Information, decision-making and deception in games
Dongxu Li
a,
⁎, Jose B. Cruz Jr.
b
a
General Motors Corporation, R&D, Warren, Michigan 48090, USA
b
Department of Electrical and Computer Engineering, The Ohio State University, Columbus, OH 43210, USA
abstract article info
Article history:
Received 12 January 2008
Received in revised form 20 April 2009
Accepted 10 May 2009
Available online 15 May 2009
Keywords:
Decision-making
Zero-sum game
Deception
Nash equilibrium
Mixed strategy
Modeling deception in a real-world conflict situation is usually difficult. For a better understanding, we study
deception through a fundamental relationship between information and decision-making. Under a
probabilistic framework, we consider a zero-sum game with an asymmetrical structure, where player 1
receives additional information and player 2 has the potential to inject deception. We derive accuracy
conditions on the information obtained by player 1, which can lead to a better decision. The feasibility of
deception is further explored, which is conditioned on the quality of deceptive signals generated by player 2.
We classify deception into passive and active deception.
© 2009 Elsevier B.V. All rights reserved.
1. Introduction
Information plays an important role in decision-making problems,
and the study of their relationship has a wide spectrum covering
artificial intelligence, economics, business, statistics and control
[6,10,11]. A decision-making problem is usually formulated as an
optimization problem with a utility function representing potential
payoffs/costs. However, relevant information available to a decision-
maker is often imperfect [13], such that probabilistic models are often
adopted. Thus, the statistical characteristics of the information are
crucial, which determine the relevance of the problem model created
by the decision-maker and in turn its potential payoffs. Intuitively,
more (relevant) information is helpful in reducing uncertainty, thus
leading to a better payoff. Information value is usually defined through
the difference in the payoff induced by the extra information [6,11]. For
years, this idea has been explored in various fields. In [2], a stochastic
control problem was studied, where it has been shown that inclusion
of potential information (measurement) in the future is helpful in
reducing the uncertainty involved in decision-making at the present
time, and thus a better performance can be attained. A similar idea has
also been discussed in a team setting with more than one decision-
maker [10]. In [16], value of information to a risk-averse decision-
maker was studied under the information system framework.
Information has also been studied in the context of game theory
[3]. It is well known that game theory provides a rigorous tool to
analyze interactions among multiple decision-makers, each with its
own optimization objective. In recent years, game theory has become
increasingly important in politics, social sciences, military and
engineering applications, because it can better capture the conflict
nature in a situation involving multiple players. Compared to normal
decision analysis, game analysis can not only offer a decision
suggestion to a decision-maker but also provide a valuable prediction
on its opponents' counteraction. With the recent development in the
technologies of autonomous vehicles and command and control
systems, game theory has become an indispensable tool in modeling
and analyzing dynamic situations in modern military operations
[5,13,20]. These systems rely on a large amount of intelligence infor-
mation to be processed, and apparently, the information fed into the
systems has a substantial impact on the system performance.
The dependence of decision-making on information implies
another interesting direction of research — deception. This is
especially important in a game situation, where players may try all
means to degrade their opponents' decisions to increase their own
returns. In this sense, deception appears to be a useful strategy in hand
for game players.
The theme of deception is to manipulate the decisions of a
decision-maker by changing its base information in favor of a deceiver.
Generally speaking, the purpose of deception is to conceal reality by
inserting “noise”, or to mislead the decision-maker with biased
information. Although deception has received a lot of attention, to
date, the literature on deception is still relatively sparse. In [7], the
effect of deception on decision-making was investigated, and it has
been shown that decisions of a decision-maker can be adjusted by
changing its belief of the state of nature. This idea was further
extended to a bargaining situation between a seller and a buyer in [8].
In [4], a deception game problem was formulated and the existence of
a value function was proved. The effect of deception has also been
studied through a stochastic pursuit-evasion game where the
Decision Support Systems 47 (2009) 518–527
⁎ Corresponding author.
E-mail address: li.447@osu.edu (D. Li).
0167-9236/$ – see front matter © 2009 Elsevier B.V. All rights reserved.
doi:10.1016/j.dss.2009.05.001
Contents lists available at ScienceDirect
Decision Support Systems
journal homepage: www.elsevier.com/locate/dss