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Mehmet S. Ismail

Publications and source records attributed to Mehmet S. Ismail.

16 recordsLinked to original sources

Super-Nash Performance

In this paper, I introduce a novel benchmark in games, super-Nash performance, and a solution concept, optimin, whereby players maximize their minimal payoff under unilateral profitable deviations by other players. Optimin achieves super-Nash performance in that, for every Nash equilibrium, there exists an optimin where each player not only receives but also guarantees super-Nash payoffs under unilateral profitable deviations by others. Further, optimin generalizes Nash equilibrium in n-person constant-sum games and coincides with it when n=2. Finally, optimin is consistent with the direction of non-Nash deviations in games in which cooperation has been extensively studied.

econ.TH

Making Tennis Fairer: The Grand Tiebreaker

Tennis, like other games and sports, is governed by rules, including the rules that determine the winner of points, games, sets, and matches. If the two players are equally skilled -- each has the same probability of winning a point when serving or when receiving -- we show that each has an equal chance of winning games, sets, and matches, whether or not sets go to a tiebreak. However, in a women's match that is decided by 2 out of 3 sets, and a men's match that is decided by 3 out of 5 sets, it is possible that the player who wins the most games may not be the player who wins the match. We calculate the probability that this happens and show that it has actually occurred -- most notably, in the 2019 men's Wimbledon final between Novak Djokovic and Roger Federer, which took almost five hours to complete and is considered one of the greatest tennis matches ever (Djokovic won). We argue that the discrepancy between the game winner and the match winner, when it occurs, should be resolved by a Grand Tiebreak (GT) -- played according to the rules of tiebreaks in sets -- because each player has a valid claim to being called the rightful winner. A GT would have the salutary effect of -- even every point -- lest he/she win in sets but lose more games. This would make competition keener throughout a match and probably decrease the need for a GT, because the game and set winner would more likely coincide when the players fight hard for every point.

econ.TH

AI-powered mechanisms as judges: Breaking ties in chess

Recently, Artificial Intelligence (AI) technology use has been rising in sports to reach decisions of various complexity. At a relatively low complexity level, for example, major tennis tournaments replaced human line judges with Hawk-Eye Live technology to reduce staff during the COVID-19 pandemic. AI is now ready to move beyond such mundane tasks, however. A case in point and a perfect application ground is chess. To reduce the growing incidence of ties, many elite tournaments have resorted to fast chess tiebreakers. However, these tiebreakers significantly reduce the quality of games. To address this issue, we propose a novel AI-driven method for an objective tiebreaking mechanism. This method evaluates the quality of players' moves by comparing them to the optimal moves suggested by powerful chess engines. If there is a tie, the player with the higher quality measure wins the tiebreak. This approach not only enhances the fairness and integrity of the competition but also maintains the game's high standards. To show the effectiveness of our method, we apply it to a dataset comprising approximately 25,000 grandmaster moves from World Chess Championship matches spanning from 1910 to 2018, using Stockfish 16, a leading chess AI, for analysis.

econ.TH

Multi-Tier Tournaments: Matching and Scoring Players

We introduce a novel system of matching and scoring players in tournaments, called Multi-Tier Tournaments, illustrated by chess and based on the following rules: 1. Players are divided into skill-based tiers, based on their Elo ratings. 2. Starting with one or more mini-tournaments of the least skilled players (Tier 1), the winner or winners -- after playing multiple opponents -- move to the next-higher tier. 3. The winners progress to a final tier of the best-performing players from lower tiers as well as players with the highest Elo ratings. 4. Performance in each tier is given by a player's Tournament Score (TS), which depends on his/her wins, losses, and draws (not on his/her Elo rating). Whereas a player's Elo rating determines in which mini-tournament he/she starts play, TS and its associated tie-breaking rules determine whether a player moves up to higher tiers and, in the final mini-tournament, wins the tournament. This combination of players' past Elo ratings and current TS's provides a fair and accurate measure of a player's standing among the players in the tournament. We apply a variation of Multi-Tier Tournaments to the top 20 active chess players in the world (as of February 2024). Using a dataset of 1209 head-to-head games, we illustrate the viability of giving lower-rated players the opportunity to progress and challenge higher-rated players. We also briefly discuss the application of Multi-Tier Tournaments to baseball, soccer, and other sports that emphasize physical rather than mental skills.

econ.TH

Performance rating in chess, tennis, and other contexts

In this note, I introduce Estimated Performance Rating (PR$^e$), a novel system for evaluating player performance in sports and games. PR$^e$ addresses a key limitation of the Tournament Performance Rating (TPR) system, which is undefined for zero or perfect scores in a series of games. PR$^e$ is defined as the rating that solves an optimization problem related to scoring probability, making it applicable for any performance level. The main theorem establishes that the PR$^e$ of a player is equivalent to the TPR whenever the latter is defined. I then apply this system to historically significant win-streaks in association football, tennis, and chess. Beyond sports, PR$^e$ has broad applicability in domains where Elo ratings are used, from college rankings to the evaluation of large language models.

econ.TH

Rationality and correctness in n-player games

There are two well-known sufficient conditions for Nash equilibrium in two-player games: mutual knowledge of rationality (MKR) and mutual knowledge of conjectures. MKR assumes that the concept of rationality is mutually known. In contrast, mutual knowledge of conjectures assumes that a given profile of conjectures is mutually known, which has long been recognized as a strong assumption. In this note, we introduce a notion of "mutual assumption of rationality and correctness" (MARC), which conceptually aligns more closely with the MKR assumption. We present two main results. Our first result establishes that MARC holds in every two-person zero-sum game. In our second theorem, we show that MARC does not in general hold in n-player games.

econ.TH

Social preferences and expected utility

It is well known that ex ante social preferences and expected utility are not always compatible. In this note, we introduce a novel framework that naturally separates social preferences from selfish preferences to answer the following question: What specific forms of social preferences can be accommodated within the expected utility paradigm? In a departure from existing frameworks, our framework reveals that ex ante social preferences are not inherently in conflict with expected utility in games, provided a decision-maker's aversion to randomization in selfish utility "counterbalances" her social preference for randomization. We also show that when a player's preferences in both the game (against another player) and the associated decision problem (against Nature) conform to expected utility axioms, the permissible range of social preferences becomes notably restricted. Only under this condition do we reaffirm the existing literature's key insight regarding the incompatibility of ex ante inequality aversion with expected utility.

econ.TH

Exploring the Constraints on Artificial General Intelligence: A Game-Theoretic No-Go Theorem

The emergence of increasingly sophisticated artificial intelligence (AI) systems have sparked intense debate among researchers, policymakers, and the public due to their potential to surpass human intelligence and capabilities in all domains. In this paper, I propose a game-theoretic framework that captures the strategic interactions between a human agent and a potential superhuman machine agent. I identify four key assumptions: Strategic Unpredictability, Access to Machine's Strategy, Rationality, and Superhuman Machine. The main result of this paper is an impossibility theorem: these four assumptions are inconsistent when taken together, but relaxing any one of them results in a consistent set of assumptions. Two straightforward policy recommendations follow: first, policymakers should control access to specific human data to maintain Strategic Unpredictability; and second, they should grant select AI researchers access to superhuman machine research to ensure Access to Machine's Strategy holds. My analysis contributes to a better understanding of the context that can shape the theoretical development of superhuman AI.

econ.TH

The strategy of conflict and cooperation

This paper introduces a unified framework called cooperative extensive form games, which (i) generalizes standard non-cooperative games, and (ii) allows for more complex coalition formation dynamics than previous concepts like coalition-proof Nash equilibrium. Central to this framework is a novel solution concept called cooperative equilibrium system (CES). CES differs from Nash equilibrium in two important respects. First, a CES is immune to both unilateral and multilateral `credible' deviations. Second, unlike Nash equilibrium, whose stability relies on the assumption that the strategies of non-deviating players are held fixed, CES allows for the possibility that players may regroup and adjust their strategies in response to a deviation. The main result establishes that every cooperative extensive form game, possibly with imperfect information, possesses a CES. For games with perfect information, the proof is constructive. This framework is broadly applicable in contexts such as oligopolistic markets and dynamic political bargaining.

econ.TH

Fairer Shootouts in Soccer: The $m-n$ Rule

Winning the coin toss at the end of a tied soccer game gives a team the right to choose whether to kick either first or second on all five rounds of penalty kicks, when each team is allowed one kick per round. There is considerable evidence that the right to make this choice, which is usually to kick first, gives a team a significant advantage. To make the outcome of a tied game fairer, we suggest a rule that handicaps the team that kicks first (A), requiring it to succeed on one more penalty kick than the team that kicks second (B). We call this the $m - n$ rule and, more specifically, propose $(m, n)$ = (5, 4): For A to win, it must successfully kick 5 goals before the end of the round in which B kicks its 4th; for B to win, it must succeed on 4 penalty kicks before A succeeds on 5. If both teams reach (5, 4) on the same round -- when they both kick successfully at (4, 3) -- then the game is decided by round-by-round "sudden death," whereby the winner is the first team to score in a subsequent round when the other team does not. We show that this rule is fair in tending to equalize the ability of each team to win a tied game in a penalty shootout. We also discuss a related rule that precludes the teams from reaching (5, 4) at the same time, obviating the need for sudden death and extra rounds.

econ.TH

No-harm principle, rationality, and Pareto optimality in games

Mill's classic argument for liberty requires that people's exercise of freedom should be governed by a no-harm principle (NHP). In this paper, we develop the concept of a no-harm equilibrium in $n$-person games where players maximize utility subject to the constraint of the NHP. Our main result is in the spirit of the fundamental theorems of welfare economics. We show that for every initial `reference point' in a game the associated no-harm equilibrium is Pareto efficient and, conversely, every Pareto efficient point can be supported as a no-harm equilibrium for some initial reference point.

econ.TH

Optimin achieves super-Nash performance

Since the 1990s, AI systems have achieved superhuman performance in major zero-sum games where "winning" has an unambiguous definition. However, most social interactions are mixed-motive games, where measuring the performance of AI systems is a non-trivial task. In this paper, I propose a novel benchmark called super-Nash performance to assess the performance of AI systems in mixed-motive settings. I show that a solution concept called optimin achieves super-Nash performance in every n-person game, i.e., for every Nash equilibrium there exists an optimin where every player not only receives but also guarantees super-Nash payoffs even if the others deviate unilaterally and profitably from the optimin.

cs.GT

Proportional resource allocation in dynamic n-player Blotto games

A variety of social, economic, and political interactions have long been modelled after Blotto games. In this paper, we introduce a general model of dynamic $n$-player Blotto contests. The players have asymmetric resources, and the battlefield prizes are not necessarily homogeneous. Each player's probability of winning the prize in a battlefield is governed by a contest success function and players' resource allocation on that battlefield. We show that there exists a subgame perfect equilibrium in which players allocate their resources proportional to the battlefield prizes for every history. This result is robust to exogenous resource shocks throughout the game.

econ.TH

Conditional strategy equilibrium

In this note, we prove the existence of an equilibrium concept, dubbed conditional strategy equilibrium, for non-cooperative games in which a strategy of a player is a function from the other players' actions to her own actions. We study the properties of efficiency and coalition-proofness of the conditional strategy equilibrium in $n$-person games.

econ.TH

Fairer Chess: A Reversal of Two Opening Moves in Chess Creates Balance Between White and Black

Unlike tic-tac-toe or checkers, in which optimal play leads to a draw, it is not known whether optimal play in chess ends in a win for White, a win for Black, or a draw. But after White moves first in chess, if Black has a double move followed by a double move of White and then alternating play, play is more balanced because White does not always tie or lead in moves. Symbolically, Balanced Alternation gives the following move sequence: After White's (W) initial move, first Black (B) and then White each have two moves in a row (BBWW), followed by the alternating sequence, beginning with W, which altogether can be written as WB/BW/WB/WB/WB... (the slashes separate alternating pairs of moves). Except for reversal of the 3rd and 4th moves from WB to BW, this is the standard chess sequence. Because Balanced Alternation lies between the standard sequence, which favors White, and a comparable sequence that favors Black, it is highly likely to produce a draw with optimal play, rendering chess fairer. This conclusion is supported by a computer analysis of chess openings and how they would play out under Balanced Alternation.

econ.TH

Catch-Up: A Rule that Makes Service Sports More Competitive

Service sports include two-player contests such as volleyball, badminton, and squash. We analyze four rules, including the Standard Rule (SR), in which a player continues to serve until he or she loses. The Catch-Up Rule (CR) gives the serve to the player who has lost the previous point - as opposed to the player who won the previous point, as under SR. We also consider two Trailing Rules that make the server the player who trails in total score. Surprisingly, compared with SR, only CR gives the players the same probability of winning a game while increasing its expected length, thereby making it more competitive and exciting to watch. Unlike one of the Trailing Rules, CR is strategy-proof. By contrast, the rules of tennis fix who serves and when; its tiebreaker, however, keeps play competitive by being fair - not favoring either the player who serves first or who serves second.

math.HO