Computer game theory models

This article is months old, but I haven't had a NYTimes subscription in over a year now, so I miss out on some articles some Sundays. I mentioned Bruce Bueno de Mesquita's models recently when 538.com used an online version of his model to predict the outcome of the HCR battle, but this article goes into more depth about its origins and why it is effective.



That’s where Bueno de Mesquita began programming his computer model. It is based loosely on Black’s voter theory, and it works like this: To predict how leaders will behave in a conflict, Bueno de Mesquita starts with a specific prediction he wants to make, then interviews four or five experts who know the situation well. He identifies the stakeholders who will exert pressure on the outcome (typically 20 or 30 players) and gets the experts to assign values to the stakeholders in four categories: What outcome do the players want? How hard will they work to get it? How much clout can they exert on others? How firm is their resolve? Each value is expressed as a number on its own arbitrary scale, like 0 to 200. (Sometimes Bueno de Mesquita skips the experts, simply reads newspaper and journal articles and generates his own list of players and numbers.) For example, in the case of Iran’s bomb, Bueno de Mesquita set Ahmadinejad’s preferred outcome at 180 and, on a scale of 0 to 100, his desire to get it at 90, his power at 5 and his resolve at 90.


Then the math begins, some of which is surprisingly simple. If you merely sort the players according to how badly they want a bomb and how much support they have among others, you will end up with a reasonably good prediction. But the other variables enable the computer model to perform much more complicated assessments. In essence, it looks for possible groupings of players who would be willing to shift their positions toward one another if they thought that doing so would be to their advantage. The model begins by working out the average position of all the players — the “middle ground