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Blotto game AI simulator

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Blotto game

A Colonel Blotto game is a type of two-person constant-sum game in which the players (officers) are tasked to simultaneously distribute limited resources over several objects (battlefields). In the classic version of the game, the player devoting the most resources to a battlefield wins that battlefield, and the gain (or payoff) is equal to the total number of battlefields won.

The game was first proposed by Émile Borel in 1921. In 1938 Borel and Ville published a particular optimal strategy (the "disk" solution). The game was studied after the Second World War by scholars in Operation Research, and became a classic in game theory. Gross and Wagner's 1950 research memorandum states Borel's optimal strategy, and coined the fictitious Colonel Blotto and Enemy names. For three battlefields or more, the space of pure strategies is multi-dimensional (two dimensions for three battlefields) and a mixed strategy is thus a probability distribution over a continuous set. The game is a rare example of a non trivial game of that kind where optimal strategies can be explicitly found.

In addition to military strategy applications, the Colonel Blotto game has applications to political strategy (resource allocations across political battlefields), network defense, R&D patent races, and strategic hiring decisions. Consider two sports teams with must spend budget caps (or two Economics departments with use-or-lose grants) are pursuing the same set of candidates, and must decide between many modest offers or aggressive pursuit of a subset of candidates.

As an example Blotto game, consider the game in which two players each write down three positive integers in non-decreasing order and such that they add up to a pre-specified number S. Subsequently, the two players show each other their writings, and compare corresponding numbers. The player who has two numbers higher than the corresponding ones of the opponent wins the game.

For S = 6 only three choices of numbers are possible: (2, 2, 2), (1, 2, 3) and (1, 1, 4). It is easy to see that:

It follows that the optimum strategy is (2, 2, 2) as it does not do worse than breaking even against any other strategy while beating one other strategy. There are however several Nash equilibria. If both players choose the strategy (2, 2, 2) or (1, 2, 3), then none of them can beat the other one by changing strategies, so every such strategy pair is a Nash equilibrium.

For larger S the game becomes progressively more difficult to analyze. For S = 12, it can be shown that (2, 4, 6) represents the optimal strategy, while for S > 12, deterministic strategies fail to be optimal. For S = 13, choosing (3, 5, 5), (3, 3, 7) and (1, 5, 7) with probability 1/3 each can be shown to be the optimal probabilistic strategy.

Borel's game is similar to the above example for very large S, but the players are not limited to round integers. They thus have an infinite number of available pure strategies, indeed a continuum.

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