Essay · Jul 2019 · 6 min

Dragons, pizza, and payoff matrices

I added a game theory module to a cognitive science course that did not have one, and set exam questions about medieval warlords trading dragons for slave armies, splitting a free pizza, and designing India's nuclear first-strike policy. The fiction was not decoration. Modelling is the skill, and you cannot assess modelling with a question that hands the student the model.

What I put on the quiz

Quiz 3, April 2019, question 4, worth four points of eleven:

"Suppose you are a warlord in Palaj in medieval times, and you own two dragons. You've arrived at the following deal with slave masters of Chiloda: half the Fearless slave army for one dragon, or both the dragons for the entire Fearless army. Assume that two dragons together are more powerful as weapons than single (i.e. their combined strength is more than the sum of individual strengths); similarly, the Fearless also wield less than 50 percent power when broken up into half. Model the situation as a static game of complete information (no need to find equilibria), and explain each payoff pair."

Palaj and Chiloda are the two villages adjacent to the IIT Gandhinagar campus. The dragons and the slave army are from a television series most of the class was watching that year.

Question 3 on the same quiz asked two friends at a restaurant to simultaneously announce how many pieces of a free pizza they wanted from {2, 4, 6}, where exceeding six pieces in total means nobody gets any. The end-semester exam asked students to describe a scenario other than the canonical car crash where the game of chicken applies, and then write a plausible payoff matrix for it. The course project offered, among other topics, designing India's nuclear first-strike policy against a conventionally weaker nuclear neighbour, the economics of a company transitioning to a circular economy, and a game-theoretic analysis of a class attendance rule under which nobody gets attendance unless 80% of the class shows up.

Why not just ask for the equilibrium

The mathematics of an introductory game theory course is not difficult. Finding pure strategy Nash equilibria in a 3×3 matrix is cell-checking. Backwards induction on a small extensive-form game is bookkeeping. The mixed-strategy calculation is one linear equation from the indifference principle. I taught all of it, and I assessed all of it — quiz 3 opens with a plain "find the pure strategy Nash equilibrium in the static game given below", worth one point.

One point out of eleven, because that question is nearly free. Any student who attended could do it, and doing it demonstrates almost nothing about whether they understood what game theory is.

The hard step — the one the whole apparatus exists to serve — happens before any of that. It is the step where a situation in the world becomes a set of players, a set of actions available to each, and a payoff structure. I put it directly in the lecture slides, quoting Binmore: "one cannot capture all the complicated ins and outs of a new telecom market in a mathematical model. Designing a telecom auction is therefore as much an art as a science. One extrapolates from simple models chosen to mimic what seem to be the essential strategic features of a problem."

If that is the skill, then a question that hands the student a completed payoff matrix has assessed everything except the skill. The dragon question gives no matrix. It gives a situation, an explicitly stated action set for each player, two stated assumptions about superadditivity, and the instruction to build the model and defend every cell. The four points are for the construction and the defence. "No need to find equilibria" is in the question text because I did not want a single mark going to the easy part.

Why fiction, specifically

Three reasons, in increasing order of how much I believe them.

It is memorable. Weak but real. A payoff matrix about dragons is recalled better than a payoff matrix about firms A and B. I would not have built a question around this alone.

It equalises background. A question about Cournot duopoly rewards the student who has taken economics. A question about dividing a pizza does not advantage anybody, which matters in a cognitive science cohort with mixed undergraduate backgrounds — some from psychology, some from engineering, some from biology. The fiction was chosen partly because nobody comes pre-equipped with domain knowledge about dragons.

It forces the assumptions into the open. This is the real reason. In a familiar economic scenario, a student can produce a plausible payoff matrix by pattern-matching to one they have seen, without ever articulating why the numbers are what they are. Remove the familiar setting and pattern-matching has nothing to grip. The only route to an answer is to reason from the stated assumptions to the ordering of outcomes — and since payoffs in these games are ordinal, the reasoning is the answer. The number in the cell is worth nothing on its own. I made that explicit in the lectures: the numbers are on an ordinal scale, and payoff magnitudes by themselves don't mean anything.

The dragon question is engineered so that superadditivity on both sides makes the sell-two-for-full-army cell dominate in an interesting way, and a student who merely writes plausible-looking numbers without tracking that assumption will produce a matrix they cannot defend. Which is what the "explain each payoff pair" clause is there to catch.

The opinion

If you want to assess modelling, the scenario has to be one the student cannot look up — and the most reliable way to guarantee that is to make it up.

The obvious objection is that invented scenarios are unrealistic, and that the whole value of game theory is its application to real strategic situations, so assessing it through dragons trains students on a toy. I think this gets the direction of transfer backwards. A student who can model a fictional situation from stated assumptions has demonstrated the general capability. A student who can reproduce the Cournot duopoly matrix has demonstrated that they remember the Cournot duopoly matrix, and I cannot tell from their answer which of the two they are.

There is a real cost, and one respondent's free text points straight at it: the survey item on whether the exam truly reflected grasp of the course material scored 2.90, respectable, but grading consistency scored 2.20 — joint-lowest on the form, with two students rating it 0. Open modelling questions are substantially harder to grade consistently than "find the equilibrium", and I graded every script alone with no second marker. I believe the questions were the right questions. I am much less confident that I marked them uniformly, and the students who complained had a legitimate target even if I cannot now reconstruct which specific judgements they objected to.

The mitigation is a rubric written before the exam, enumerating what counts as a defended payoff — assumption stated, ordering derived from it, cell consistent with the ordering. I wrote nothing of the kind. I marked by judgement, which is exactly the practice that generates a 2.20.

The module I was not asked to teach

Game theory was not in the CG 501 syllabus. I added it because my supervisor took a liberal view of the course outline and let me, and because collective decision making struck me as an obvious gap in a cognitive science curriculum that otherwise treats cognition as something happening inside one head.

It is the part of the course the students named as what they liked — "game theory", "Game theory was fun" — and the only place in the free-text responses where anybody expressed enthusiasm rather than assessment. I have written elsewhere about the cost of that addition, which came out of the neural network block and which five students independently identified as rushed. Both things are true: the module I invented was the best-received part of the course, and adding it damaged the part I was actually assigned to teach.

I would still add it. But I would drop something explicitly and say so, rather than absorbing it by teaching faster.

Caveats

I have no per-question performance data, so I cannot tell you whether the students did better or worse on the modelling questions than on the mechanical ones, which is the single measurement that would turn this from a design rationale into a finding. The claim that fictional scenarios equalise background is a design intention I never tested. And a class of this size gives no way to separate "the game theory module was well taught" from "the game theory module came second, after I had already made my worst pacing mistakes on the machine learning block."