Extension card · Z-Number
Z-number Game-Theoretic BWM (Adesina, Yazdi and Omidvar, 2022)
This extension combines BWM's best/worst-criterion weighting with a zero-sum game played over a payoff table of alternatives expressed as Z-numbers. Unlike every other BWM family member, the output is not a weight vector but a ranking of alternatives derived from the game's Nash equilibrium.
Base method
BWM →
Philosophy, mechanics, strengths and weaknesses are on the base method card; this card describes only the difference.
Data type (family)
Z-Number →
What this data type is, when to use it, how to write it in a cell: the family's full account is here.
What Changes from the Base Method?
Four things change.
The input layer splits in two. Crisp BWM has a single input layer: comparisons of criteria against the best and worst on a 1–9 scale. Here there are two separate layers. The first is the same as crisp BWM: experts' best/worst comparisons for weighting the criteria (or scenarios), averaged if they come from more than one expert. The second is a separate table showing what "payoff" each alternative earns on each criterion or scenario. Every cell of this table is a Z-number, a pair carrying both a fuzzy judgement (how the expert assesses the alternative) and the degree of confidence placed in that judgement.
Solving the weights stays the same. The linear model that crisp BWM uses, minimising the deviation of the best-to-others and others-to-worst ratios, is used unchanged here; multiple experts' comparisons are averaged, and a single weight vector and consistency ratio (CR) are solved. BWM stands entirely on its own here and does exactly what the base method does.
The ranking is built through a game. Crisp BWM stops here; the weights are the output. This extension continues. The payoff table is converted into a two-player zero-sum game. One player (the decision-maker) chooses among alternatives to maximise their payoff; the other player (criteria/scenarios) tries to minimise that same payoff. This game's Nash equilibrium is solved with a linear programming model, yielding a mixed strategy, a probability distribution, for each player. These mixed strategies are combined with the criterion weights from BWM to compute an "expected value" (G) for each alternative.
Outcome and defuzzification. The result is a single G figure per alternative; alternatives are ranked from the highest value to the lowest. It is common in a zero-sum game's equilibrium for several alternatives to come out with a G of zero. The source paper recommends removing the zero-G alternatives from the table in this case and resolving the game, repeating this until every alternative is ranked.
A limitation in DecisionMind's current implementation. The source paper (Adesina, Yazdi and Omidvar, 2022) never published the Z-number payoff table itself in its own worked example (the 2019 Gorgan flood disaster, four emergency-response routes); it shared only the game's Nash equilibrium results (mixed strategies, ν values, the expected value of the best alternative). Rather than fabricating the missing payoff table, DecisionMind carries the Nash equilibrium figures published in the paper as fixed constants. The consequence is this: for alternatives whose G comes out at zero (all three of them, in this example), the paper's iterative elimination step is NOT applied in DecisionMind today; the engine leaves these alternatives tied and does not reproduce the paper's secondary ranking. This has been flagged as one of nine methods, out of a 571-manifest catalogue scan, whose golden order does not match the engine's output; the detail is in the approval note.
How to Read the Output
G is neither a weight nor a probability. It shows an alternative's expected payoff in this game's equilibrium, and it is meaningful only for this particular alternative set and this particular payoff table. The alternative with the highest G is the one preferred in the game's equilibrium. A G of zero means that alternative receives no share of selection at equilibrium; this is not a "bad" result, only "not preferred in this equilibrium."
Thus instead of writing:
"DecisionMind's full ranking can be trusted, because the engine produced an order"
the report should read:
"Because the payoff table was never published, DecisionMind's current engine only verifies the alternative with positive expected value at equilibrium; the order among alternatives whose G comes out at zero has not been separately verified in this engine"
When to Prefer This over the Base Method
This extension is worth considering when the decision problem is genuinely adversarial: when an opponent, a disaster, or an uncertain state of nature behaves as the "other player," and experts' confidence in their payoff estimates can also be recorded. For an ordinary supplier or investment choice, that is, a compensatory and cooperative decision setting, the zero-sum assumption (one side's gain is the other's loss) makes no sense. In that case the weights obtained from base BWM should instead be fed into an ordinary ranking method such as TOPSIS or CoCoSo.
Crisp BWM's exit condition for the weighting step applies here too: if the best and worst criterion cannot be chosen with confidence, or if the consistency ratio exceeds an acceptable limit, the weights should be reviewed before use.
Mistakes Specific to This Extension
Applying the zero-sum assumption to a cooperative decision. This game assumes the two sides' interests run in exactly opposite directions. Outside genuinely adversarial scenarios such as emergency or disaster response, this assumption makes no sense.
Building a Z-number from the fuzzy judgement alone, without adding the reliability component. A Z-number needs both a fuzzy assessment and a separate confidence degree; supplying only the former leaves the payoff table incomplete and the game's solution unreliable.
Treating alternatives with G=0 as "worst." A zero G shows no share of selection at equilibrium; it is not an absolute measure of badness and does not by itself establish an order among alternatives.
Trusting the full ranking when the payoff table is incomplete. In this extension's current DecisionMind implementation, only the paper's Nash equilibrium results are carried in place of an unpublished payoff table; this verifies the strongest alternative but not the rest of the order.
The governing principle is this:
This extension makes BWM weights an input to a game, not its output. The weight comes from BWM, the ranking from the game's Nash equilibrium. If the payoff table is missing, only the strongest end of the ranking should be trusted; the rest of the order must be separately verified.
Cases
The first case is the source paper's own worked example (the 2019 Gorgan flood disaster). However, the paper did not publish the full payoff table, and this method has been flagged in DecisionMind's catalogue scan as one of nine methods whose golden order does not match. For this reason the table below is limited to the figures the paper published; the engine's current output can only be partly verified in this example (detail in the approval note). The second case is fictional.
1. Disaster management: Choosing an emergency-response route in the Gorgan flood (Adesina, Yazdi and Omidvar, 2022)
In 2019, a flood disaster struck the city of Gorgan in Iran's Golestan province. The disaster coordination centre must choose among four emergency-response routes (A1: delivering aid by air, A2, A3, A4: different land routes). The centre took five possible flood scenarios (C1–C5) as criteria and weighted their importance with BWM. As the paper does not give the expert comparisons behind this weighting in detail, DecisionMind's engine falls back on an equal-weight assumption (20 per cent per scenario) for this step. Each route's performance under each scenario is expressed as a Z-number (a fuzzy assessment together with a confidence degree). But the paper did not publish the figures of this payoff table, only the solution of the game.
The Nash equilibrium the paper published: the decision-maker's mixed strategy concentrates almost entirely on A1 (about 0.39), while the scenario player's mixed strategy concentrates on scenario C4 (about 0.68). The expected values derived from this give A1 a positive value (0.3 in the paper; 0.39 in DecisionMind's engine, since the Nash strategy value is carried directly). A2, A3 and A4 all come out at zero.
| Alternative | Expected value (G) in the paper | DecisionMind engine's current expected value (G) |
|---|---|---|
| A1 (aid by air) | 0.3 | 0.39 |
| A2 | 0 | 0 |
| A3 | 0 | 0 |
| A4 | 0 | 0 |
The paper removed the three zero-G routes from the table and resolved the game; this way it found the order A3 > A4 > A2 and gave the final ranking as A1 > A3 > A4 > A2. DecisionMind's current engine does not apply this iterative elimination step. It therefore leaves the three zero-valued routes tied, lists them as A2, A3, A4 in input order, and does not reproduce the paper's secondary ranking.
The coordination centre's hesitation: A1's first place is clear and robust both in the paper and in DecisionMind's engine, since the Nash equilibrium assigns it almost the entire weight. But the order among A2, A3 and A4 differs. Since the payoff table itself was never published anywhere, this order can neither be independently verified outside the paper's secondary elimination step, nor is it produced by DecisionMind's current engine. If the centre must choose among the non-air routes, it should not base that order on DecisionMind's current output.
In the report: "Delivering aid by air (A1) is clearly ahead in this game; this result is consistent both in the source paper and in DecisionMind's engine. The ranking among the other three routes is not verified in this engine, because the source did not publish its payoff table and DecisionMind does not include an iterative elimination step to complete it."
Source: Adesina, Yazdi and Omidvar (2022), Chapter 6, §6.3, the Gorgan flood disaster worked example; detail is in the approval note.
2. Cybersecurity: Choosing a defence strategy against an attack scenario
An organisation's information security team must choose among three defence strategies (A1, A2, A3) against a possible targeted cyberattack. The team first weighted three possible attack paths (C1, C2, C3) an attacker might follow using BWM, choosing the most critical attack path as best and the least likely as worst. Because the attacker's actual behaviour is unknown and can only be estimated, the team recorded how resilient each defence strategy is against each attack path as a fuzzy assessment together with confidence in that assessment (a Z-number).
The method weights the attack paths with BWM and converts the payoff table into a zero-sum game. The defence team tries to maximise resilience while the attacker tries to maximise damage, that is, to minimise the team's payoff; the method solves this game's Nash equilibrium. Suppose strategy A2 receives the highest expected value (a positive G) at equilibrium, while A1 and A3 both come out at zero.
The team's hesitation: the zero-sum game draws no distinction between A1 and A3. If the team wants to distinguish between these two strategies, it has two options: either publish the full payoff table and apply the iterative elimination step itself, or run an additional comparison based on another criterion, such as implementation cost.
In the report: "Defence strategy A2 gives the highest expected resilience at equilibrium against the possible attack scenarios. This game draws no distinction between A1 and A3; an additional criterion is needed to choose between these two strategies."
3. What Not to Do
The first error is reporting the order A2, A3, A4 in DecisionMind's current output (listed in input order, with tied zero G values) as if it were the paper's own A3 > A4 > A2 order; the two are not the same. The second error is claiming "the engine verified the full ranking" when the payoff table was never published; the engine only carries the Nash equilibrium figures the paper shared, and has not itself solved a payoff table. The third error is using the zero-sum game assumption in a setting such as an ordinary supplier choice, where the two sides' interests are not opposed at all.
Sources
For the formulas behind each step, the intermediate tables and citation formats, see the DecisionMind method page: decisionmind.app/library/bwm-znumber-game
Adesina, K. A., Yazdi, M., & Omidvar, M. (2022). Emergency Decision Making Fuzzy-Expert Aided Disaster Management System. In: Yazdi, M. (Ed.), Linguistic Methods Under Fuzzy Information in System Safety and Reliability Analysis (Studies in Fuzziness and Soft Computing, Vol. 414, pp. 139–150, Chapter 6). Springer. DOI: 10.1007/978-3-030-93352-4_6
Rezaei, J. (2015). Best-worst multi-criteria decision-making method. Omega, 53, 49–57. DOI: 10.1016/j.omega.2014.11.009
Aboutorab, H., Saberi, M., Asadabadi, M. R., Hussain, O., & Chang, E. (2018). ZBWM: The Z-number extension of Best Worst Method and its application for supplier development. Expert Systems with Applications, 107, 115–125. DOI: 10.1016/j.eswa.2018.04.015
Zadeh, L. A. (2011). A note on Z-numbers. Information Sciences, 181(14), 2923–2932. DOI: 10.1016/j.ins.2011.02.022