Game Theory 4x4 Tables
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This example demonstrates the normal form representation of 4x4 bi-matrices in Game Theory, visualizing calculations for pure strategy outcomes. Core concepts include matrices, probability & statistics, and optimization. GeoGebra commands used are Polygon, Max, If to construct the table, find maxima, and display conditional text. Suitable for high school students and learners interested in game theory and matrix applications.
GeoGebra Commands & Parameters
Polygon(O, O1, O2, O3) → poly1, o, o1, o2, o3Max(aL) → amaxMax(bL) → bmaxMax(cL) → cmaxMax(dL) → dmaxMax(AU) → AmaxMax(BU) → BmaxMax(CU) → CmaxMax(DU) → DmaxIf(AaL ≟ amax, 1, 0) → ColourAaLIf(BaL ≟ amax, 1, 0) → ColourBaLIf(CaL ≟ amax, 1, 0) → ColourCaLIf(DaL ≟ amax, 1, 0) → ColourDaLIf(AbL ≟ bmax, 1, 0) → ColourAbLIf(BbL ≟ bmax, 1, 0) → ColourBbLIf(CbL ≟ bmax, 1, 0) → ColourCbLIf(DbL ≟ bmax, 1, 0) → ColourDbLIf(AcL ≟ cmax, 1, 0) → ColourAcLIf(BcL ≟ cmax, 1, 0) → ColourBcLIf(CcL ≟ cmax, 1, 0) → ColourCcLIf(DcL ≟ cmax, 1, 0) → ColourDcLIf(AdL ≟ dmax, 1, 0) → ColourAdLIf(BdL ≟ dmax, 1, 0) → ColourBdLIf(CdL ≟ dmax, 1, 0) → ColourCdLIf(DdL ≟ dmax, 1, 0) → ColourDdLIf(AaU ≟ Amax, 0.8, 0) → ColourAaUIf(AbU ≟ Amax, 0.8, 0) → ColourAbUIf(AcU ≟ Amax, 0.8, 0) → ColourAcUIf(AdU ≟ Amax, 0.8, 0) → ColourAdUIf(BaU ≟ Bmax, 0.8, 0) → ColourBaUIf(BbU ≟ Bmax, 0.8, 0) → ColourBbUIf(BcU ≟ Bmax, 0.8, 0) → ColourBcUIf(BdU ≟ Bmax, 0.8, 0) → ColourBdUIf(CaU ≟ Cmax, 0.8, 0) → ColourCaUIf(CbU ≟ Cmax, 0.8, 0) → ColourCbUIf(CcU ≟ Cmax, 0.8, 0) → ColourCcUIf(CdU ≟ Cmax, 0.8, 0) → ColourCdUIf(DaU ≟ Dmax, 0.8, 0) → ColourDaUIf(DbU ≟ Dmax, 0.8, 0) → ColourDbUIf(DcU ≟ Dmax, 0.8, 0) → ColourDcUIf(DdU ≟ Dmax, 0.8, 0) → ColourDdUIf(AaL ≟ amax ∧ AaU ≟ Amax, 1, 0) → ColourAaIf(BaL ≟ amax ∧ BaU ≟ Bmax, 1, 0) → ColourBaIf(CaL ≟ amax ∧ CaU ≟ Cmax, 1, 0) → ColourCaIf(DaL ≟ amax ∧ DaU ≟ Dmax, 1, 0) → ColourDaIf(AbL ≟ bmax ∧ AbU ≟ Amax, 1, 0) → ColourAbIf(BbL ≟ bmax ∧ BbU ≟ Bmax, 1, 0) → ColourBbIf(CbL ≟ bmax ∧ CbU ≟ Cmax, 1, 0) → ColourCbIf(DbL ≟ bmax ∧ DbU ≟ Dmax, 1, 0) → ColourDbIf(AcL ≟ cmax ∧ AcU ≟ Amax, 1, 0) → ColourAcIf(BcL ≟ cmax ∧ BcU ≟ Bmax, 1, 0) → ColourBcIf(CcL ≟ cmax ∧ CcU ≟ Cmax, 1, 0) → ColourCcIf(DcL ≟ cmax ∧ DcU ≟ Dmax, 1, 0) → ColourDcIf(AdL ≟ dmax ∧ AdU ≟ Amax, 1, 0) → ColourAdIf(BdL ≟ dmax ∧ BdU ≟ Bmax, 1, 0) → ColourBdIf(CdL ≟ dmax ∧ CdU ≟ Cmax, 1, 0) → ColourCdIf(DdL ≟ dmax ∧ DdU ≟ Dmax, 1, 0) → ColourDdPolygon(A, B, 4) → poly2, c, d, e, f, C, DPolygon(E, D, 4) → poly3, g, h, i, j, F, GIf(AaL ≟ amax ∧ AbL ≟ bmax ∧ AcL ≟ cmax ∧ AdL ≟ dmax, true, false) → DomAIf(BaL ≟ amax ∧ BbL ≟ bmax ∧ BcL ≟ cmax ∧ BdL ≟ dmax, true, false) → DomBIf(CaL ≟ amax ∧ CbL ≟ bmax ∧ CcL ≟ cmax ∧ CdL ≟ dmax, true, false) → DomCIf(DaL ≟ amax ∧ DbL ≟ bmax ∧ DcL ≟ cmax ∧ DdL ≟ dmax, true, false) → DomDIf(AaU ≟ Amax ∧ BaU ≟ Bmax ∧ CaU ≟ Cmax ∧ DaU ≟ Dmax, true, false) → DomaIf(AbU ≟ Amax ∧ BbU ≟ Bmax ∧ CbU ≟ Cmax ∧ DbU ≟ Dmax, true, false) → DombIf(AcU ≟ Amax ∧ BcU ≟ Bmax ∧ CcU ≟ Cmax ∧ DcU ≟ Dmax, true, false) → DomcIf(AdU ≟ Amax ∧ BdU ≟ Bmax ∧ CdU ≟ Cmax ∧ DdU ≟ Dmax, true, false) → DomdPolygon(H, I, J, K) → poly4, h_1, i_1, j_1, kPolygon(L, M, N, P) → poly5, l, m, n, pPolygon(Q, R, S, T) → poly6, q_1, r_1, s, tIf(ELLEFT1 ≟ false, Append[U1U, C2]) → list1If(ELLEFT2 ≟ false, Append[U1U, C4]) → list2If(ELLEFT3 ≟ false, Append[U1U, C6]) → list3If(ELLEFT4 ≟ false, Append[U1U, C8]) → list4If(ELLEFT1 ≟ false, Append[U1U, C2]) → list5If(ELLEFT2 ≟ false, Append[U1U, C4]) → list6If(ELLEFT3 ≟ false, Append[U1U, C6]) → list7If(ELLEFT4 ≟ false, Append[U1U, C8]) → list8