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		<summary type="html">&lt;p&gt;82.186.243.243: /* Expression */&lt;/p&gt;
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&lt;div&gt;[[Image:Game with no value.svg|thumb|240px|Game square (that is, the payoff to player I) for a game with no value, due to Sion and Wolfe.  The payoff is 0.5 along the two diagonal lines]]&lt;br /&gt;
&lt;br /&gt;
In [[game theory]], and in particular the study of [[zero-sum]] [[continuous game]]s, it is commonly assumed that a game has a [[minimax]] value.  This is the [[expected value]] to one of the players when both play a perfect strategy (which is to choose from a particular [[probability density function|PDF]]).&lt;br /&gt;
&lt;br /&gt;
This article gives an example of a [[zero sum game]] that has no [[minimax|value]].  It is due to Sion and Wolfe.&amp;lt;ref&amp;gt;&lt;br /&gt;
{{citation | chapter = On a game without a value | first1 = Maurice | last1 = Sion | first2 = Phillip | last2 = Wolfe | pages = 299-306 | title = Contributions to the Theory of Games III | editor1-first = M. | editor1-last = Dresher | editor2-first = A. W. | editor2-last = Tucker | editor3-first = P. | editor3-last = Wolfe | year = 1957 | isbn = 9780691079363 | publisher = Princeton University Press | series = Annals of Mathematics Studies 39}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Zero sum games with a finite number of pure strategies are known to have a [[minimax]] value (originally proved by [[John von Neumann]]) but this is not necessarily the case if the game has an infinite set of strategies.  There follows a simple example of a game with no minimax value.&lt;br /&gt;
&lt;br /&gt;
The existence of such zero-sum games is interesting because many of the results of [[game theory]] become inapplicable if there is no minimax value.&lt;br /&gt;
&lt;br /&gt;
==The game==&lt;br /&gt;
&lt;br /&gt;
Players I and II each choose a number, &amp;lt;math&amp;gt;x&amp;lt;/math&amp;gt; and &amp;lt;math&amp;gt;y&amp;lt;/math&amp;gt; respectively, with &amp;lt;math&amp;gt;0\leq x,y\leq 1&amp;lt;/math&amp;gt;; the payoff to I is&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;math&amp;gt;K(x,y)=&lt;br /&gt;
\begin{cases}&lt;br /&gt;
  -1 &amp;amp; \text{if } x&amp;lt;y&amp;lt;x+1/2  \\&lt;br /&gt;
   0 &amp;amp; \text{if } x=y \text{ or } y=x+1/2\\&lt;br /&gt;
   1 &amp;amp; \text{otherwise}&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(i.e. player II pays &amp;lt;math&amp;gt;K(x,y)&amp;lt;/math&amp;gt; to player I;the game is [[zero-sum]]).  Sometimes player I is referred to as the &#039;&#039;maximizing player&#039;&#039; and player II the &#039;&#039;minimizing player&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;math&amp;gt;(x,y)&amp;lt;/math&amp;gt; is interpreted as a point on the unit square, the figure shows the payoff to player I.  Now suppose that player I adopts a mixed strategy: choosing a number from [[probability density function|probability density function (pdf)]] &amp;lt;math&amp;gt;f&amp;lt;/math&amp;gt;; player II chooses from &amp;lt;math&amp;gt;g&amp;lt;/math&amp;gt;.  Player I seeks to maximize the payoff, player II to minimize the payoff.  Note that each player is aware of the other&#039;s objective.&lt;br /&gt;
&lt;br /&gt;
== Game value ==&lt;br /&gt;
&lt;br /&gt;
Sion and Wolfe show that &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;math&amp;gt;&lt;br /&gt;
\sup_f \inf_g \iint K\,df\,dg=\frac{1}{3}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
but&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;math&amp;gt;&lt;br /&gt;
\inf_g \sup_f \iint K\,df\,dg=\frac{3}{7}.&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the maximal and minimal expectations of the game&#039;s value of player I and II respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;math&amp;gt;\sup&amp;lt;/math&amp;gt; and &amp;lt;math&amp;gt;\inf&amp;lt;/math&amp;gt; respectively take the supremum and infimum over pdf&#039;s on the unit interval (actually [[Borel measure|Borel probability measures]]).  These represent player I and player II&#039;s (mixed) strategies.   Thus, player I can assure himself of a payoff of at least 3/7 if he knows player II&#039;s strategy; and player II can hold the payoff down to 1/3 if he knows player I&#039;s strategy.&lt;br /&gt;
&lt;br /&gt;
There is clearly no [[epsilon equilibrium]] for sufficiently small &amp;lt;math&amp;gt;\epsilon&amp;lt;/math&amp;gt;, specifically, if &amp;lt;math&amp;gt;\epsilon &amp;lt; \frac{1}{2}\left(\frac{3}{7}-\frac{1}{3}\right)\simeq  0.0476&amp;lt;/math&amp;gt;.  Dasgupta and Maskin&amp;lt;ref&amp;gt;{{cite journal | author=[[Partha Dasgupta|P. Dasgupta]] and [[Eric Maskin|E. Maskin]] | title=The Existence of Equilibrium in Discontinuous Economic Games, I: Theory | journal= [[Review of Economic Studies]]| year=1986 | volume=53 | pages=1–26 | doi=10.2307/2297588 | issue=1 | jstor=2297588}}&amp;lt;/ref&amp;gt; assert that the game values are achieved if player I puts probability weight only on the set &amp;lt;math&amp;gt;\left\{0,1/2,1\right\}&amp;lt;/math&amp;gt; and player II puts weight only on &amp;lt;math&amp;gt;\left\{1/4,1/2,1\right\}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Glicksberg&#039;s theorem]] shows that any zero-sum game with [[upper semicontinuous|upper]] or [[lower semicontinuous]] payoff function has a value (in this context, an upper (lower) semicontinuous function &#039;&#039;K&#039;&#039; is one in which the set &amp;lt;math&amp;gt;\{P|K(P)&amp;lt;c\}&amp;lt;/math&amp;gt; (resp &amp;lt;math&amp;gt;\{P|K(P)&amp;gt;c\}&amp;lt;/math&amp;gt;) is [[open set|open]] for any [[real number|real]]&amp;amp;nbsp;&#039;&#039;c&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Observe that the payoff function of Sion and Wolfe&#039;s example is clearly not semicontinuous.  However, it may be made so by changing the value of &#039;&#039;K&#039;&#039;(&#039;&#039;x&#039;&#039;,&amp;amp;nbsp;&#039;&#039;x&#039;&#039;) and &#039;&#039;K&#039;&#039;(&#039;&#039;x&#039;&#039;,&amp;amp;nbsp;&#039;&#039;x&#039;&#039;&amp;amp;nbsp;+&amp;amp;nbsp;1/2) [i.e. the payoff along the two discontinuities] to either +1 or&amp;amp;nbsp;&amp;amp;minus;1, making the payoff upper or lower semicontinuous respectively.  If this is done, the game then has a value.&lt;br /&gt;
&lt;br /&gt;
==Generalizations==&lt;br /&gt;
&lt;br /&gt;
Subsequent work by Heuer &amp;lt;ref&amp;gt;{{cite journal | author=G. A. Heuer | title=Three-part partition games on rectangles | journal= Theoretical Computer Science| year=2001 | volume=259 | pages=639–661 | doi=10.1016/S0304-3975(00)00404-7}}&amp;lt;/ref&amp;gt; discusses a class of games in which the unit square is divided into three regions, the payoff function being constant in each of the regions.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game theory]]&lt;br /&gt;
[[Category:Mathematical examples]]&lt;/div&gt;</summary>
		<author><name>82.186.243.243</name></author>
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