(1))=a(A)a^{*}\left(A^{(1)}\right)=a^{*}\left(A\right) is the strongest action

sj(a(A(1)),aj)Gj(a(A(1)),aj)0\displaystyle s_{j}\left(a^{*}\left(A^{(1)}\right),a_{-j}\right)-G_{j}\left(a^{*}\left(A^{(1)}\right),a_{-j}\right)\geq 0
(ajAN1).\displaystyle\quad\left(\forall a_{-j}\in A^{N-1}\right). (20)

By the definition, {a(A(L))}=A(L)A(L1)A(1)=A\left\{a^{*}\left(A^{(L)}\right)\right\}=A^{(L)}\subset A^{(L-1)}\subset\cdots\subset A^{(1)}=A.

We now prove that a(A(L))a^{*}\left(A^{(L)}\right) is the weakest action:

sj(a(A(L)),aj)Gj(a(A(L)),aj)0\displaystyle s_{j}\left(a^{*}\left(A^{(L)}\right),a_{-j}\right)-G_{j}\left(a^{*}\left(A^{(L)}\right),a_{-j}\right)\leq 0
(ajAN1).\displaystyle\quad\left(\forall a_{-j}\in A^{N-1}\right). (21)

Assume to the contrary that

sj(a(A(L)),aj)Gj(a(A(L)),aj)>0\displaystyle s_{j}\left(a^{*}\left(A^{(L)}\right),a_{-j}\right)-G_{j}\left(a^{*}\left(A^{(L)}\right),a_{-j}\right)>0
(ajAN1).\displaystyle\quad\left(\exists a_{-j}\in A^{N-1}\right). (22)

We write this aja_{-j} as a~j\tilde{a}_{-j} and define 𝒂~:=(a(A(L)),a~j)\tilde{\bm{a}}:=\left(a^{*}\left(A^{(L)}\right),\tilde{a}_{-j}\right). If all players use a(A(L))a^{*}\left(A^{(L)}\right), we obtain

sj(a(A(L)),,a(A(L)))\displaystyle s_{j}\left(a^{*}\left(A^{(L)}\right),\cdots,a^{*}\left(A^{(L)}\right)\right)
Gj(a(A(L)),,a(A(L)))=0\displaystyle\quad-G_{j}\left(a^{*}\left(A^{(L)}\right),\cdots,a^{*}\left(A^{(L)}\right)\right)=0 (23)

because the game is totally symmetric. Therefore, at least one player uses the action which is not equal to a(A(L))a^{*}\left(A^{(L)}\right) in 𝒂~\tilde{\bm{a}}. We consider the minimal A(l)A^{(l)} such that 𝒂~A(l)N\tilde{\bm{a}}\in A^{(l)N}. (It should be noted that 1lL11\leq l\leq L-1.) Then, there exists at least one player jjj^{\prime}\neq j such that a~j=a(A(l))\tilde{a}_{j^{\prime}}=a^{*}\left(A^{(l)}\right). Due to the symmetry of the game and the definition of a(A(l))a^{*}\left(A^{(l)}\right),

sj(𝒂~)Gj(𝒂~)\displaystyle s_{j^{\prime}}\left(\tilde{\bm{a}}\right)-G_{j^{\prime}}\left(\tilde{\bm{a}}\right) 0.\displaystyle\geq 0. (24)

Then, we obtain

sj(𝒂~)\displaystyle s_{j}\left(\tilde{\bm{a}}\right) >Gj(𝒂~)=maxkjsk(𝒂~)\displaystyle>G_{j}\left(\tilde{\bm{a}}\right)=\max_{k\neq j}s_{k}\left(\tilde{\bm{a}}\right)
sj(𝒂~)\displaystyle\geq s_{j^{\prime}}\left(\tilde{\bm{a}}\right)
Gj(𝒂~)=maxkjsk(𝒂~)\displaystyle\geq G_{j^{\prime}}\left(\tilde{\bm{a}}\right)=\max_{k\neq j^{\prime}}s_{k}\left(\tilde{\bm{a}}\right)
sj(𝒂~),\displaystyle\geq s_{j}\left(\tilde{\bm{a}}\right), (25)

leading to contradiction. Therefore, we obtain Eq. (21).

Now, we define

B(𝒂)\displaystyle B\left(\bm{a}\right) :=sj(𝒂)Gj(𝒂)(𝒂𝒜).\displaystyle:=s_{j}\left(\bm{a}\right)-G_{j}\left(\bm{a}\right)\quad(\forall\bm{a}\in\mathcal{A}). (26)

Because we consider a non-trivial unexploitable game, BB is not identically zero. Then, by writing a¯=a(A(1))\overline{a}=a^{*}\left(A^{(1)}\right) and a¯=a(A(L))\underline{a}=a^{*}\left(A^{(L)}\right), we can apply Proposition 1, and find the existence of a ZD strategy of player jj controlling BB. Such ZD strategy unilaterally enforces sj=Gj\left\langle s_{j}\right\rangle^{*}=\left\langle G_{j}\right\rangle^{*}.

Finally, since

maxkj𝒮k\displaystyle\max_{k\neq j}\mathcal{S}_{k} =maxkjsk\displaystyle=\max_{k\neq j}\left\langle s_{k}\right\rangle^{*}
=maxkj𝒂P(𝒂)sk(𝒂)\displaystyle=\max_{k\neq j}\sum_{\bm{a}}P^{*}\left(\bm{a}\right)s_{k}\left(\bm{a}\right)
=𝒂P(𝒂)sargmaxkj𝒂P(𝒂)sk(𝒂)(𝒂)\displaystyle=\sum_{\bm{a}}P^{*}\left(\bm{a}\right)s_{\arg\max_{k\neq j}\sum_{\bm{a}^{\prime}}P^{*}\left(\bm{a}^{\prime}\right)s_{k}\left(\bm{a}^{\prime}\right)}\left(\bm{a}\right)
𝒂P(𝒂)maxkjsk(𝒂)\displaystyle\leq\sum_{\bm{a}}P^{*}\left(\bm{a}\right)\max_{k\neq j}s_{k}\left(\bm{a}\right)
=Gj,\displaystyle=\left\langle G_{j}\right\rangle^{*}, (27)

we conclude that this ZD strategy unilaterally enforces 𝒮jmaxkj𝒮k\mathcal{S}_{j}\geq\max_{k\neq j}\mathcal{S}_{k}, that is, it is unbeatable. ∎

We remark that the converse of Theorem 1 does not hold, even in the case of N=2N=2 [12].

IV-B Unbeatable imitation in unexploitable games

Next, we prove that IIB (Definition 3) is unbeatable in unexploitable games.

Theorem 2.

If the stage game is an unexploitable game, then IIB is unbeatable.

Proof.

We define A(l)A^{(l)} (1lL)(1\leq l\leq L) as in Eq. (19), and call a(A(l))a^{*}\left(A^{(l)}\right) with smaller ll “stronger”. We consider the situation that player jj uses IIB (16). Let AAA^{\infty}\subseteq A be a set of actions which are played by players j-j an infinite number of times. We now show that the action of player jj must converge to an action which is equivalent to or stronger than a(A)a^{*}\left(A^{\infty}\right). We consider the minimal A(l)A^{(l)} such that AA(l)A^{\infty}\subseteq A^{(l)}. Trivially, a(A)=a(A(l))a^{*}\left(A^{\infty}\right)=a^{*}\left(A^{(l)}\right). We consider the situation that a(A)a^{*}\left(A^{\infty}\right) is taken by player jjj^{\prime}\neq j, the action of player jj is a(A(l))a^{*}\left(A^{(l^{\prime})}\right), and actions of other players are all contained in AA^{\infty}. (We remark that such situation exists because of the definition of AA^{\infty}.) Then, there are following three cases.

  1. 1.

    l<ll^{\prime}<l
    For this case, player jj continues to play a(A(l))a^{*}\left(A^{(l^{\prime})}\right) in the next round, because a(A(l))a^{*}\left(A^{(l^{\prime})}\right) is stronger than all actions in AA(l)A^{\infty}\subset A^{(l^{\prime})}.

  2. 2.

    l=ll^{\prime}=l
    For this case, player jj continues to play a(A(l))a^{*}\left(A^{(l)}\right) in the next round, because a(A(l))a^{*}\left(A^{(l)}\right) is the strongest action in AA^{\infty}.

  3. 3.

    l>ll^{\prime}>l
    We define the notation {j,j}:=𝒩\{j,j}-\{j,j^{\prime}\}:=\mathcal{N}\backslash\left\{j,j^{\prime}\right\}. We write an action profile in the round as

    𝒂~\displaystyle\tilde{\bm{a}} :=(aj=a(A(l)),aj=a(A),a~{j,j})\displaystyle:=\left(a_{j}=a^{*}\left(A^{(l^{\prime})}\right),a_{j^{\prime}}=a^{*}\left(A^{\infty}\right),\tilde{a}_{-\{j,j^{\prime}\}}\right) (28)

    with a~{j,j}AN2\tilde{a}_{-\{j,j^{\prime}\}}\in A^{\infty N-2}. For this case, the following two situations can be considered.

    First, if sj(𝒂~)<sj(𝒂~)s_{j}\left(\tilde{\bm{a}}\right)<s_{j^{\prime}}\left(\tilde{\bm{a}}\right), player jj switches to a(A)a^{*}\left(A^{\infty}\right) with a finite probability in the next round, since 𝒂~A(l)N\tilde{\bm{a}}\in A^{(l)N} and

    sj(𝒂~)\displaystyle s_{j^{\prime}}\left(\tilde{\bm{a}}\right) maxkjsk(𝒂~).\displaystyle\geq\max_{k\neq j^{\prime}}s_{k}\left(\tilde{\bm{a}}\right). (29)

    (It should be noted that player jj may switch to a~j′′\tilde{a}_{j^{\prime\prime}} such that sj(𝒂~)<sj(𝒂~)=sj′′(𝒂~)s_{j}\left(\tilde{\bm{a}}\right)<s_{j^{\prime}}\left(\tilde{\bm{a}}\right)=s_{j^{\prime\prime}}\left(\tilde{\bm{a}}\right).) However, since a(A)a^{*}\left(A^{\infty}\right) is observed as an action of players j-j an infinite number of times, the action of player jj is finally absorbed to a(A)a^{*}\left(A^{\infty}\right).

    Second, if sj(𝒂~)=sj(𝒂~)s_{j}\left(\tilde{\bm{a}}\right)=s_{j^{\prime}}\left(\tilde{\bm{a}}\right), player jj continues to play a(A(l))a^{*}\left(A^{(l^{\prime})}\right) in the next round due to Eq. (29). It should be noted that player jj is not beaten for the action profile 𝒂~\tilde{\bm{a}}. If such equality holds every time player jj takes a(A(l))a^{*}\left(A^{(l^{\prime})}\right) and a player in j-j takes a(A)a^{*}\left(A^{\infty}\right), a(A(l))a^{*}\left(A^{(l^{\prime})}\right) is actually equivalent to a(A)a^{*}\left(A^{\infty}\right). Otherwise, this situation is reduced to the first situation.

Therefore, we conclude that the action of player jj converges to an action which is equivalent to or stronger than a(A)a^{*}\left(A^{\infty}\right). Since the payoffs in infinitely repeated games are defined by the time average of payoffs in each round (2), this fact implies that IIB is unbeatable. ∎

One may be interested in whether the converse of Theorem 2 holds or not. For N=2N=2, it has been known that the converse is true [8]. However, for N>2N>2, only the following theorem is obtained at this stage. Here, we call the complement of unexploitable games in all multi-player totally symmetric games as exploitable games. In addition, we introduce the following concept.

Definition 5.

In a multi-player totally symmetric game, if aiaja_{i}\neq a_{j} means si(𝐚)sj(𝐚)s_{i}(\bm{a})\neq s_{j}(\bm{a}) for all pairs of players (i,j)𝒩2(i,j)\in\mathcal{N}^{2} and for all 𝐚𝒜\bm{a}\in\mathcal{A}, such game is called a game with no degeneracy.

Theorem 3.

If the stage game is an exploitable game with no degeneracy, then IIB can be beaten.

Proof.

We consider the case that player j𝒩j\in\mathcal{N} uses IIB. If the stage game is an exploitable game, there exists at least one subset of the action space AAA^{\prime}\subseteq A such that, for all ajAa_{j}\in A^{\prime} there exists at least one ajAN1a_{-j}\in A^{\prime N-1} such that

sj(aj,aj)Gj(aj,aj)\displaystyle s_{j}\left(a_{j},a_{-j}\right)-G_{j}\left(a_{j},a_{-j}\right) <0.\displaystyle<0. (30)

For each ajAa_{j}\in A^{\prime}, we write such aja_{-j} as a~j(aj)\tilde{a}_{-j}\left(a_{j}\right). We define k(aj):=argmaxkjsk(aj,a~j(aj))k^{\prime}\left(a_{j}\right):=\arg\max_{k\neq j}s_{k}\left(a_{j},\tilde{a}_{-j}\left(a_{j}\right)\right). (When there are several candidates, we choose one of them.) Because the stage game is totally symmetric, another action profile a~j(aj)AN1\tilde{a}_{-j}^{\prime}\left(a_{j}\right)\in A^{\prime N-1} of players j-j in which the action of player k′′jk^{\prime\prime}\neq j is exchanged for that of player k(aj)k^{\prime}\left(a_{j}\right) in a~j(aj)\tilde{a}_{-j}\left(a_{j}\right) also satisfies

sj(aj,a~j(aj))Gj(aj,a~j(aj))\displaystyle s_{j}\left(a_{j},\tilde{a}_{-j}^{\prime}\left(a_{j}\right)\right)-G_{j}\left(a_{j},\tilde{a}_{-j}^{\prime}\left(a_{j}\right)\right) <0.\displaystyle<0. (31)

It should be noted that, for this action profile, k′′=argmaxkjsk(aj,a~j(aj))k^{\prime\prime}=\arg\max_{k\neq j}s_{k}\left(a_{j},\tilde{a}_{-j}^{\prime}\left(a_{j}\right)\right) holds. Then, for games with no degeneracy, when a first action of player jj is contained in such AA^{\prime}, and players j-j always take a~j(aj)\tilde{a}_{-j}^{\prime}\left(a_{j}\right) for each aja_{j}, the next action of player jj is always ak′′Aa_{k^{\prime\prime}}\in A^{\prime}. That is, player jj always imitates the previous action of player k′′k^{\prime\prime}. Therefore, the inequality

sj\displaystyle\left\langle s_{j}\right\rangle^{*} <Gj=sk′′\displaystyle<\left\langle G_{j}\right\rangle^{*}=\left\langle s_{k^{\prime\prime}}\right\rangle^{*} (32)

holds for such situation. ∎

Because we assumed no degeneracy, Theorem 3 does not imply the inverse of Theorem 2. Further investigation is needed in order to clarify whether we can remove this assumption or not.

V Example

In this section, we investigate the public goods game as an example of unexploitable games. The public goods game is one of the simplest NN-player totally symmetric games [31, 41, 42]. The set of actions AA is usually described as A={C,D}A=\{C,D\}, where CC and DD means cooperation and defection, respectively. The payoff of player j𝒩j\in\mathcal{N} is given by

sj(𝒂)\displaystyle s_{j}\left(\bm{a}\right) =rcNkjδak,C+c(rN1)δaj,C(𝒂),\displaystyle=\frac{rc}{N}\sum_{k\neq j}\delta_{a_{k},C}+c\left(\frac{r}{N}-1\right)\delta_{a_{j},C}\quad(\forall\bm{a}), (33)

where c>0c>0 represents the unit of contribution and 1<r<N1<r<N. It should be noted that

sj(C,aj)sj(D,aj)\displaystyle s_{j}\left(C,a_{-j}\right)-s_{j}\left(D,a_{-j}\right) =c(rN1)<0(aj),\displaystyle=c\left(\frac{r}{N}-1\right)<0\quad(\forall a_{-j}), (34)

that is, DD dominates CC.

Next, for the public goods game, we calculate GjG_{j} in Eq. (17). If DD is contained in aja_{-j}, GjG_{j} is the payoff of the player taking DD. If DD is not contained in aja_{-j}, aj=(C,,C)a_{-j}=(C,\cdots,C) and the payoffs of all players in j-j are equal to each other. Therefore, we obtain

Gj(𝒂)\displaystyle G_{j}\left(\bm{a}\right) =𝕀(aj(C,,C))rcNkδak,C\displaystyle=\mathbb{I}\left(a_{-j}\neq(C,\cdots,C)\right)\frac{rc}{N}\sum_{k}\delta_{a_{k},C}
+𝕀(aj=(C,,C))\displaystyle\quad+\mathbb{I}\left(a_{-j}=(C,\cdots,C)\right)
×[rcN(N1)+rcNδaj,Cc]\displaystyle\qquad\times\left[\frac{rc}{N}(N-1)+\frac{rc}{N}\delta_{a_{j},C}-c\right]
=rcNkδak,Cc𝕀(aj=(C,,C)).\displaystyle=\frac{rc}{N}\sum_{k}\delta_{a_{k},C}-c\mathbb{I}\left(a_{-j}=(C,\cdots,C)\right). (35)

Then we find that

sj(𝒂)Gj(𝒂)\displaystyle s_{j}\left(\bm{a}\right)-G_{j}\left(\bm{a}\right) =cδaj,C+c𝕀(aj=(C,,C)).\displaystyle=-c\delta_{a_{j},C}+c\mathbb{I}\left(a_{-j}=(C,\cdots,C)\right). (36)

Particularly,

sj(D,aj)Gj(D,aj)=c𝕀(aj=(C,,C))0\displaystyle s_{j}\left(D,a_{-j}\right)-G_{j}\left(D,a_{-j}\right)=c\mathbb{I}\left(a_{-j}=(C,\cdots,C)\right)\geq 0
(aj).\displaystyle\quad(\forall a_{-j}). (37)

Because possible subsets of AA are {C}\{C\}, {D}\{D\}, and {C,D}\{C,D\}, and Eq. (18) trivially holds for A={C},{D}A^{\prime}=\{C\},\{D\}, this inequality means that the public goods game is an unexploitable game. Therefore, Theorems 1 and 2 guarantee the existence of an unbeatable ZD strategy and an unbeatable IIB strategy, respectively.

According to Ref. [12], such unbeatable ZD strategy is constructed as

T^j(C|𝒂)\displaystyle\hat{T}_{j}\left(C|\bm{a}^{\prime}\right) =δaj,C+𝕀(aj=(C,,C)),\displaystyle=-\delta_{a^{\prime}_{j},C}+\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right), (38)

or

Tj(C|𝒂)\displaystyle T_{j}\left(C|\bm{a}^{\prime}\right) =𝕀(aj=(C,,C)).\displaystyle=\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right). (39)

This strategy can be regarded as a variant of TFT, which returns cooperation if and only if all other players took cooperation in the previous round. In fact, it is reduced to TFT for the case N=2N=2.

Furthermore, for the public goods game, IIB is rewritten as

Tj(aj|𝒂)\displaystyle T_{j}\left(a_{j}|\bm{a}^{\prime}\right) =δaj,aargmaxkjsk(𝒂)\displaystyle=\delta_{a_{j},a^{\prime}_{\arg\max_{k\neq j}s_{k}(\bm{a}^{\prime})}}
×𝕀(δaj,C+𝕀(aj=(C,,C))<0)\displaystyle\qquad\times\mathbb{I}\left(-\delta_{a^{\prime}_{j},C}+\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right)<0\right)
+δaj,aj\displaystyle\quad+\delta_{a_{j},a^{\prime}_{j}}
×𝕀(δaj,C+𝕀(aj=(C,,C))0)\displaystyle\qquad\times\mathbb{I}\left(-\delta_{a^{\prime}_{j},C}+\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right)\geq 0\right)
=δaj,D𝕀(𝕀(aj=(C,,C))=0)\displaystyle=\delta_{a_{j},D}\mathbb{I}\left(\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right)=0\right)
×𝕀(δaj,C=1)\displaystyle\qquad\times\mathbb{I}\left(\delta_{a^{\prime}_{j},C}=1\right)
+δaj,aj[1𝕀(𝕀(aj=(C,,C))=0)\displaystyle\quad+\delta_{a_{j},a^{\prime}_{j}}\left[1-\mathbb{I}\left(\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right)=0\right)\right.
×𝕀(δaj,C=1)]\displaystyle\qquad\left.\times\mathbb{I}\left(\delta_{a^{\prime}_{j},C}=1\right)\right]
=δaj,D𝕀(aj(C,,C))δaj,C+δaj,aj\displaystyle=\delta_{a_{j},D}\mathbb{I}\left(a^{\prime}_{-j}\neq(C,\cdots,C)\right)\delta_{a^{\prime}_{j},C}+\delta_{a_{j},a^{\prime}_{j}}
δaj,aj𝕀(aj(C,,C))δaj,C.\displaystyle\quad-\delta_{a_{j},a^{\prime}_{j}}\mathbb{I}\left(a^{\prime}_{-j}\neq(C,\cdots,C)\right)\delta_{a^{\prime}_{j},C}. (40)

Particularly,

Tj(C|𝒂)\displaystyle T_{j}\left(C|\bm{a}^{\prime}\right) =δC,ajδC,aj𝕀(aj(C,,C))\displaystyle=\delta_{C,a^{\prime}_{j}}-\delta_{C,a^{\prime}_{j}}\mathbb{I}\left(a^{\prime}_{-j}\neq(C,\cdots,C)\right)
=δC,aj𝕀(aj=(C,,C)).\displaystyle=\delta_{C,a^{\prime}_{j}}\mathbb{I}\left(a^{\prime}_{-j}=(C,\cdots,C)\right). (41)

This is nothing but the Trigger strategy [43], which returns CC as long as all players take CC in the previous round and forms a cooperative Nash equilibrium.

VI Concluding remarks

In this paper, we introduced the concept of unexploitable games as a class of NN-player totally symmetric games with N2N\geq 2, which is an extension of non-generalized-rock-paper-scissors games for N=2N=2. We then proved that, for infinitely repeated non-trivial unexploitable games, there exist unbeatable ZD strategies. In addition, we also proved that, for infinitely repeated unexploitable games, the IIB strategy is unbeatable. These results are a natural extension of ones for N=2N=2. We also showed that the public goods game is an unexploitable game, and constructed an unbeatable ZD strategy. For the public goods game, unbeatable IIB is also equivalent to the Trigger strategy.

Although we investigated only repeated games in which the same stage game is infinitely repeated, there are many situations where the stage game changes over time or the stage game depends on past plays, such as board games. Investigating successfulness of imitation in these dynamic games is a challenging future problem.

Before ending this paper, we make three remarks. The first remark is related to necessary conditions for IIB to be unbeatable. Although unexploitable property of the stage game is a sufficient condition for IIB to be unbeatable, we could not prove that it is also a necessary condition at this stage. However, for the case N=2N=2, it is a necessary and sufficient condition [8]. Further investigation is needed to specify a necessary and sufficient condition for IIB to be unbeatable. In addition, one may expect that the existence of unbeatable ZD strategies and that of unbeatable imitation strategies are related to each other. Techniques used for the proofs of the existence in this paper seem to be similar but different, as we used the existence of the strongest action and the weakest action for the proof of the former, and the order of strength of actions for the proof of the latter. Clarifying the relation between these two strategy classes is the subject of future work.

The second remark is one about finiteness of the action space. In this paper, we assumed that the set of actions AA is finite. However, there are many situations that AA is infinite, such as the Cournot oligopoly game [7]. Since we have used that AA is finite in the proofs of Theorems 1 and 2, we do not know these theorems can be straightforwardly extended to the case that AA is infinite. We would like to investigate whether these results can be extended to the case that AA is infinite or not, in future.

The third remark is the relation between unexploitable games and potential games [44]. For the case N=2N=2, potential games are a special case of unexploitable games [8]. However, for its proof, a special property of N=2N=2 was used. For N>2N>2, the relation between unexploitable games and potential games is not clear. In fact, it has been known that, for the Cournot oligopoly game, which is an example of totally symmetric potential games with infinite action space, IIB can be beaten [8]. We are interested in clarifying the relation between unexploitable games and potential games for general N2N\geq 2.

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