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Strategic Reasoning

The intellectual consequence of this failure was, logically and fatally, the general dearth of real strategic thinking on the Left in the advanced countries – that is, any elaboration of a concrete or plausible perspective for a transition beyond capitalist democracy to a socialist democracy. Rather than a “poverty of theory”, what the Marxism that succeeded Western Marxism continues to share with its predecessor is a “poverty of strategy”. Anderson, 1983

Antonio Gramsci, in his Prison Notebooks Gramsci, 1971, made a breakthrough in understanding revolution by disaggregating the Marxian concept of class warfare into two parts: the “war of maneuver” and the “war of position”.

The “war of maneuver” is the type of thing we imagine when we think of the word “war”: direct, violent confrontation with the oppressors/exploiters. When the rebels in the Sierra Maestra slowly made their way through Cuba engaging in armed battles against Batista’s forces, they were carrying out a “war of maneuver”. However, as Gramsci argued, a group can’t simply get together one day and decide to go ahead and directly confront the exploiters. In any act of revolution, they also need to work to gain a following among the exploited, establishing “footholds” among various sectors of society so they have a strong position in said society from which to attack (hence the name).

In the Russian Revolution, for example, years of organizing and agitation among workers -- who formed the vast majority of the Russian army (just like the US army today) -- ensured that when Kerensky ordered troops to fire upon the Bolsheviks storming the Winter Palace, they refused and abandoned their posts en masse. One can see the salience and importance of Gramsci’s idea here by imagining what would have happened if the Bolsheviks had ignored the war of position and solely focused on the war of maneuver -- for example, if they had spent all their time doing military drills and studying battlefield maps instead of going across the country organizing future soldiers in their workplaces.

In fact, we don’t even have to go back to the 20th century for an example of the crucial role played by the war of position. The 2003 film The Revolution Will Not Be Televised documents the attempted US coup against Hugo Chavez in Venezuela, with the camera crew capturing the pivotal moment in the coup’s failure when a member of the palace guard suddenly looks over to the camera and holds up a fist. With this gesture, the guard signaled to the millions of protesters outside that that they had not abandoned Chavez and presaged the storming of the Palace by the guards shortly thereafter, driving the US-backed forces out and sounding the death knell for the US’s plan.

Thus, at the end of this section, we’ll encounter the strategic situation that should be at the front of any anti-capitalist’s mind: the “Revolution Game”. Before we get there, however, we’ll need to know the basics. Long story short, unless you end up doing game theory as a profession, you just need to know two standard formats for representing strategic situations: games in “Normal Form” and games in “Extensive Form”.

Normal Form Games: Rock, Paper, Scissors

Normal Form games are the simpler case: essentially they allow us to represent strategic situations where there is a single decision that needs to be made, by two or more agents who act simultaneously. Think Rock, Paper, Scissors: if you were allowed to wait until the other player made a move to choose your own move, the game would be pretty dumb. In fact, let’s look at Rock, Paper, Scissors in Normal Form for our first example (I’ll explain everything in a minute):

\begin{table}[ht!] \centering \setlength{\extrarowheight}{2pt} \begin{tabular}{cc|c|c|c|} & \multicolumn{1}{c}{} & \multicolumn{3}{c}{Column Player (CC)}\ & \multicolumn{1}{c}{} & \multicolumn{1}{c}{\strat{Rock}} & \multicolumn{1}{c}{\strat{Paper}} & \multicolumn{1}{c}{\strat{Scissors}} \\cline{3-5} \multirow{3}*{Row Player (RR)} & \strat{Rock} & (0,0)(0,0) & (1,1)(-1,1) & (1,1)(1,-1) \\cline{3-5} & \strat{Paper} & (1,1)(1,-1) & (0,0)(0,0) & (1,1)(-1,1) \\cline{3-5} & \strat{Scissors} & (1,1)(-1,1) & (1,1)(1,-1) & (0,0)(0,0) \\cline{3-5} \end{tabular} \label{fig:rps2} \caption{Two-Player Simultaneous Rock, Paper, Scissors game in Normal Form} \end{table}

The way to read this is, first off, to notice that each row in the matrix (the boxed numbers part) corresponds to one of the moves that the Row Player RR can make, while each column corresponds to a move that the Column Player CC can make. Thus, the full rules of the game are all there in the cells. To see what happens when Row Player plays Paper while Column Player plays Scissors, for example, we just look at the cell in the Paper (PP) row and Scissors (SS) column (2nd row, 3rd column). The two numbers represent the number of points each player gets in this situation, where the first number is how many points Row Player gets and the second is how many points Column Player gets. In our example, since Paper gets cut by Scissors, Row Player loses and gets -1 points while Column Player wins and receives 1 point. If both played Rock instead, the cell at row Rock (KK) and column Rock (KK) (1st row, 1st column) tells us that the players both get no points.

We’ll learn what we can actually \textit{do} with these matrices soon enough. First, though, note that we can easily extend this format to 3 players: instead of one table we can construct three, and then which of the three we look at is determined by the strategy chosen by Third Player (TT). Let’s make a 3-player version of Rock, Paper, Scissors where you get points based on how you match against two other people. For example, if Third Player plays \strat{Scissors} and the two other players play \textsf{Paper}, Third Player gets two points. But if Third Player plays \textsf{Scissors} while Row Player plays \textsf{Paper} and Column Player plays \textsf{Rock}, then Third Player gets one point for beating Row Player but \textit{loses} one point as well for losing to Column Player. This looks like the following:

\begin{table} \centering \setlength{\extrarowheight}{2pt} \textbf{\underline{(a) Third Player (TT) chooses \strat{Rock}}}: \begin{tabular}{cc|c|c|c|} & \multicolumn{1}{c}{} & \multicolumn{3}{c}{Column Player (CC)}\ & \multicolumn{1}{c}{} & \multicolumn{1}{c}{\strat{Rock}} & \multicolumn{1}{c}{\strat{Paper}} & \multicolumn{1}{c}{\strat{Scissors}} \\cline{3-5} \multirow{3}*{Row Player (RR)} & \strat{Rock} & RRR (0,0,0)(0,0,0) & RPR (1,2,1)(-1,2,-1) & RSR (1,2,1)(1,-2,1) \\cline{3-5} & \strat{Paper} & PRR (2,1,1)(-2,1,1) & PPR (1,1,2)(1,1,-2) & PSR (0,0,0)(0,0,0) \\cline{3-5} & \strat{Scissors} & SRR (2,1,1)(-2,1,1) & SPR (0,0,0)(0,0,0) & SSR (1,1,2)(-1,-1,2) \\cline{3-5} \end{tabular}

~\\\rule{0pt}{4ex}

\textbf{\underline{(b) Third Player ($T$) chooses \strat{Paper}}}:
\begin{tabular}{cc|c|c|c|}
	& \multicolumn{1}{c}{} & \multicolumn{3}{c}{Column Player ($C$)}\\
	& \multicolumn{1}{c}{} & \multicolumn{1}{c}{\strat{Rock}}  & \multicolumn{1}{c}{\strat{Paper}} & \multicolumn{1}{c}{\strat{Scissors}} \\\cline{3-5}
	\multirow{3}*{Row Player ($R$)}  & \strat{Rock} & RRP $(-1,-1,2)$ & RPP $(-2,1,1)$ & RSP $(0,0,0)$ \\\cline{3-5}
	& \strat{Paper} & PRP $(1,-2,1)$ & PPP $(0,0,0)$ & PSP $(-1,2,-1)$ \\\cline{3-5}
	& \strat{Scissors} & SRP $(0,0,0)$ & SPP $(2,-1,-1)$ & SSP $(1,1,-2)$ \\\cline{3-5}
\end{tabular}

~\\\rule{0pt}{4ex}

\textbf{\underline{(c) Third Player ($T$) chooses \strat{Scissors}}}:
\begin{tabular}{cc|c|c|c|}
	& \multicolumn{1}{c}{} & \multicolumn{3}{c}{Column Player ($C$)}\\
	& \multicolumn{1}{c}{} & \multicolumn{1}{c}{\strat{Rock}}  & \multicolumn{1}{c}{\strat{Paper}} & \multicolumn{1}{c}{\strat{Scissors}} \\\cline{3-5}
	\multirow{3}*{Row Player ($R$)} & \strat{Rock} & RRS $(1,1,-2)$ & RPS $(0,0,0)$ & RSS $(2,-1,-1)$ \\\cline{3-5}
	& \strat{Paper} & PRS $(0,0,0)$ & PPS $(-1,-1,2)$ & PSS $(-2,1,1)$ \\\cline{3-5}
	& \strat{Scissors} & SRS $(-1,2,-1)$ & SPS $(1,-2,1)$ & SSS $(0,0,0)$ \\\cline{3-5}
\end{tabular}
\label{fig:rps3}
\caption{Three-Player Simultaneous Rock, Paper, Scissors in Normal Form}

\end{table}

As before, the numbers represent the payoffs for the players in each possible outcome. You first use Third Player’s chosen action to pick a table, then you find the correct row and column just as before (3rd row, 3rd column). The only difference is the additional 3rd number in the cells now, which represents the payoff for Third Player (with the first two being, as before, Row Player points and Column Player points, in that order). For example, if Row Player plays Paper\strat{Paper}, Column Player chooses \strat{Rock}, and Third Player chooses Paper\strat{Paper}, we look in the 2nd row, 1st column of the 2nd table. We see the payoff profile (1,2,1)(1,-2,1), which indicates that Row Player receives 1 point (they beat Column Player’s \strat{Rock} with their Paper\strat{Paper} and tied Third Player), Column Player loses 2 points (their Rock\strat{Rock} loses to both the Paper\strat{Paper} chosen by Row Player and the Paper\strat{Paper} chosen by Third Player), and Third player receives 1 point (for tying Row Player and beating Column Player’s Rock\strat{Rock} with their Paper\strat{Paper}).

If you think about it geometrically, this is equivalent to a 3×3×33 \times 3 \times 3 cube of possible outcomes rather than a 3×33 \times 3 square like we had above. Hence since we can imagine 3D cubes, but have a harder time visualizing hypercubes[1], I don’t recommend trying to model strategic situations with more than 3 agents this way.

But let’s explore another way of representing these types of situations: the Extensive Form. Here I get to use my favorite example, which (I’m sorry) comes from sports: the 1994 Caribbean Cup qualification match between Barbados and Grenada. The rules in this match were basically the same as standard international-competition rules, with one twist: if the game goes into overtime and a team scores a “golden goal” (a goal scored in overtime is “golden” in that the game immediately ends and the team who scored wins), they are given \textit{two} points instead of one. As in, if the game was tied 10--10 going into overtime, and the first team scored a goal, the final score would be 12--10. Chaos ensued, however, when Barbados noticed that they were winning 2--1 with only 3 minutes left. It turned out, due to math, that they actually needed to win by \textit{two} points or more in order to advance to the tournament\footnote{The qualifying round of a soccer tournament involves assigning each team to a mini-``league’‘, where each league has 4 teams total. Every team then plays each other team one time, and after all the games are finished the teams within each league are sorted based on their number of wins, where ties in number of wins are broken based on \textit{goal differential} -- the number of goals a team scored minus the number of goals that were scored on them. This produces the unambiguous final standings of who will enter the subsequent single-elimination tournament and who will not advance.}, because when there are ties with respect to number of wins the teams’ goal differentials (number of goals scored minus number of goals given up) are used as the tiebreaker. Noticing this in a galaxy brain moment, Barbados quickly ran over to their own goal and purposefully scored an own-goal. Why? It’s time for some game theory folks \ldots Let’s map this situation out using the new Extensive Form, which I’ll explain in a moment:

~\

\begin{figure} \centering \begin{tikzpicture}[scale=1,font=\footnotesize,edge from parent/.style={line width=1,draw}] % Two node styles: solid and hollow \tikzstyle{solid node}=[circle,draw,inner sep=1.2,fill=black]; \tikzstyle{hollow node}=[circle,draw,inner sep=1.2]; % Specify spacing for each level of the tree \tikzstyle{level 1}=[level distance=30mm,sibling distance=50mm] \tikzstyle{level 2}=[level distance=30mm,sibling distance=25mm] % The Tree \node(0)[hollow node]{} child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Rock}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Paper}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Scissors}} }; \drawdashed,rounded corners=7rectangle((03)+(.3,0.38)(0-3)+(.3,-0.38)); % movers \node[above,circle,inner sep=1,yshift=-20]at(0){Third Player}; \node[below,yshift=-7]at(0-1){ \arrayrulewidth0.75pt \setlength{\tabcolsep}{1.6pt} \small{ \begin{tabular}{|c|c|c|}\hline 0,0,00,0,0 & 1,2,1-1,2,-1 & 1,2,11,-2,1\\hline 2,1,1-2,1,1 & 1,1,21,1,-2 & 0,0,00,0,0\\hline 2,1,1-2,1,1 & 0,0,00,0,0 & 1,1,2-1,-1,2 \\hline \end{tabular}} }; \node[below,yshift=-7,xshift=-2]at(0-2){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} \small{ \begin{tabular}{|c|c|c|}\hline 1,1,2-1,-1,2 & 2,1,1-2,1,1 & 0,0,00,0,0 \\hline 1,2,11,-2,1 & 0,0,00,0,0 & 1,2,1-1,2,-1 \\hline 0,0,00,0,0 & 2,1,12,-1,-1 & 1,1,21,1,-2 \\hline \end{tabular}} }; \node[below,yshift=-7]at(0-3){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} \small{ \begin{tabular}{|c|c|c|}\hline 1,1,21,1,-2 & 0,0,00,0,0 & 2,1,12,-1,-1\\hline 0,0,00,0,0 & 1,1,2-1,-1,2 & 2,1,1-2,1,1\\hline 1,2,1-1,2,-1 & 1,2,11,-2,1 & 0,0,00,0,0\\hline \end{tabular}} }; %\node [circle, draw=black,yshift=-4] at (0-1) {}; \node[yshift=-5] at (.333(01)+.333(02)+.333(03).333*(0-1)+.333*(0-2)+.333*(0-3)) {Row Player, Column Player}; \end{tikzpicture} \caption{Simultaneous Rock, Paper, Scissors in Extensive Form\label{fig:simrps}} \end{figure}

\begin{figure} \centering \begin{tikzpicture}[scale=1,font=\footnotesize,edge from parent/.style={line width=1,draw}] % Two node styles: solid and hollow \tikzstyle{solid node}=[circle,draw,inner sep=1.2,fill=black]; \tikzstyle{hollow node}=[circle,draw,inner sep=1.2]; % Specify spacing for each level of the tree \tikzstyle{level 1}=[level distance=30mm,sibling distance=50mm] \tikzstyle{level 2}=[level distance=30mm,sibling distance=25mm] % The Tree \node(0)[hollow node]{} child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Rock}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Paper}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Scissors}} }; % movers \node[above,circle,inner sep=1,yshift=-20]at(0){Third Player}; \node[below,yshift=8.5]at(0-1){ \arrayrulewidth0.75pt \setlength{\tabcolsep}{1.6pt} \small{ \begin{tabular}{|c|c|c|}\hline 0,0,00,0,0 & 1,2,1-1,2,-1 & 1,2,11,-2,1\\hline 2,1,1-2,1,1 & 1,1,21,1,-2 & 0,0,00,0,0\\hline 2,1,1-2,1,1 & 0,0,00,0,0 & 1,1,2-1,-1,2 \\hline \end{tabular}} }; \node[below,yshift=8.5,xshift=-2]at(0-2){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} \small{ \begin{tabular}{|c|c|c|}\hline 1,1,2-1,-1,2 & 2,1,1-2,1,1 & 0,0,00,0,0 \\hline 1,2,11,-2,1 & 0,0,00,0,0 & 1,2,1-1,2,-1 \\hline 0,0,00,0,0 & 2,1,12,-1,-1 & 1,1,21,1,-2 \\hline \end{tabular}} }; \node[below,yshift=8.5]at(0-3){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} \small{ \begin{tabular}{|c|c|c|}\hline 1,1,21,1,-2 & 0,0,00,0,0 & 2,1,12,-1,-1\\hline 0,0,00,0,0 & 1,1,2-1,-1,2 & 2,1,1-2,1,1\\hline 1,2,1-1,2,-1 & 1,2,11,-2,1 & 0,0,00,0,0\\hline \end{tabular}} }; \end{tikzpicture} \caption{Sequential Rock, Paper, Scissors in Extensive Form\label{fig:seqrps}} \end{figure}

\begin{figure} \centering \begin{tikzpicture}[scale=1,font=\footnotesize,edge from parent/.style={line width=1,draw}] % Two node styles: solid and hollow \tikzstyle{solid node}=[circle,draw,inner sep=1.2,fill=black]; \tikzstyle{hollow node}=[circle,draw,inner sep=1.2]; % Specify spacing for each level of the tree \tikzstyle{level 1}=[level distance=30mm,sibling distance=50mm] \tikzstyle{level 2}=[level distance=30mm,sibling distance=25mm] % The Tree \node(0)[hollow node]{} child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Do Nothing}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Own Goal}} }; % movers \node[above,circle,inner sep=1,yshift=-10]at(0){Barbados}; \node[below,yshift=-7]at(0-1){ \arrayrulewidth0.75pt \setlength{\tabcolsep}{1.6pt} test1 }; \node[below,yshift=-7,xshift=-2]at(0-2){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} test2 }; %\node [circle, draw=black,yshift=-4] at (0-1) {}; \node[yshift=-5] at (.333(01)+.333(02)+.333(03).333*(0-1)+.333*(0-2)+.333*(0-3)) {Row Player, Column Player}; \end{tikzpicture} \caption{Double Golden Goal Game (Extensive Form)\label{fig:dgg}} \end{figure}

The Revolution Game

In this game from McCarty & Meirowitz (2007), an imperialist country BB rules over a colony AA, and in each “round” (here we’ll assume a “round” spans over the course of 1 year) AA and BB interact via the following sequential steps (i.e., steps performed in order, such that the actions taken in previous steps are observed/known by whoever is currently making a decision)[2]: \begin{enumerate} \item A revolutionary group in the colony (which we’ll metonymically just also call AA, for better or worse) decides whether to Revolt and storm the palace (RR) this year, or to Continue agitating among the population (CC) during the year, and then \item Officials in the metropole (who we similarly refer to as BB) decide upon a response as follows (based on AA’s choice): \begin{enumerate} \item If AA chose to Revolt, they decide between caving in and Granting independence (GG) or violently Suppressing the revolt (SS). \item If AA chose to Continue agitating, they decide whether to continue Taxing the colonial population (TT) or to Eliminate taxes as a preventative measure to lower the (immediate) likelihood of revolt. \end{enumerate} \end{enumerate} The interesting thing about this game, however, compared to the Rock, Paper, Scissors games we looked at above, is that the sequential rather than simultaneous nature of the choices here requires that the imperial metropole BB come up with a policy specifying what to do in both of the cases they might end up in: a “strategy” for this game, in BB’s case, is not just a single action choice or even a probability distribution over action choices (like we saw in the Rock, Paper, Scissors cases) but rather a \textit{conditional} policy stating “if AA chooses Revolt, do XX, otherwise do YY”. Any valid strategy for BB in this game takes on this form, with XX and YY filled in with particular choices. We can represent these strategies in mathematical shorthand as {RX,CY}\{R \rightarrow X, C \rightarrow Y\}, so that for example the strategy “If AA chooses Revolt, choose Suppress, otherwise choose continue Taxing” can be shortened to

{RS,CT}.\begin{align*} \{R \rightarrow S, C \rightarrow T\}. \end{align*}

Finally, before we can start analyzing the game, we need to specify the payoff profile, i.e., how much utility each agent would receive in every possible outcome.

To start with, the key stakes of the colonial extraction here revolve around control of a lucrative oil field in the colony BB, which generates 4 utils per year for whoever controls it.

Organizing and carrying out a Revolt costs AA one util if it is not met with Suppression, but if it is then the Revolt costs AA 6 utils, and the Suppression itself costs BB 6 utils. In the latter case, the relative strengths of the two armies gives rise to some probability pp that the Revolt succeeds, in the sense that AA is able to gain control over its oil field (and thus the revenue deriving from it) during the round and no longer has to pay taxes to BB, with a corresponding probability of 1p1-p that the Revolt fails and BB retains control over the oil field and continues to collect taxes from AA.

In the case where AA chooses not to Revolt, BB receives 2 utils via taxation (meaning that, at the end of the round, BB gains 2 utils while AA loses 2 utils) if they decide to Continue taxing AA, or 0 utils via taxation if they decide to Eliminate the tax. So in total we have four possible outcomes, with the payoff profile as follows:

With the payoff tuples now defined and computed for every possible outcome, we can create the Extensive Form representation of the game, as illustrated in Figure \ref{fig:revgame-ext}.

\begin{figure} \centering \begin{tikzpicture}[scale=1,font=\footnotesize,edge from parent/.style={line width=1,draw}] % Two node styles: solid and hollow \tikzstyle{solid node}=[circle,draw,inner sep=1.2,fill=black]; \tikzstyle{hollow node}=[circle,draw,inner sep=1.2]; % Specify spacing for each level of the tree \tikzstyle{level 1}=[level distance=30mm,sibling distance=75mm] \tikzstyle{level 2}=[level distance=30mm,sibling distance=25mm] % The Tree \node(0)[hollow node]{} child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Revolt (RR)}} } child{node{} edge from parent node[line width=1,inner sep=3.5,fill=white,draw=black]{\strat{Continue Organizing (CC)}} }; % movers \node[above,circle,inner sep=1,yshift=-10]at(0){Revolutionary Movement AA}; \node[below,yshift=-7]at(0-1){ \arrayrulewidth0.75pt \setlength{\tabcolsep}{1.6pt} } child{node{}} child{node{}}; \node[below,yshift=-7,xshift=-2]at(0-2){ \arrayrulewidth.75pt \setlength{\tabcolsep}{1.5pt} test2 }; %\node [circle, draw=black,yshift=-4] at (0-1) {}; \end{tikzpicture} \caption{Double Golden Goal Game (Extensive Form)\label{fig:dgg}} \end{figure}

So, for this game, the structure of the Extensive Form representation actually helps us visualize the “flow” of the game, with the vertical “axis” representing the passage of time as we move from top to bottom -- unlike in World Cup or Rock, Paper, Scissors games where, frankly, we only looked at their Extensive Form representations so we could start getting comfortable with the idea that games always have more than one possible mode of representation. To drive this point home, though, let’s see how we would represent this game in Normal form.

First,

The game is represented in strategic normal form in Figure \ref{fig:revgame}.

\begin{table}[ht!] \centering \setlength{\extrarowheight}{2pt} \begin{tabular}{cc|c|c|} & \multicolumn{1}{c}{} & \multicolumn{2}{c}{Palace Guards (GG)}\ & \multicolumn{1}{c}{} & \multicolumn{1}{c}{Fire (FF)} & \multicolumn{1}{c}{Stand Down (SDSD)} \\cline{3-4} \multirow{2}*{Revolutionary Army (RR)} & Storm (SS) & (100,100)(-100,100) & (100,90)(100,90) \\cline{3-4} & Organize (OO) & (0,0)(0,0) & (0,0)(0,0) \\cline{3-4} \end{tabular} \label{fig:revgame} \end{table}

Rules Without Rulers: The Stoplight Game

I grew up in a (purportedly) “libertarian” family, which in the US really just means “we don’t like anything the government does, but we love anything a private corporation does!”. This means I was raised to pass a stoplight and immediately think “arbitrary big government imposition on our lives”! So this particular game blew my mind, and made me wonder (to this very day) what other institutions could be mathematically-justified as improving the welfare of all participants?

Picture yourself in an alternate Hobbesian world in which stoplights have been abolished, and imagine two cars both arriving at an intersection at the same time. By now you know the drill -- we’ll model the situation as follows: (1) if both cars go, they crash and both drivers receive -10 utils, (2) if neither car goes, they sit there forever and receive -3 utils from the boredom, and (3) if one car goes but the other doesn’t, the car that goes receives 4 utils for safely getting to their destination, and the other car receives -1 utils for having to wait for the other car to go before they could go:

\begin{table}[ht!] \centering \setlength{\extrarowheight}{2pt} \begin{tabular}{cc|c|c|} & \multicolumn{1}{c}{} & \multicolumn{2}{c}{Car BB}\ & \multicolumn{1}{c}{} & \multicolumn{1}{c}{Go (GG)} & \multicolumn{1}{c}{Don’t Go (DD)} \\cline{3-4} \multirow{2}*{Car AA} & Go (GG) & (10,10)(-10,-10) & (4,1)(4,-1) \\cline{3-4} & Don’t Go (DD) & (1,4)(-1,4) & (3,3)(-3,-3) \\cline{3-4} \end{tabular} \label{fig:stoplight} \end{table}

So what are the Nash equilibria here? (1) If Car AA decides to go, Car BB’s best response is to not go (and receive -1 utils). (2) If Car AA decides not to go, Car BB’s best response is to go (and receive 4 utils). The same logic holds for Car AA analyzing Car BB’s potential moves, resulting in a table that looks like:

\begin{table}[ht!] \centering \setlength{\extrarowheight}{2pt} \begin{tabular}{cc|c|c|} & \multicolumn{1}{c}{} & \multicolumn{2}{c}{Car BB}\ & \multicolumn{1}{c}{} & \multicolumn{1}{c}{Go (GG)} & \multicolumn{1}{c}{Don’t Go (DD)} \\cline{3-4} \multirow{2}*{Car AA} & Go (GG) & (10,10)(-10,-10) & (4,1)(\underline{\mathbf{4}},\underline{\mathbf{-1}}) \\cline{3-4} & Don’t Go (DD) & (1,4)(\underline{\mathbf{-1}},\underline{\mathbf{4}}) & (3,3)(-3,-3) \\cline{3-4} \end{tabular} \label{fig:slnash} \end{table}

Footnotes
  1. Visualizing a 4D hypercube is not too bad if you just imagine a 3D cube with a “time slider” underneath it, so that the entries in the cube change as you drag the slider (the cube is “moving through” the time dimension). But above that I’ve got nothing.

  2. The game ends up pretty much perfectly, though [almost surely] inadvertently, illustrating Gramsci’s strategic dichotomy. I’ve changed the descriptions only a tiny bit here, to match up with the context of the chapter, since (e.g.) the book does not ever cite or mention Gramsci.

  3. This “re-casting” doesn’t affect the deterministic payoff values we’ve already seen, like those of the previous case O1O_1, since the expected value of a non-random quantity is just the quantity itself, by definition. So for the previous outcome O1O_1, with our new definition of π\pi, we still have

    π(O1)=(πA(O1),πB(O1))=(E[UA(O1)],E[UB(O1)])=(E[3],E[0])=(3,0). \begin{align*} \pi(O_1) = (\pi_A(O_1),\pi_B(O_1)) = (E[U_A(O_1)], E[U_B(O_1)]) = (E[3],E[0]) = (3,0). \end{align*}

    Then we can compute the payoff tuple values as follows, where we also define a helpful “indicator variable” WW that just numerically represents whether or not the Revolt was successful by taking on the value 1 if it was and 0 otherwise:

    πA(O2)=E[UA(O2)]=E[UA((R,S))]=E[UA(O2)W=1]+E[UA(O2)W=0]=Pr(W=1)UA(O2W=1)+Pr(W=0)UA(O2W=0)=pUA(O2W=1)+(1p)UA(O2W=0)=p(2)+(1p)(8)=2p8+8p=6p8,πB(O2)=E[UB(O2)]=E[UB((R,S))]=E[UB(O2)W=1]+E[UB(O2)W=0]=Pr(W=1)UB(O2W=1)+Pr(W=0)UB(O2W=0)=pUB(O2W=1)+(1p)UB(O2W=0)=p(6)+(1p)(0)=6p,\begin{align*} % expected utility for A \pi_A(O_2) = \mathbb{E}[U_A(O_2)] &= \mathbb{E}[U_A((R,S))] = \mathbb{E}[U_A(O_2) \mid W = 1] + \mathbb{E}[U_A(O_2) \mid W = 0] \\ &= \Pr(W=1) \cdot U_A(O_2 \mid W = 1) + \Pr(W = 0)\cdot U_A(O_2 \mid W = 0) \\ &= p\cdot U_A(O_2 \mid W = 1) + (1-p)\cdot U_A(O_2 \mid W=0) \\ &= p\cdot(-2) + (1-p)\cdot(-8) = -2p - 8 + 8p = 6p - 8, \\ % expected utility for B \pi_B(O_2) = \mathbb{E}[U_B(O_2)] &= \mathbb{E}[U_B((R,S))] = \mathbb{E}[U_B(O_2) \mid W=1] + \mathbb{E}[U_B(O_2) \mid W=0] \\ &= \Pr(W = 1) \cdot U_B(O_2 \mid W=1) + \Pr(W = 0) \cdot U_B(O_2 \mid W = 0) \\ &= p\cdot U_B(O_2 \mid W=1) + (1-p)\cdot U_B(O_2 \mid W=0) \\ &= p\cdot(-6) + (1-p)\cdot(0) = -6p, \end{align*}
References
  1. Anderson, P. (1983). In the Tracks of Historical Materialism. Verso Books.
  2. Gramsci, A. (1971). Selections from the Prison Notebooks of Antonio Gramsci. International Publishers.
  3. McCarty, N., & Meirowitz, A. (2007). Political Game Theory: An Introduction. Cambridge University Press.