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Dmitry A. Novikov, Alexander G.

Chkhartishvili

Graph of a Reflexive Game and

Bélles-léttres

Studia Humana nr 11, 11-15

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ISSN 2299-0 D In M e-Al In M The games. Th structure, i solution of Nash equil The work and h interaction games). Si was studie endeavor o An matter of f awareness then agent The graph of a nodes dem 0518 Dmitry A. No nstitute of C Moscow, Rus -mail: novik lexander G. nstitute of C Moscow, Rus -mail: sandr Abstract The auth decision paramet reflexive bélles-lé Keyword reflexion e papers [1] ey describe i.e., a hiera f a reflexive librium from e term “ref his other pu n among sub milar remar ed. The mon of constructi important fact, a phant within the 12 represen e mutual aw a reflexive g monstrates th Graph ovikov Control Scien ssia kov@ipu.ru . Chkhartish Control Scien ssia ro_ch@mai t: hors consider ns based on ers, beliefs a e games repre éttres. ds: reflexive n effects in bé ], [2], [3] co e the interac archy of bel e game is a m noncoope flexive gam ublications bjects (actua rks apply to nograph [9] ing a unifor concept in tom agent e framework nts agent 2 i wareness of game). A n he awarenes h of a Refle nces, Russi hvili nces, Russi il.ru reflexive gam an awarenes about beliefs, esents a conv games, aware lles-léttres. onsidered a ction of subj iefs about e an informat erative game mes” was in (e.g. [5]) re ally, no gen o [6], [7], [8 concentrat rm equilibri reflexive g exists in the of these be in the belief real and ph node corresp ss of one ag xive Game an Academ an Academ

mes that descr ss structure, and so on. I venient unifor eness structur new class o bjects (agen essential pa tional equili es. ntroduced b epresented q neral concep 8], where a ted on syste ium concept game analy beliefs of a eliefs. If a r f of agent 1 hantom agen ponds to a gent about a e and Bélles my of Scienc my of Scienc

ribe the interac i.e., a hierar It was shown rm description e, phantom a of game-the ts) making arameters, b ibrium whic by V. Lefeb qualitative d pt of solutio series of sp ematical trea t for these g ysis is the n a real or pha reflexive ga . nts is model real or pha another agen Volume 3 DOI: s-léttres ces, ces, ction of subje rchy of belie n that the lang n method for agent, graph o eoretic mod decisions b beliefs about ch generali bvre in 196 discussions on was sugg pecial cases atment of re games. notion of a antom agent ame involve led by a dire antom agen nt (accordin Stud 3:3 (2014), 10.2478/sh-ects (agents) m efs about es guage of grap reflexion effe of a reflexive dels known based on an t beliefs, an zes the def 5 (see [4]) of reflexio gested for t of players’ eflexive gam phantom a t and posse es agent 1 a ected graph nt; an arc be ng to its dire 11 dia Humana pp. 11—15 -2014-0010 making sential phs of fects in game, as reflexive n awareness nd so on. A finition of a . The cited n effects in this class of ’ awareness mes and an agent. As a sses certain and agent 2, h (called the etween two ection). For a 5 0   e s A a d n f s n a n , e o r

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instance, the graph 1 ↔ 2 indicates that agents 1 and 2 have identical and adequate awareness about each other. Similarly, the graph 1 ← 2 ↔ 21 means that agent 1 has adequate awareness of the opponent, whereas agent 2 gets mistaken.

Informational equilibrium evaluation requires the knowledge of the goal functions of all players. Meanwhile, the graph of a reflexive game can be constructed without specification of the goal functions of agents. Instead of the quantitative correlation of interests, this graph illustrates the qualitative correlation of awareness of reflexing agents.

Scientific literature contains a subjective description of an objective reality and strives for maximal objectivization. Contrariwise, imaginative literature (also known as bélles-léttres) naturally has reflexion – any fiction portrays a reflexive reality, i.e., results from author’s reflexion. This paper provides a series of examples to elucidate the following: the graph of a reflexive game can be employed to model reflexion effects in bélles-léttres.

Example 1 (“Detective story”). Consider an investigation officer and an offender. Denote them by agents 1 and 2, respectively. Consequently, the procedure of crime detection is described by the graph of reflexive game in the form 2 ← 1 ↔ 12 (the phantom agent 12 means that the offender strives for convincing the investigation officer in his own innocence). The fact of crime detection is described by the graph 1 ↔ 2.

More sophisticated cases of awareness are also possible. For instance, Smerdyakov and Ivan Fedorovich (The Brothers Karamazov by F.M. Dostoevsky) possess nonidentical awareness about the murder of the father and the attitude of each other to this fact. In the eyes of Smerdyakov, the situation (the graph of reflexive game) has the form “Smerdyakov” ← “Ivan Fedorovich wishes father’s death” ↔ “Smerdyakov is the murderer.” According to Ivan Fedorovich, the situation appears as “Ivan Fedorovich” ← “Smerdyakov is innocent” ↔ “Ivan Fedorovich does not wish father’s death.”

Similar circumstances take place in Crime and Punishment. Raskol’nikov does not know that the investigation officer knows he is the murderer. Denote them by agents 1 and 2, respectively. In the mind of Raskol’nikov, the graph becomes 1 ← 12 ↔ 121. On the other hand, the complete graph of reflexive game acquires the form presented by Fig. 1.

2 1 12 121

2 1 12 121

Fig. 1. The graph of reflexive game in “Detective story”

Example 2 (“Spy story-1”). Suppose that two states (А and В) and a public servant play the following game. The servant represents a high-level official of state А and (simultaneously) an intelligencer of state В; this fact is unknown to state А. The graph of reflexive game in such situation can be found in Fig. 2. The nodes of the graph indicate the following (real and phantom) agents: 1 – state А; 2 – state В; 3 – the servant; 12 – state В perceiving the servant as a faithful official of state А; 13 – the servant as a faithful official of state А.

1 12 121

2 1 12

3 13

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Next, study a slightly complicated modification of the previous plot.

Example 3 (“Spy story-2”). The situation resembles the one described in Example 2. The difference is that the servant actually works for state А (and sends specially made information to state В). In this case, the graph of reflexive game is demonstrated by Fig. 3.

2 1 12 121

1 2 21 212

3 23 213

Fig. 3. The graph of reflexive game in “Spy story-2”

The nodes of this graph correspond to the following (real and phantom) agents: 1 – state А; 2 – state В; 3 – the servant; 21 – state А believing wrongly that the servant represents its official having no contacts with state В; 23 – the servant working for state В; 212 – state В having no contacts with the servant as a high-level official of state А; 213 – the servant being a faithful official of state А, having no contacts with state В.

For all examples discussed above, the maximal rank of reflexion equals 2 (and the length of the maximal sequence of indexes makes up 1). In literary works, higher reflexion ranks appear “once in a blue moon”. Still, some examples do exist.

Example 4. The Emperor and the Assassin (1998), a movie directed by Kaige Chen, describes the interaction of a Chinese emperor and an assassin. The latter is sent to the former as an ambassador of a neighboring state. Meanwhile, the emperor knows that the ambassador is an assassin. And the assassin knows this, as well.

The corresponding graph of reflexive game is illustrated by Fig. 4.

2 1 12 121 1212

2 1 12 121 1212

Fig. 4. The graph of reflexive game in The Emperor and the Assassin

The nodes of the graph stand for the following (real and phantom) agents: 1 – the emperor; 2 – the assassin; 12 – the assassin believing that the emperor knows nothing about him; 121 – the emperor believing that the visitor is an ambassador of a neighboring state; 1212 – an ambassador of a neighboring state.

The role of emperor’s wife in the movie’s intrigue can be observed in the graph of reflexive game (see agent 3 in Fig. 5).

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2 1 12 121 1212

2 1 12 121 1212

3 13 123

Fig. 5. The role of emperor’s wife in The Emperor and the Assassin

In recent years, the existence of several reflexive (virtual, probably, embedded) realities underlies the plots of many movies. In this context, we mention The Matrix, The Thirteenth Floor, Vanilla Sky, Avalon, The Truman Show, and others. Interested readers would easily draw the corresponding graphs of reflexive games (using the approach suggested here).

The concluding example is quite a different matter.

Example 5. We cite an epigram by Coventry Patmore, known as The Kiss: ‘I saw you take his kiss!’ “'Tis true.”

‘O, modesty!’ ‘Twas strictly kept: He thought me asleep; at least I knew He thought I thought he thought I slept.’

2 1 2A 2B 12 2A1 1 12 2B1

Fig. 6. The structure of lady’s awareness in The Kiss

Figure 6 demonstrates the awareness structure of a lady kissed by an admirer in this epigram. Nodes of the graph correspond to the following real and phantom agents: 1 – the lady (here we have two incoming arcs, since the lady is not sure about the situation); 2А – the admirer, believing that the lady is sleeping; 2В – the admirer, believing that the lady thinks he considers her sleeping; 2А1 – the sleeping lady (this node admits no incoming arcs, since the lady is sleeping and performs no reflexion); 2В1 – the lady, believing that the admirer thinks she is sleeping.

Therefore, the language of graphs of reflexive games represents a convenient uniform description method for reflexion effects in bélles-léttres.

References:

1. Novikov D.A. and Chkhartishvili A.G., Information Equilibrium: Punctual Structures of Information Distribution, Automation and Remote Control 2003, Vol. 64, No. 10, pp. 1609 – 1619.

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2. Chkhartishvili A.G. and Novikov D.A., Models of Reflexive Decision-Making, Systems Science 2004, Vol. 30, No. 2, pp. 45 – 59.

3. Chkhartishvili A.G. Reflexive Games: Transformation of Awareness Structure, Automation and Remote Control 2010, Vol. 71, No. 6, pp. 1208 – 1216.

4. Lefebvre V.A. Basic Ideas of the Reflexive Games Logic / Proc. “Problems of Systems and Structures Researches”. Moscow: USSR Academy of Science, 1965 (in Russian).

5. Lefebvre V.A. Lectures on Reflexive Game Theory. – Los Angeles: Leaf & Oaks, 2010. 6. Gorelik V.A., Kononenko A.F., Game-theoretical Models of Decision Making in Ecological and Economic Systems. Moscow: Radio and Communication, 1982 (in Russian). 7. Soros G., The Alchemy of Finance: Reading the Mind of the Market. New York: Wiley, 1994.

8. Stahl D., Wilson P. On Players Models of Other Players: Theory and Experimental Evidence, Games and Economic Behavior 1995, Vol. 10, pp. 213 – 254.

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