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game-theoryst's Introduction

Game-Theoryst

A Typst package for typesetting beautiful games with ease.

Full manual available here

Overview

Simple Example

The main function to make strategic (or normal) form games is nfg. For a basic 2x2 game, you can do

#nfg(
  players: ("Jack", "Diane"),
  s1: ($C$, $D$),
  s2: ($C$, $D$),
  [$10, 10$], [$2, 20$], 
  [$20, 2$], [$5, 5$],
)

Basic Example

Importing

Simply insert the following into your Typst code:

#import "@preview/game-theoryst:0.1.0": *

This imports the nfg() function as well as the underlining methods. If you want to tweak the helper functions for generating an nfg, import them explicitly through the utils/ directory.

Full Example

#nfg(
  players: ([A\ Joe], [Bas Pro]),
  s1: ([$x$], [a]),
  s2: ("x", "aaaa", [$a$]),
  pad: ("x": 12pt, "y": 10pt),
  eliminations: ("s11", "s21", "s22"),
  ejust: (
    s11: (x: (0pt, 36pt), y: (-3pt, -3.5pt)),
    s22: (x: (-10pt, -12pt), y: (-10pt, 10pt)),
    s21: (x: (-3pt, -9pt), y: (-10pt, 10pt)),
  ),
  mixings: (hmix: ($p$, $1-p$), vmix: ($q$, $r$, $1-q-r$)),
  custom-fills: (hp: maroon, vp: navy, hm: purple, vm: fuchsia, he: gray, ve: gray),
  [$0,vul(100000000)$], [$0,1$], [$0,0$],
  [$hul(1),1$], [$0, -1$], table.cell(fill: yellow.lighten(30%), [$hful(0),vful(0)$])
)

Full Example

Color

By default, player names, mixed-strategy parameters (called mixings), and elimination lines are shown in color. These colors can be turned off at the method-level by passing bw: true, or at the document level by running the state helper-function #colorless().

nfg accepts custom colors for all of the aforementioned parameters by passing a dictionary of colors to the custom-fills arg. The keys for this dictionary are as follows (<defaults>):

  • hp -- "horizontal player" (red)
  • vp -- "vertical player" (blue)
  • hm -- "hor. mixing" (#e64173)
  • vm -- "ver. mixing" (eastern)
  • he -- "hor. elimination" line (orange)
  • ve -- "ver. elimination" line (olive)

Cell Customization

Since the payoffs are implemented as argument sinks (..args) which are passed directly to Typst's #table(), underlining of non-math can be accomplished via the standard #underline() command. Similarly, any of the payoff cells can be customized by using table.cell() directly. For instance, table.cell(fill: yellow.lighten(30%), [$1, 1$]) can be used to highlight a specific cell.

Padding

There are edge cases where the default padding may be off. These can be mended by passing the optional pad argument to nfg(). This should represent how much additional padding you want. The pad arg. is interpreted as follows:

  • If a length is provided, it assumes you want that much length added to all cell walls
  • If an array of the form (L1, L2) is provided, it assumes you want padding a horizontal (x) padding of L1 and a vertical padding (y) of L2
  • If a dictionary is provided, it operates identically to that of the array, but you must specify the x/y keys yourself

AUtomatic Cell Sizing

Cell are automatically sized to equal heights/widths according to the longest/tallest content. If you want to avoid this behavior, pass lazy-cells: true to nfg. This behavior can be combined with the custom padding argument.

Semantic Game Theory Features

Underlining

The package imports a small set of underlining utility functions.

The primary functions for underlining are

  • hul() -- Horizontal Underline
  • vul() -- Vertical Underline
  • bul() -- Black Underline These can be wrapped around values in math-mode ($..$) within the payoff matrix. The underlines for hul and vul are colored by default according to the default colors for names, but they accept an optional col parameter for changing the color of the underline. bul() produces a black underline.
#nfg(
  players: ("Jack", "Diane"),
  s2: ($x$, $y$, $z$),
  s1: ($a$, $b$),
  [$hul(0),vul(0)$], [$1,1$], [$2,2$],
  [$3,3$], [$4,4$], [$5,5$],
)

By default, these commands leave the numbers themselves black, but boldfaces them. Full Color versions of hul and vul, which color the numbers and under-lines identically, are available via hful() and vful(). Like their counterparts, they accept an optional col command for the color.

Both of the colors can be modified individually via the general cul() command, which takes in content (cont), an underline color (ucol), and the color for the text value (tcol). For instance,

#let new-ul(cont, col: olive, tcol: fuchsia) = { cul(cont, col, tcol) }

will define a new command which underlines in olive and sets the text (math) color to fuchsia.

Mixed Strategies

You can optionally mark mixed strategies that a player will in a nfg using the mixing argument. This can be a dictionary with hmix and vmix keys, or an array, interpreted as a dictionary with the aforementioned keys in the (hmix, vmix) order. The values/entries here should be arrays which mimic s1 and s2 in size, with some parameter denoting the proportion of time the relevant player uses that strategy. If you would like to omit a strategy from this markup, pass [] in it's place.

For example:

#nfg(
  players: ("Chet", "North"),
  s1: ([$F$], [$G$], [$H$]),
  s2: ([$X$], [$Y$]),
  mixings: (
    hmix: ($p$, $1-p$), 
    vmix: ($q$, [], $1-q$)),
  [$7,3$], [$2,4$], 
  [$5,2$], [$6,1$], 
  [$6,1$], [$5,4$]
)

Mixed Parameter Example

Iterated Deletion (Elimination) of Dominated Strategies

You can use the pinit package to cross out lines, semantically eliminating strategies. pinit comes pre-imported with gametheoryst by default.

You can tell nfg which strategies to eliminate with the eliminations argument and the corresponding ejust helper-argument. The eliminations argument is simply an array of strings of the form "s<i><j>", where <i> is the player -- 1 or 2 -- and <j> is player i's <j>th strategy, in left-to-right / top-to-bottom order starting at 1. These strategy strings represent the rows/columns which you want to eliminate. For instance, ("s12", "s21") denotes an elimination of player 1's second strategy as well as player 2's first strategy.

Due to context dependence, the lines typically need manual adjustments, which can be done via the ejust arg. ejust needs to be a dictionary with keys of matching those strings present in eliminations (s11, s21, etc.). The values of one of these dictionary entries is itself a dictionary: one with x and y keys. Each of these keys needs an array consisting of 2 lengths, corresponding to the starting/ending dx/dy adjustments from pinit-line.

For example, one such ejust argument could be ("s12": (x: (5pt, -5pt), y: (-10pt, 3pt))). This says to adjust the "s12" elimination line by 5pt in the x direction and -10pt in the y direction for the starting (strategy-) side of the line, and adjust by -5pt in x and 3pt in y on the ending (payoff-) side of the line.

#let just-arr = (
    "s12": (x: (0pt, 10pt), y: (-3pt, -3pt)),
    "s13": (x: (0pt, 10pt), y: (-3pt, -3pt)),
    "s14": (x: (0pt, 10pt), y: (-3pt, -3pt)),
    "s21": (x: (-6pt, -8pt), y: (3pt, 8pt)),
    "s22": (x: (-4pt, -8pt), y: (3pt, 8pt)),
    "s23": (x: (-4pt, -8pt), y: (3pt, 8pt)),
)

#nfg(
  players: ("A", "B"),
  s1: ([$N$], [$S$], [$E$], [$W$] ),
  s2: ([$W$], [$E$], [$F$], [$A$]),
  eliminations: ("s12", "s13", "s14", "s21", "s22", "s23"),
  ejust: just-arr,
  [$6,4$], [$7,3$], [$5,5$], [$6,6$],
  [$7,3$], [$2,7$], [$4,6$], [$5,5$],
  [$8,2$], [$6,4$], [$3,7$], [$2,8$],
  [$3,7$], [$5,5$], [$4,6$], [$5,5$],
)

Elimination Example

Debugging

If you want to see all of the lines for the table, including the ones for a players, strategies, and mixings, set the following at the top of your document.

#set table.cell(stroke: (thickness: auto))

Note that cells are always present for mixings, they just have 0 width/height when no mixings of a specific variety are provided.

License

game-theoryst Copyright © 2024 Connor T. Wiegand

This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.

You should have received a copy of the GNU Affero General Public License along with this program. If not, see http:www.gnu.org/licenses/.

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