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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Curvilinear Search Algorithm for Solving Three-Person Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rentsen Enkhbat</string-name>
          <email>renkhbat46@yahoo.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Natsagdorj Tungalag</string-name>
          <email>n.tungalag@num.edu.mn</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Gornov</string-name>
          <email>gornov@icc.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anton Anikin</string-name>
          <email>anton.anikin@htower.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for System Dynamics and Control Theory</institution>
          ,
          <addr-line>SB RAS</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National University of Mongolia</institution>
        </aff>
      </contrib-group>
      <fpage>574</fpage>
      <lpage>583</lpage>
      <abstract>
        <p>We formulate the problem of nding a Nash equilibrium point for the non-zero sum three-person game as a nonconvex optimization problem by generalizing Mills's theorem [10]. For solving the problem, we propose the curvilinear algorithm which allows us to nd global solutions. The proposed algorithm was tested numerically on some examples as well as on 3 competitive companies which share the bread market of the city Ulaanbataar.</p>
      </abstract>
      <kwd-group>
        <kwd>Game theory</kwd>
        <kwd>optimality conditions</kwd>
        <kwd>global optimization</kwd>
        <kwd>the curvilinear search algorithm</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>It is well known that game theory plays an important role in economics, optimization
and operations research. Game theory is found to be a powerful mathematical tool
for modeling of rm competitions at oligopoly markets where each rm maximizes its
own pro t using the same price which depends on the sum of quantities produced by
the rms. Existence of Nash equilibrium points have been proved in [11, 12]. In recent
years, computational methods of game theory or equivalently, nding Nash equilibrium
points in various games have been intensively studying in the literature [2, 3, 6{10,
13{17]. As usual, nding Nash equilibrium points in zero-sum games leads to linear
programming while in non-zero sum game it requires solving nonconvex optimization
problems. Global search for Nash equilibrium points have been mainly studied for
polymatrix [5] and hexamatrix games by global optimization techniques [13{15].</p>
      <p>But it seems to us that a little attention has been paid to computational aspects of
non-zero sum three-person game. Aim of this paper is to ful ll this gap. The paper is
organized as follows. Section 1 is devoted to formulation of non-zero sum three-person
game in mixed strategies and its reduction to a nonconvex optimization. The
Curvilinear Search Algorithm has been considered in Section 2. Computational experiments
has been examined in Section 3.</p>
      <p>Copyright ⃝c by the paper's authors. Copying permitted for private and academic purposes.
In: A. Kononov et al. (eds.): DOOR 2016, Vladivostok, Russia, published at http://ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>Non-Zero Sum Three-person Game</title>
      <p>Consider the three-person game in mixed strategies with payoff matrices (A; B; C) for
players 1,2 and 3.</p>
      <p>A = (aijk);</p>
      <p>B = (bijk);</p>
      <p>C = (cijk);
i = 1; : : : ; m; j = 1; : : : ; n; k = 1; : : : ; s:</p>
      <sec id="sec-2-1">
        <title>Denote by Dq the set</title>
        <p>Dq =
{
u 2 Rq</p>
        <p>q
∑ ui = 1; ui
i=1</p>
        <p>}
0; i = 1; : : : ; q :
A mixed strategy for player 1 is a vector x = (x1; x2; : : : ; xm) 2 Dm representing the
probability that player 1 uses a strategy i. Similarly, the mixed strategies for players
2 and 3 are y = (y1; y2; : : : ; yn) 2 Dn and z = (z1; z2; : : : ; zs) 2 Ds. Their expected
payoffs are given by:</p>
        <p>m n s
f1(x; y; z) = ∑ ∑ ∑ aijkxiyjzk;
i=1 j=1 k=1
m n s
f2(x; y; z) = ∑ ∑ ∑ bijkxiyjzk;
i=1 j=1 k=1
m n s
f3(x; y; z) = ∑ ∑ ∑ cijkxiyjzk:</p>
        <p>i=1 j=1 k=1
De nition 1. A triple of mixed strategies x 2 Dm; y 2 Dn; z 2 Ds; is a Nash
equilibrium if
8&lt; f1(x ; y ; z )</p>
        <p>f2(x ; y ; z )
: f3(x ; y ; z )
f1(x; y ; z );
f2(x ; y; z );
f3(x ; y ; z);
8x 2 Dm;
8y 2 Dn;
8z 2 Ds:
It is clear that
f1(x ; y ; z ) = max f1(x; y ; z );</p>
        <p>x2Dm
f2(x ; y ; z ) = max f2(x ; y; z );</p>
        <p>y2Dn
f3(x ; y ; z ) = max f3(x ; y ; z):</p>
        <p>z2Ds
For further purpose, it is useful to formulate the following statement.</p>
        <p>Theorem 1. A triple strategy (x ; y ; z ) is a Nash equilibrium if and only if
8 ∑im=1 ∑sk=1 aijkxi yj zk</p>
        <p>
          i=1 ∑∑∑jjjnnn===111 ∑sk=1 cijkxi yj zk
&lt; ∑im=1 ∑sk=1 bijkxi yj zk
: ∑m
∑∑∑jjjnnn===111 ∑sk=1 cijkxi yj ; k = 1; 2; : : : ; s:
∑sk=1 aijkyj zk; i = 1; 2; : : : ; m;
∑sk=1 bijkxi zk; j = 1; 2; : : : ; n;
(
          <xref ref-type="bibr" rid="ref1">1</xref>
          )
        </p>
        <p>
          Proof. Necessity: Assume that (x ; y ; z ) is a Nash equilibrium. Then by de nition 1,
we have
m n s
∑ ∑ ∑ aijkxi yj zk
i=1 j=1 k=1
m n s
∑ ∑ ∑ aijkxi yj zk
i=1 j=1 k=1
m n s
∑ ∑ ∑ aijkxi yj zk
In the rst inequality (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), successively choose x = (0; 0; : : : ; 1; : : : ; 0) with 1 in each of
the m spots, in (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) choose y = (0; 0; : : : ; 1; : : : ; 0) with 1 in each of the n spots, and in
(
          <xref ref-type="bibr" rid="ref4">4</xref>
          ) choose z = (0; 0; : : : ; 1; : : : ; 0) with 1 in each of the s spots. We can easily see that
f1(x ; y ; z )
f2(x ; y ; z )
f3(x ; y ; z )
n s
∑ ∑ aijkyj zk; i = 1; : : : ; m;
Taking into account that ∑m
        </p>
        <p>i=1 xi = ∑jn=1 yj = ∑sk=1 zk = 1 we have
f1(x ; y ; z )</p>
        <p>f1(x; y ; z );
f2(x ; y ; z )
f3(x ; y ; z )
f2(x ; y; z );
f3(x ; y ; z);
8x 2 Dm;
8y 2 Dn;
8z 2 Ds;
which shows that (x ; y ; z ) is a Nash equilibrium. The proof is complete.</p>
        <p>Now we are ready to generalize Mills's theorem [10] formulated originally for the
bimatrix game of two players for three-person matrix game as follows.</p>
        <p>Theorem 2. A triple strategy (x ; y ; z ) is a Nash equilibrium for the non-zero sum
three-person game if and only if there exist scalars (p ; q ; t ) such that (x ; y ; z ; p ; q ; t )
is a solution to the following nonconvex optimization problem:</p>
        <p>max
(x;y;z;p;q;t)</p>
        <p>
          m n s
F (x; y; z; p; q; t) = ∑ ∑ ∑(aijk + bijk + cijk)xiyj zk
i=1 j=1 k=1
p
q
t
(
          <xref ref-type="bibr" rid="ref5">5</xref>
          )
subject to:
Proof. Necessity: Now suppose that (x ; y ; z ) is a Nash equilibrium point. Choose
scalars p ; q and t as: p = f1(x ; y ; z ); q = f2(x ; y ; z ); and t = f3(x ; y ; z ).
We show that (x ; y ; z ; p ; q ; t ) is a solution to problem (
          <xref ref-type="bibr" rid="ref5">5</xref>
          )-(
          <xref ref-type="bibr" rid="ref9">9</xref>
          ). First, we show that
(x ; y ; z ; p ; q ; t ) is a feasible point for problem (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ). By Theorem 1, the equivalent
characterization of a Nash equilibrium point, we have
8&lt; ∑∑jnm=1 ∑sk=1 aijkyj zk
: ∑iim==11 ∑∑jskn==11 cbiijjkkxxii yzjk
f1(x ; y ; z );
f2(x ; y ; z );
f3(x ; y ; z ):
The rest of the constraints are satis ed because of x 2 Dm; y 2 Dn and z 2 Ds: It
meant that (x ; y ; z ; p ; q ; t ) is a feasible point. Choose any x 2 Dm; y 2 Dn; z 2
Ds and multiply (
          <xref ref-type="bibr" rid="ref6">6</xref>
          )-(
          <xref ref-type="bibr" rid="ref8">8</xref>
          ) by xi; yj and zk respectively. If we have sum up these
inequalities, we obtain
        </p>
        <p>m n s
f1(x; y; z) = ∑ ∑ ∑ aijkxiyj zk
i=1 j=1 k=1</p>
        <p>
          p;
n s
∑ ∑ aijkyj zk
j=1 k=1
m s
∑ ∑ bijkxizk
i=1 k=1
m n
∑ ∑ cijkxiyj
i=1 j=1
m
∑ xi = 1;
i=1
n
∑ yj = 1;
j=1
s
∑ zk = 1;
k=1
xi
yj
zk
p;
q;
t;
0;
0;
0;
i = 1; : : : ; m;
j = 1; : : : ; n;
k = 1; : : : ; s;
i = 1; : : : ; m;
j = 1; : : : ; n;
k = 1; : : : ; s:
(
          <xref ref-type="bibr" rid="ref6">6</xref>
          )
(
          <xref ref-type="bibr" rid="ref7">7</xref>
          )
(
          <xref ref-type="bibr" rid="ref8">8</xref>
          )
(
          <xref ref-type="bibr" rid="ref9">9</xref>
          )
m n s
f3(x; y; z) = ∑ ∑ ∑ cijkxiyjzk
i=1 j=1 k=1
q;
t:
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Hence, we get</title>
        <p>
          m n s
F (x; y; z; p; q; t) = ∑ ∑ ∑(aijk + bijk + cijk)xiyjzk
i=1 j=1 k=1
p q t
0
for all x 2 Dm; y 2 Dn and z 2 Ds:
But with p = f1(x ; y ; z ); q = f2(x ; y ; z ); and t = f3(x ; y ; z ); we have
F (x ; y ; z ; p ; q ; t ) = 0. Hence, the point (x ; y ; z ; p ; q ; t ) is a solution to the
problem (
          <xref ref-type="bibr" rid="ref5">5</xref>
          )-(
          <xref ref-type="bibr" rid="ref9">9</xref>
          ).
        </p>
        <p>
          Sufficiency: Now we have to show reverse, namely, that any solution of problem
(
          <xref ref-type="bibr" rid="ref5">5</xref>
          )(
          <xref ref-type="bibr" rid="ref9">9</xref>
          ) must be a Nash equilibrium point. Let (x; y; z; p; q; t) be any solution of
problem (
          <xref ref-type="bibr" rid="ref5">5</xref>
          )-(
          <xref ref-type="bibr" rid="ref9">9</xref>
          ). Let (x ; y ; z ) be a Nash equilibrium point for the game, and set p =
f1(x ; y ; z ); q = f2(x ; y ; z ); and t = f3(x ; y ; z ). We will show that (x; y; z)
must be a Nash equilibrium of the game. Since (x; y; z; p; q; t) is a feasible point, we
have
n s
∑ ∑ aijkyjzk
j=1 k=1
m s
∑ ∑ bijkxizk
i=1 k=1
m n
∑ ∑ cijkxiyj
i=1 j=1
p; i = 1; : : : ; m;
q; j = 1; : : : ; n;
t; k = 1; : : : ; s:
(
          <xref ref-type="bibr" rid="ref10">10</xref>
          )
(
          <xref ref-type="bibr" rid="ref11">11</xref>
          )
(
          <xref ref-type="bibr" rid="ref12">12</xref>
          )
Hence, we receive
m n s
∑ ∑ ∑ aijkxiyjzk
        </p>
        <p>
          m n s
F (x; y; z; p; q; t) = ∑ ∑ ∑ [aijk + bijk + cijk] xiyjzk
i=1 j=1 k=1
p q t
0:
(
          <xref ref-type="bibr" rid="ref13">13</xref>
          )
We know that at a Nash equilibrium F (x ; y ; z ; p ; q ; t ) = 0. Since (x; y; z; p; q; t) is
also a solution, F (x; y; z; p; q; t) be equal to zero:
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Consequently,</title>
        <p>m n s
F (x; y; z; p; q; t) = (∑ ∑ ∑ aijkxiyjzk
i=1 j=1 k=1
m n s
+ (∑ ∑ ∑ bijkxiyjzk
i=1 j=1 k=1
m n s
+ (∑ ∑ ∑ cijkxiyjzk
i=1 j=1 k=1
p) +
q) +
t) = 0:
8 ∑im=1 ∑sk=1 aijkxiyjzk = p;</p>
        <p>
          i=1 ∑∑∑jjjnnn===111 ∑sk=1 cijkxiyjzk = t:
&lt; ∑im=1 ∑sk=1 bijkxiyjzk = q;
: ∑m
(
          <xref ref-type="bibr" rid="ref14">14</xref>
          )
Since a point (x; y; z; p; q; t) is feasible, we can write the constraints (
          <xref ref-type="bibr" rid="ref10">10</xref>
          )-(
          <xref ref-type="bibr" rid="ref12">12</xref>
          ) as follows:
8 ∑im=1 ∑sk=1 aijkxiyjzk
        </p>
        <p>i=1 ∑∑∑jjjnnn===111 ∑sk=1 cijkxiyjzk
&lt; ∑im=1 ∑sk=1 bijkxiyjzk
: ∑m
∑∑jnm=1 ∑sk=1 aijkyjzk; i = 1; : : : ; m;</p>
        <p>i=1 ∑sk=1 bijkxizk; j = 1; : : : ; n;
∑im=1 ∑jn=1 cijkxiyj; k = 1; : : : ; s:
Now taking into account the above results, by Theorem 1 we conclude that (x; y; z) is
a Nash equilibrium point which completes the proof.
2</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The Curvilinear Global Search Algorithm</title>
      <p>
        In order to solve problem (
        <xref ref-type="bibr" rid="ref5">5</xref>
        )-(
        <xref ref-type="bibr" rid="ref9">9</xref>
        ), we use curvilinear search algorithm introduced in
[4]. This algorithm allows us to search for the minimum value of the function along
the scanning domain curve. The algorithm was originally developed for solving
boxconstrained optimization problems, therefore, we convert our problem from the
constrained to unconstrained form using penalty function techniques. For each equality
constraint g(x) = 0, we construct a simple penalty function g^(x) = g2(x). For each
inequality constraint q(x) 0, we also construct the corresponding penalty function
as follows:
q^(x) =
{ 0; if q(x) 0;
      </p>
      <p>q2(x); if q(x) &gt; 0:
Thus, we have the following box-constrained optimization problem:
f^(x) = f (x) +
2
∑ g^i(x) +
i
2
∑ q^j(x) ! min;</p>
      <p>j X
X = {x 2 Rnjxi
xi
xi; i = 1; :::; n}:
where is a penalty parameter, x and x - are upper and below bounds. For original x,
y and z variables the constraint is the box [0; 1]; for p, q and t box constraints are [0; p],
[0; q] and [0; t]. Values of p, q and t are chosen from some intervals. An initial value of a
penalty parameter is chosen not too large (something about 1000) and after nding
some local minimums we increase it for searching another local minimum.</p>
      <p>The proposed algorithm starts from some initial point x1 2 X. At each k th
iteration the algorithm performs randomly \drop" of two auxiliary points x~1 and x~2
and generating a curve (parabola) which passes through all three points xk, x~1 and x~2.
Then we solve one-dimensional minimization problem along this curve. If a solution to
this problem is better than xk, we use it as a new minimum point, otherwise, we start
a new iteration from the previous point. Details are presented in Algorithm 1:
Input: x1 2 X { initial (start) point; K &gt; 0 { iterations count;</p>
      <p>Output: Global minimum point x and f = f (x );
1 for k
2 f k
1 to K do
f (xk);
The proposed method was implemented in C language and tested on compatibility
with using the GNU Compiler Collection (GCC, versions: 4.8.4, 4.9.3, 5.2.1), clang
(versions: 3.4.2, 3.5.2, 3.6.1, 3.7.0) and Intel C Compiler (ICC, version 15.0.3) on both
GNU/Linux, Microsoft Windows and Mac OS X operating systems.</p>
      <p>The results of numerical experiments presented below were obtained on a personal
computer with the following characteristics:
{ Ubuntu server 14.04, x86 64
{ Intel Core i5-2500K, 16 Gb RAM
{ used compiler | gcc-5.2.1,
build ags: -O2 -DNDEBUG</p>
      <p>
        Three problems of type (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) (
        <xref ref-type="bibr" rid="ref9">9</xref>
        ) have been solved numerically for dimensions 2 2 2
(Problems 1{3) and 5 6 4 (Problem 4). In all cases, Nash equilibrium points were
found successfully. These problems were:
8&gt; 2y1z1 + 3y1z2 y2z1 p
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&lt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; y3x1x1xzz1111yz1+2++22yxx2111xzzy2222z+1 +4xxy22x2zyz2121z2+qt3yq2z2
      </p>
      <p>2x1y1 3x1y2 + 2x2y1 + 2x2y2
&gt;&gt; x1 + x2
&gt;
&gt;&gt;&gt; y1 + y2
&gt;
&gt;&gt;&gt; z1 + z2
&gt;&gt;:&gt;&gt;&gt;&gt; zx11 00;; zx22 00;; py1 0;0;q y2
Problem 2. Let a111 = 5, a112 = 3, a121 = 6, a122 = 7, a211 = 0, a212 = 8, a221 = 2,
a222 = 1, b111 = 2, b112 = 4, b121 = 1, b122 = 0, b211 = 3, b212 = 5, b221 = 4, b222 = 9,
and c111 = 2, c112 = 0, c121 = 4, c122 = 1, c211 = 2, c212 = 6, c221 = 8, c222 = 9.</p>
      <sec id="sec-3-1">
        <title>Nash equilibrium points are:</title>
        <p>Problem 4. We have considered competitions of 3 companies sharing the bread
market of city Ulaanbataar where each company maximizes own pro t depending on its
manufacturing strategies. The problem was formulated as the three-person game with
pro t matrices A = faijkg, B = fbijkg, C = fcijkg, i = 1; 5, j = 1; 6, k = 1; 4. The
matrix data can be downloaded from [1]. In this case the problem had 18 variables with
18 constraints. The solution of the problem found by the proposed algorithm was:
8 F = 0;
&gt;
&gt;&gt;&gt; x = (0; 0; 0; 0; 1);
&gt;
&gt;&gt;&gt; y = (0; 0; 0; 0; 0; 1);
&lt;</p>
        <p>z = (1; 0; 0; 0);
&gt;&gt; p = 65;
&gt;
&gt;&gt;&gt; q = 160;
&gt;
&gt;: t = 53:
It means that rst and second companies must follow their 5-th and 6-th production
strategies while third company applies for its 1-st production strategy. Companies's
maximum pro ts were 65, 160 and 53 respectively.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>We examine non-zero sum three-person matrix game from a view of point of global
optimization. Finding a Nash equilibrium point of the game reduces to a global
optimization problem. Based on generalization of Mills's theorem [10] (1960), we derive
a sufficient condition for Nash equilibrium points for the game. To nd the
equilibrium points we apply the curvilinear algorithm. The proposed algorithm found Nash
equilibrium points in considered problems. The algorithm was tested also for solving a
real-world problem which arises in Mongolian industry.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This work was partially supported by the research grants PROF2016-0070, P2016-1064
of National University of Mongolia and by the research grant 15-07-03827 of Russian
Foundation for Basic Research.</p>
    </sec>
  </body>
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