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An Introduction to Game Theory Paul Trafford [email protected] 6 July 2011 Presented as an undergraduate class in Multimedia Mathematics

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An Introduction to Game Theory

An Introduction to Game TheoryPaul Trafford [email protected]

6 July 2011Presented as an undergraduate class inMultimedia Mathematics

This presentation was originally delivered to 4th Year Management undergraduates at Gakushuin University, Tokyo.1PART A: Basic Concepts2Lets Play a Game!Description: Bank has up to 1,000 to give away to the person or persons who choose the highest number.Players: Each individual student or group.Objective: To win as much as possible. Rules.No communication between the playersChoose a number N >= 1 and write it downon a piece of paper along with student/group name.The student(s) who chooses max. value of N wins total of 1,000/N

3Idea of this game in slides 2 and 3 is to indicate the distinction between non-cooperative and co-operative games, and how the latter can radically improve the returns.3Lets Play the Game Again!Description: Bank has up to 1,000 to give away to the person or persons who choose the highest number.Players: Each individual student or group.Objective: To win as much as possible. Rules.Communication allowed between the playersChoose a number N >= 1 and write it downon a piece of paper along with student/group name.The student(s) who chooses max. value of N wins total of 1,000/N

4A. Everyone can agree to writing down 1 and they would all share 1,000

This is an example of a cartel. But it is unstable: if someone changes their mind at the last minute ?Consider if this game were repeated in real life issues of trust short term gains, long term losses.

4What is Game Theory?Definition of Game TheoryThe analysis of competitive situations (or situations of conflict) using mathematical models

Essential TerminologyThe way a game is played depends on strategy a plan of action before the game begins.A solution is the adoption of a strategy that yields a particular outcome.

Compare solving environmental problems with solving an equation.

5Another definition is in terms of situations where there is conflict, but this emphasizes oppositional tendencies as it is derived from Latin, literally meaning strike or hit together, as in war, but actually competitions may not have such opposition (as we will discuss in topic on cooperation). 5

What is it about?Fundamentally about the study of decision-makingInvestigations are concerned more with choices and strategies than best solutions.

It seeks to answer the questions: What strategies are there? What kinds of solutions are there?

Examples:Chess, Go, economic markets, politics, elections, family relationships, etc.

Characteristics of Game Theory6History (1)The study of games is many centuries old. More systematic developments in Game Theory took place in the first half of the 20th Century.

Main FoundersJohn Von Neumann (mathematician) Oskar Morgenstern (economist)

7Image sources: Los Alamos National Laboratory, http://www.lanl.gov/history/atomicbomb/images/NeumannL.GIF and American Mathematical Society, http://www.ams.org/samplings/feature-column/fcarc-rationality 7History (2)Main publication: von Neumann & Morgenstern: Theory of Games and Economic Behaviour. Princeton University Press, 1944. Goal:Application of mathematical methods to broadly analyse games A new scientific approach to the study of economics.Applications:Aided by computers, theory has been broadly applied in large-scale operations such as international trade.

8(Philosophical) Assumptions:A certain predictability concerning human rationality?A somewhat narrow definition of rationality?

8Game Theory is inter-disciplinaryGame Theory 9What makes a Game?Elements in a GameOne or more players participants, each may be an individual, a group or organisation, a machine, and so on. One or more moves (or choices) where a move is an action carried out during the game, including chance moves (when nature plays a hand) as in the toss of a coin.A set of outcomes where an outcome is the result of the completion of one or more moves [e.g. game of chess may end in checkmate or a draw]Payoff an amount received for a given outcome. Finally, a set of rules which specify the conditions for the players, moves, outcomes and payoffs.

1010StrategyHow should one play the game? Definition: A strategy is a plan of action by which a player has a decision rule to determine their set of moves for every possible situation in a game.A strategy is said to be pure if it at every stage in the game it specifies a particular move with complete certainty. A strategy is said to be mixed if it applies some randomisation to at least one of the moves.For each game, there are typically multiple pure strategies. Note that the randomisation is a set of fixed probabilities, where the sum of the probabilities is 1.

11Strategy depends on the objective.

11

In this game a player is a commuter who is returning home from work their objective is to return home as soon as possible. They can choose between train, bus and subwayThe first choice is catch the train, the second choice is catch the bus and so on.A commuter who always chooses to catch the train is following a pure strategy. A commuter who sometimes picks the train and sometimes the bus is following a mixed strategy. Question: is this a one player game?

Strategy: Travel Example12Photo credit: Nyao148 : Mejiro railway station http://en.wikipedia.org/wiki/File:Mejiro-Sta.JPGConsider the traffic, the weather, Comment: in practice, for complex games, it is not possible to determine a complete strategy.12Types of Games (1): Co-operative vs. Non co-operative GamesOur first game (slide 2): non-cooperativeOur second game (slide 3): cooperative

Cooperation generally may lead to higher payoffs.Further Examples:Countries cooperate on trade (reduced tariffs) leading to boost in exportsTwo leading national social networking sites share technical knowledge and keep out an overseas competitor.Cartel: formation of monopoly by multiple organisations.

13For repeated games, the level of cooperation may change and payoffs fall!13Types of Games (2): Perfect vs. Imperfection InformationA game is said to have perfect Information if all the moves of the game are known to the players when they make their move. Otherwise, the game has imperfect information.A large class of games of imperfect information are simultaneous games - games in which all players make their moves at the same time without knowing what the others will play. (The decisions may be made beforehand, but are not communicated). A game is said to be deterministic if there are no chance moves. Otherwise, the game is non-deterministic.

14A selection of games

15Photo credits: Morten Johannes Ervik [Go], Jose Daniel Martinez [Chess], William Hartz (Scrabble), David ten Have (Ludo), WikiJET (Janken), Cyron Ray Macey (Tic Tac Toe), Dayland Shannon (Monopoly), Denise Griffin (Bridge), Steve Snodgrass (Draughts)Go, Bridge, Ludo, Draughts, Scissors-Paper-Stone (jan-ken), ChessMonopoly, Noughts and Crosses (Tic-tac-toe), Scrabble

15How to classify?There are a number of [orthogonal] criteria that may be used as the basis for classifying games.A common one uses two: im/perfect information and chance/not chance.

Perfect InformationImperfect InformationNon-deterministic(Chance moves)??Deterministic(No chance moves)??16Classification of games:Perfect InformationImperfect InformationChance MovesNo chance moves

17Photo credits: Morten Johannes Ervik [Go], Jose Daniel Martinez [Chess], William Hartz (Scrabble), David ten Have (Ludo), WikiJET (Janken), Cyron Ray Macey (Tic Tac Toe), Dayland Shannon (Monopoly), Denise Griffin (Bridge), Steve Snodgrass (Draughts)For each game, can ask class to choose which box.17Zero vs. Non-Zero-Sum GamesOne of the most important classifications .A game is said to be zero-sum if wealth is neither created nor destroyed among the players.A game is said to be non-zero-sum if wealth may be created or destroyed among the players (i.e. the total wealth can increase or decrease).All examples above are zero-sum because they are competitive leisure games. However, most real-life situations are non-zero-sum (as indicated, for example, by how economies can grow).

18(zero-sim: the total wealth is a constant)18PART B: Zero-Sum Games and Extended Form191- Person Game: Tomato Plants (1)There are many 1 person games including popular card games called Patience. They are instructive in decision-making.Example: Growing tomato plants!

20Photo credit: Manjith Kainickara http://www.fotopedia.com/items/flickr-1061718736 1- Person Game: Tomato Plants (2)Objective: Grow a healthy tomato plant!Rules.One must make at least one move plant a seed.Afterwards, one can make any number of moves:

Players MovesChance MovesWater plantAdd fertiliserCommunicate with plantPlace in sunlightShelter plantIt rainsIt is stormy (heavy rain and wind)It is sunnyThere is frost21Photo credit: Manjith Kainickara http://www.fotopedia.com/items/flickr-1061718736 1- Person Game: Tomato Plants (3)OutcomesPayoffsPlant doesnt growPlant grows, but has no fruit Plant grows, but has sour fruitBig ripe TomatoesSmall ripe tomatoesNo tomatoes etc.How to Model?

22Photo credit: Manjith Kainickara http://www.fotopedia.com/items/flickr-1061718736 2- Person Game: Simple Nim(Also called the subtraction game)

RulesTwo players take turns removing objects from a single heap or pile of objects. On each turn, a player must remove exactly one or two objects.The winner is the one who takes the last objectDemonstration: http://education.jlab.org/nim/index.html

2323Simplified Nim: winning strategy: proofLemma: Suppose that Players A and B are playing the Nim subtraction game where at each move a player can remove between 1 and c counters, then a player has a winning strategy if they can play a move that leaves k(c+1) counters.

ProofWe prove this for Player A(1) Base Case (k=1): Suppose A leaves c+1 counters, then B has to choose to remove x:1xc.This implies that there are y = c+1-x left, where 1 y c.Then A chooses y and wins.

24Simplified Nim: proof (2)(2) Inductive step:Assume the statement is true for k=n (n1).I.e. if Player A leaves n(c+1) , then player A wins.Suppose A leaves (n+1)(c+1) counters left, i.e. nc+n+c+1If B chooses x:1xc, this leaves nc+n+c+1-x.Then A chooses c+1-x, leaving n(c+1).(3) Completion of proof by induction:Thus if the case k=n is true, then so is the case k=n+1We have the base case k=1, is true, so the statement is true for k=2,3, and so on.The Lemma is thus proved by induction for all values of k.

25Simple Nim: Another go?RulesTwo players take turns removing objects from a single heap or pile of objects. On each turn, a player must remove exactly one or two objects.The winner is the one who takes the last objectStrategyLeave a multiple of 3.Demonstration: http://education.jlab.org/nim/index.html

26262- Person Game: Traditional Nim (General form)RulesTwo players take turns removing objects from distinct heaps or piles of objects. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap.Strategy:To find out which move to make, let X be the Nim-sum of all the heap sizes. Take the Nim-sum of each of the heap sizes with X, and find a heap whose size decreases. The winning strategy is to play in such a heap, reducing that heap to the Nim-sum of its original size with X.

- Wikipedia entry 6/2011

27Nim-sum () [this is the exclusive OR sum applied successively)Robtexhttp://www.robtex.com/frames.htm#http://www.robtex.com/robban/nim1.htmCount the matches left to right and click on the next one to remove that and all the rest to the right.

27Games in Extensive Form: Modelling by TreesWe may model how the set of states in a game by using a tree with nodes and edges called extensive form.

Gambit is a set of software tools for doing computation on finite, non-cooperative games.

It provides tree representations.

Project founded in the mid-1980s by Richard McKelvey at the California Institute of Technology, USA.

28

[ Gambit Web site: http://www.gambit-project.org/ ]Gambit Example: Tree for Nim (2,2)We may model how the set of states in a game by using a tree with nodes and edges. E.g. (2,2) game:

29Demonstration..29PART C: Zero-Sum Games in Normal Form30Introducing 2 person games in Normal FormWe represent the players by Player A and Player B (or simply A and B) and denote the moves they can make as A1, A2, , An and B1, B2, , Bm respectively. These moves are made simultaneously, so these are games of imperfect information.We represent the game in normal form, i.e. using payoff matrices, where the value of each cell (i,j) is the payoff corresponding to the moves Ai and Bj respectively.

31Normal Form: example of 2*2 gameIn the following example, we treat the special case where each player has 2 moves.

(Note the payoffs are the values that will be given to Player A)

Each row or column of payoffs is called an imputation.Player A has two moves: A1 and A2.Player B has two moves: B1 and B2.The payoff for a game is given by the intersection. Thus if the moves are respectively A1 and B2, then the payoff is zero.B1B2A120A24-232As this is a zero-sum game, it means whenever there is a value > 0 for Player A, there is a negative value for Player B and conversely. 32Solutions of 2 person gamesA solution is expressed as a set of strategies for all players that yields a particular payoff, generally the optimal payoff for both players. This payoff is called the value of the game.Suppose, for example, each player adopts the strategy of choosing the move whose imputation contains the cell with the maximum payoff.

Here, player A picks A2 as it contains a 4, whereas player B selects B2 as it contains -2. This would yield 2 for player B.However, this is not a solution as it is not optimal for player A they could always do better by playing A1. So the value of the game is >-2.B1B2A120A24-233The Concept of Equilibrium (Pure Strategies) 1/2So what strategies may yield optimal payoffs for both?Key concept: In an equilibrium, each player of the game has adopted a strategy that cannot improve his outcome, given the others' strategy. The method for this is:Player A considers each imputation and what is the least payoff value that may be gained by choosing that imputation.Similarly, Player B considers each imputation and what is the greatest payoff value that may be gained by choosing that imputation.

34The Concept of Equilibrium (Pure Strategies) 2/2B1B2vLA1141A2322*vM3*435The Concept of Equilibrium (Pure Strategies): Saddle PointsIn the case that the value of the game is vL = vM , a saddle point is any cell whose payoff is this value.

B1B2vLA1200*A24-2-2vM40*ExamplePlaying A1 => payoff of at least 0Playing B2 => payoff of no more than 0There is a unique saddle point cell (A1,B2).If either player deviates from this, then they will do worse.Here, vL = vM = 0.36It is the simplest form of equilibrium.36When there is no Saddle PointConsider again the following payoff matrix:

We have seen above that the value of the game lies between 2 and 3.But, if player A always plays A2, then B can always play B2 and the payoff is 2, whereas is player A always plays A1, then B1 can always play B1, yielding 1, which is less than 2!Can player A gain more than 2?Yes, because the game is of imperfect information players dont know each others move, but this means that we should not be predictable.B1B2A114A23237Simplification using DominanceFor larger matrices, we may often simplify.

The main technique for simplification is to compare pairs of columns, C and C, say, and delete those columns where the payoff in C is always greater than that in C or vice versa. In this case we say C dominates C. (Similarly for rows).

Thus, B4 dominates B1, B3 and B5, yielding :This matrix yields a saddle point corresponding to the moves A2 and B4, with value of the game=3.B1B2B3B4B5A145615A243534B2B4A151A233*38Remember that the payoffs are given for player A and signs must be reversed when evaluated for Player B.

38Simplification using Dominance: Demonstration in Gambit

39notes: (i) right click col/row label deletes that col/row to add rows, click on table icon next to avatar(ii) to resize columns and rows, drag towards right of cell

39Mixed Strategies: Expectation 1/2Scenario: Game is played repeatedly. In this case choosing the same pure strategy is not always optimal, so we can vary these pure strategies.To determine how we vary the strategies, we can apply probability theory.Key concept is Expectation := the product of the probability of the occurrence of an event and the value associated with the occurrence of a given event.A player can use a mixed strategy this is more than one pure strategy, where each pure strategy is played randomly according to a fixed probability yielding an expected payoff.40Mixed Strategies: Expectation 1/241Mixed Strategies: Expectation: ExamplesB1B2A114A23242Minimax: The Concept of Equilibrium for Mixed Strategies43Minimax: Determination of the Mixed StrategiesDetermination of x and yDetermine if there are any saddle points. If found then we have the solution and can stop here.Remove all dominated imputations (rows/columns), leaving a payoff matrix M.For the two players, solve Mx = v and MTy = v respectively, where v is a vector where each entry is v, the value of the game. (MT is the transpose of M)

44Minimax Example (1/4)B1B2A114A23245Minimax Example (2/4): Player As mixed strategyLet x:= the probability Player A plays A1Let y:= the probability Player A plays A1Then x+y=1. 1*x + 3*y = v 4*x + 2*y = vTherefore, from (1), x=v-3y. Substitute in (2) to give: 4(v-3y)+2y=v. Therefore, 3v=10y. Hence, 3x = 3(v-3y) = 10y-9y = y.Therefore x=0.25, y=0.75 and v=2.5

B1B2A114A23246Minimax: Example (3/4): Player Bs mixed strategyHence, for player B:Let x:= the probability Player B plays B1Let y:= the probability Player B plays B1Then x+y = 1. 1*x + 4* y = 2.5 3*x + 2* y = 2.5Therefore, 3(2.5-4y)+2y = 2.5Hence, 5 = 10y => y = 0.5. Therefore x = 0.5 B1B2A114A23247Minimax Example (4/4) use of GambitGambit provides modelling of games in normal form Gambit calls them strategic games.

In the screenshot, each cell has a pair of payoffs - the first is what Player A receives, the second is what Player B receives. (Gambit is designed for non-zero-sum games see later sections).It can compute the expected value and the corresponding equilibria mixed strategies of the two players.

48In the file menu select: Tools -> Equilibrium and then (Computer all Nash equilibria, with Gambits recommended method).

48Minimax LimitationsWhilst the Minimax theorem provides a solution, its macro-oriented, i.e. not sensitive to individual variations. ThusIt ensures an average payoffAssumes repeated play and is a result that is more reliable the more times playedIn practice, it takes no account of the strategy of the opponent even if they keep playing the same pure strategy, the expected return is no more, no lessThe optimisation reflects a collective philosophy that markets find their natural level.

49PART D: Non-Zero-Sum Games50An Overview of Non-Zero-Sum Games[Recap] A game is said to be non-zero-sum if wealth may be created or destroyed among the players (i.e. the total wealth can increase or decrease). In general, unlike for zero-sum games, in non-zero-sum games, wealth can be mutually created through cooperation.Cooperation may be achieved whether or not there is direct communication. Where there is no communication, information is necessarily imperfect.Where there is communication, there may be bargaining.

51Analysis of Non-Zero-Sum GamesMethods of mathematical logical, such as use of induction, are effective for determining strategies in Zero-sum games with perfect information. However they are less so for games of imperfect information, and are often not applicable to non-zero games.IF some assumptions are made THEN some mathematical techniques may be effectively applied. Prerequisites:Understand the environment, understand the individual and collective psychology (Thus we are moving from the domain of pure mathematics to embrace social sciences, particularly psychology and economics.)52UtilityPayoffs are given as utility the perceived worth of somethingUtility is a key concept and is determined by social and psychological factors.They depend upon personal preferencesThe same material payoff may have different utility

(In economics, personal preference is often reckoned in terms of ranking a selection of consumer offerings. [Economic] agents are said to be rational if this ranking system is complete.)53Utility Example (Exercise)Which would you choose? (Game is only played once!)10 million Yen 100% chance100 million Yen 20% chance

54Utility Example (Analysis)Expected return option (1) = 10 million yen,Expected return option (2) = 20 million yen,But option (1) has already great utility utility curve may be logarithmic

Here, if you have many friends playing or many attempts, then you should go for option 2.

This is similar to philosophy of penny shares small investment, unlikely to succeed, but if it succeeds then it could be very successful.

55Analytical Approaches to Non-Zero-Sum GamesAs before, the mathematical approaches use linear algebra, matrices, and probability theory.Hence the basic Concepts in Non-Zero-Sum Games:One-off vs Repeated gamesPayoff matrixExpectationStrategies pure and mixed

However, the generation of appropriate models requires Social Science tools that take account of the psychology of human behaviour, individual and collective; the analysis of markets, negotiation and bargaining. 56Introducing The Prisoners DilemmaDescription: Two men suspected of committing a bank robbery together and are arrested by the police. They are placed in separate cells, so cannot communicate.Each suspect may either confess or remain silent. They know the consequences of their actions. Suppose we call them Player A and Player B:If A confesses, but B remains silent, then A turns Queens Evidence [UK] and goes free, whilst the other goes to prison for 10 yearsIf both A and B confess, then they go to prison for 5 years.If both A and B remain silent, then they go to prison for 1 year for carrying concealed weapons.57

This is a famous problem that was originally formulated by A.W. Tucker

57The Prisoners Dilemma: Payoff MatrixNon-zero-sum games of normal form may be represented by a payoff matrix, where each cell is an n-tuple, a set of payoffs, 1 for each player. Thus for the Prisoners Dilemma, a 2-person game, we have pairs of payoffs.If A1 denotes Player A remains silent, A2 denotes Player A confesses (similarly for B), then we can represent the problem by the following matrix:

B1B2A1(-1,-1)(-10,0)A2(0,-10)(-5,-5)58The Prisoners Dilemma: StrategyPlayer A reasons as follows:If Player B chooses B1, then I am better off choosing A2 (because O > -1).If Player B chooses B2, then I am better off choosing A2 (because -5 > -10).Similarly, for player B. Hence A2,B2 are selected.In fact, this reflects accepted theory: John Nash extended the minimax result of zero-sum games to non-zero-sum games. Informally, it states that a pair of mixed strategies is in Nash equilibrium, if it means that any unilateral (one-sided) deviation for either player would yield a payoff that was no more than the value of the pair.(A2,B2) are in equilibrium. Payoffs are (-5.-5)59

59Mixed Strategies for Non-zero-sum Games: Nash Equilibrium As mentioned above, John Nashs theorem states that a pair of mixed strategies is in equilibrium if any unilateral (one-sided) deviation for either player would yield a payoff that was no more than the value of the pair.Formally,Definition. A pair of strategies, x*X, y*Y is an equilibrium pair for a non-zero-sum game if for any xX and yY, eA(x,y*) e(x*,y*) and eB(x*,y) e(x*,y*) , where eA is player As payoff and eB is player Bs payoff.Theorem. Any two-person (zero-sum or non-zero-sum) with a finite number of pure strategies has at least one equilibrium pair.(Such a pair is called a Nash Equilibrium pair. Determining the solution is not trivial.)60The Prisoners Dilemma: ParadoxParadox: both players confess and spend 5 years in prison, whereas if they had remained silent they would have spent 1 year each in prison!Diagnosis: the unilateral view is not optimal. A bilateral (two-sided) view involving cooperation would suggest the other move for both players.This is covered by the notion of strategies being pareto optimal when there is no other strategy in which both players are at least as well off.61The Repeated Prisoners Dilemma: Web demosThere are many online versions of the Prisoners Dilemma.See e.g.Lessons from the Prisoners Dilemma: An interactive tutorial by Martin Poulter, April 2003, Economics Networkhttp://www.economicsnetwork.ac.uk/archive/poulter/pd.htm

62The Prisoners Dilemma: Applications (1)What is it useful for?Usefulness usually determined by consideration of repeated gamesLessons for military (consider safety of the citizens of two rival powers: which is safer? If they both disarm (cooperative strategy)? Or if they are both heavily armed?Marketing strategies if two rival companies both offer small discounts then they may receive many customers and retain a good market share. What if they offer huge discounts?63The Prisoners Dilemma: Applications (2)In economics as in other realms of the prisoner's dilemma, success requires a willingness not to measure oneself against any one opponent. ''You do tend to compare yourself to other people,'' Dr. Hauser said. ''However, it turns out that if I do that I'm hurting myself very badly.'' Biological ApplicationsIn real life, that is, does cooperation depend on an internal sense of morality? Or does it depend on the complicated dynamics of environments where people challenge each other, betray each other and trust each other over and over again?

NY Times, PRISONER'S DILEMMA HAS UNEXPECTED APPLICATIONS By JAMES GLEICK Published: June 17, 198664Comments: Its the difference between considering whats best for me, regardless and whats best for everyone.In practice, there may be a great difference in behaviour between playing this game once vs. many times.

64The Battle of the Sexes

Suppose that a newlywed couple are both planning an outing at the weekend. They havent yet decided what to do.The husband would like to watch football, whereas the wife would like to go to a concert, but they would both prefer to be in the company of their spouses rather than go their separate ways.Suppose option 1 is football and option 2 is concert. Then the payoff matrix may look like this:W1W2H1(4,1)(0,0)H2(0,0)(1,4)65The Battle of the Sexes: Equilibria (Gambit)Gambit can calculate the equilibria and gives 3 of them:

Two of the three are indicating cooperation

66The Battle of the Sexes: Modelling in MaximaMaxima can be used to plot regions.Suppose the husband chooses to play option H1 with probability x. Therefore they play option H2 with probability 1-x.Similarly, the wife plays option W1 with probability y and option W2 with probability 1-y.We then can define expectation for each player as functions E1 and E2 respectively in variables x and y:E1:=(4*xy + 0*x(1-y)) + (0*(1-x)y + 1*(1-x)(1-y))E2:=(1*xy + 0*x(1-y)) + (0*(1-x)y + 4*(1-x)(1-y))HenceE1=5xy x-y+1 and E2= 5xy+-4x-4y+xy67The Battle of the Sexes: Cooperation: Maxima Graphs 1/2We can carry out a parametric plot that shows the expectations along the x-axis and y-axis respectively. Thus this is actually a 2D plot in two parameters(x,y). However, Maxima only allows one parameter for 2D plots. Thus we need to use a 3D plot, and simply set z to be a constantE1(x,y):=5xy-4y-4x+4 - think of this as the x-axisE2(x,y):=5xy-x-y+1 - think of this as the y-axisZ:=0 any value will be fine0