Game Theory · Chapter 4
Mixed Strategies and Zero-Sum Games
In rock, paper, scissors, any plan you can describe is a plan someone can beat. Here you’ll play against the Reader, a bot that watches for patterns and shows you exactly what it thinks you’ll do next. Then you’ll play a bot that randomizes perfectly, and see why it can’t be beaten, and can’t beat you. That is the idea of a mixed strategy: choosing at random, on purpose, in just the right proportions. You’ll learn how to compute those proportions in any two-by-two game, why a kicker’s best mix depends on the goalkeeper’s skills rather than his own, and the theorem with which John von Neumann founded game theory in 1928.
Opponent
Your move
Missions
What you’re seeing
The Reader’s model of you. The Reader keeps five simple theories about how you play: that you favor some moves, that your next move depends on your last one, that you follow two-move patterns, that you react to winning or losing, and that you react to its last move. Each theory makes a forecast every round and earns points when it is right. The bars show the forecast of the theory with the best recent record, and the Reader plays whatever beats the move it expects.
The triangle. Every mix of rock, paper and scissors is a point in the triangle: a corner means always playing that move, and the green circle in the middle is the even mix, one third each. The pink trail follows your mix as you play. Even a mix that sits right in the middle can be predictable if the order of your moves has a pattern, which is what the Reader looks for.
The Equilibrium bot ignores you and plays each move with probability one third. Against it, every move you make wins a third of the time, draws a third and loses a third, so your expected score is zero, whatever you do.
The score. The line shows your running total: +1 for a win, −1 for a loss. Against the Reader, a falling line means it has found your pattern.
Mixed strategies
A mixed strategy is a probability distribution over a player’s actions: “Rock with probability 1/2, Paper 1/4, Scissors 1/4.” Playing one action for sure, a pure strategy, is the special case of probability 1. When the other players mix, your payoff is uncertain, so we compare strategies by their expected payoff: the average payoff, weighting each action profile by how likely it is. With two players mixing independently,
Here payoffs must mean more than a ranking. Comparing a sure 2 with a fifty-fifty chance of 0 or 3 needs numbers that measure how much a player likes each outcome, so that averages make sense. Von Neumann and Morgenstern showed in 1944 that if a person’s choices among gambles obey a few consistency rules, there are such numbers; they are called von Neumann–Morgenstern utilities or Bernoulli payoffs.
A mixed strategy Nash equilibrium is a profile of mixed strategies in which each player’s mix is a best response to the others’ mixes. And here is the key fact for finding one.
Why? If one action in your mix paid more than another, you could shift probability toward it and do better, so your mix wasn’t a best response. So at equilibrium, every action you mix must pay exactly the same. That gives equations you can solve.
Suppose the other player plays Rock, Paper and Scissors with probabilities r, p and s. Your expected payoff from Rock is s − p (win against scissors, lose against paper), from Paper r − s, from Scissors p − r. For you to be willing to mix all three, these must be equal; they also add up to zero, so each is 0, which means r = p = s = 1/3. The only equilibrium is for both players to play each move with probability 1/3, and the expected score is 0.
Notice what the equilibrium bot achieves: whatever you do, your expected payoff is exactly 0. It can’t be exploited. But it also can’t exploit you, however predictable you are. Against a predictable opponent, the Reader does far better than the equilibrium; against a random opponent, the Reader gets nothing.
Solving any 2×2 game: the indifference principle at work
Let player 1 play the top row with probability p, and player 2 the left column with probability q. Player 2 is willing to mix only if both columns give the same expected payoff, and that pins down p. Player 1 is willing to mix only if both rows give the same payoff, and that pins down q:
A surprise hides in that formula: each player’s equilibrium mix is set by the other player’s payoffs. Your mix is not chosen to help you (you are indifferent anyway); it is whatever leaves your opponent with no action worth exploiting. Slide p and q below, or drag on the charts, and watch the lines cross.
Game
Mixes
| Player 2 | ||
|---|---|---|
| Player 1 | Bach | Stravinsky |
| Bach | 2, 1 | 0, 0 |
| Stravinsky | 0, 0 | 1, 2 |
- Player 2 indifferent. If player 1 goes to Bach with probability p, player 2 gets 1 · p from Bach and 2 · (1 − p) from Stravinsky. Equal when p = 2(1 − p), so p* = 2/3.
- Player 1 indifferent. If player 2 goes to Bach with probability q, player 1 gets 2q from Bach and 1 · (1 − q) from Stravinsky. Equal when q* = 1/3.
- The payoff. Each player expects 2/3, less than the 1 they would get even in the worse of the two pure equilibria. They meet only when both pick Bach (2/3 × 1/3 = 2/9) or both pick Stravinsky (1/3 × 2/3 = 2/9): 4/9 of the time.
So the game has three equilibria: the two pure ones and this mixed one. The best-response diagram above shows all three as the points where the gold and blue lines meet.
An inspector chooses whether to Inspect a worker, at a cost; the worker chooses whether to Cheat or Work. In the “Inspection” game above (payoffs in thousands of dollars, invented), the inspector gains 2 from catching a cheat, loses 1 for a pointless inspection and loses 4 if cheating goes unnoticed; the worker gains 2 from cheating unnoticed and loses 3 if caught.
- The worker must be indifferent: cheating pays 2(1 − p) − 3p, working pays 0. So the inspection rate is p* = 2/5 = 40%.
- The inspector must be indifferent: inspecting pays 2q − (1 − q), trusting pays −4q. So the cheating rate is q* = 1/7 ≈ 14%.
- Now double the fine: the worker loses 8 instead of 3 when caught. The worker’s indifference now needs 2(1 − p) = 8p, so p* = 1/5 = 20%. The cheating rate, set by the inspector’s payoffs, stays at 1/7.
In this simple model, a bigger fine doesn’t reduce cheating; it lets the inspector inspect less. The political scientist George Tsebelis made this point in 1989. Real policy is more complicated, but the logic of the indifference principle is worth knowing.
In a mixed equilibrium you are indifferent among the actions you mix, so any mix of them gives you the same payoff, given what the other player does. What pins down your mix is the other player: it must leave them indifferent, so that they have no reason to change and no action of theirs exploits you. That is why changing your own payoffs moves the other player’s mix, not yours.
Zero-sum games and minimax
In a zero-sum (or strictly competitive) game, one player’s gain is the other’s loss: rock, paper, scissors, matching pennies, chess, a penalty kick. We write only the row player’s payoffs; the column player gets the negative (or, when the payoff is a probability of winning, one minus it). A cautious row player might ask: whatever I choose, what is the worst that can happen, and which mix makes that worst case as good as possible? That is the maxmin. The column player asks the mirror question, the minmax.
Von Neumann’s minimax theorem (1928) says the two are always equal once mixing is allowed. The row player can guarantee v, the column player can hold the row player to v, and the mixes that do it form a Nash equilibrium. In zero-sum games, playing it safe and playing the equilibrium are the same thing. Sometimes no mixing is needed: if some cell is the smallest in its row and the largest in its column, it is a saddle point and its payoff is the value.
A penalty kick in soccer is a small zero-sum game. The kicker shoots to his natural side (for a right-footer, the goalkeeper’s right) or the other side; the keeper must dive before he sees the ball. The probabilities below are illustrative, but they have the shape studies report: most penalties go in, and a keeper who guesses right saves many of them.
The kicker’s mix
The keeper
Take a kick
| Keeper | ||
|---|---|---|
| Kicker | Dive natural | Dive other |
| Natural | 0.7, 0.3 | 0.95, 0.05 |
| Other | 0.92, 0.08 | 0.58, 0.42 |
- If the kicker shoots natural with probability p, a keeper diving natural concedes 0.70p + 0.92(1 − p) = 0.92 − 0.22p; a keeper diving the other way concedes 0.95p + 0.58(1 − p) = 0.58 + 0.37p.
- The kicker’s worst case is the lower of the two lines. It is highest where they cross: 0.92 − 0.22p = 0.58 + 0.37p, so p* = 0.34/0.59 ≈ 0.576.
- The value is 0.92 − 0.22 × 0.576 ≈ 0.793: the kicker can guarantee a 79.3% chance of scoring. By the same method the keeper dives natural with probability 0.37/0.59 ≈ 0.627 and holds the kicker to exactly 79.3%.
Notice the twist: the kicker shoots to his natural side only about 58% of the time, even though it is his stronger side. If he went there more, the keeper would dive there more, and the natural side would stop being the better bet.
What the data say. Pierre-André Chiappori, Steven Levitt and Timothy Groseclose (American Economic Review, 2002) studied 459 penalty kicks from the top French and Italian leagues, and Ignacio Palacios-Huerta (Review of Economic Studies, 2003) studied a larger sample of professional kicks. Both found that the patterns fit minimax remarkably well: kickers scored at about the same rate whichever side they chose, and keepers saved about the same share whichever way they dove, which is exactly the indifference that equilibrium predicts. Palacios-Huerta also found that professionals’ choices were close to serially independent: they did not fall into the patterns that the Reader feeds on. Mark Walker and John Wooders (2001) found similar results for where top players serve at Wimbledon, though servers switched sides a little too often to be truly random.
What does it mean to mix?
Penalty takers and poker players randomize on purpose. But firms don’t roll dice to set prices, so what does a mixed equilibrium mean there? Game theorists offer three readings.
When being predictable is costly, a player can literally randomize: sports, audits, security patrols, bluffing in poker, surprise inspections.
A mixed strategy can describe what others believe about you. You may act on private information they can’t see; John Harsanyi showed in 1973 that mixed equilibria are what pure play looks like from outside when each player’s payoffs have a little private variation (“purification”).
In a large population, a mix can mean that 40% of people play one action and 60% another. That is the reading of evolutionary game theory (Chapter 14).
A short history
The French mathematician Émile Borel wrote about randomized strategies in a series of notes from 1921 to 1927 and solved small cases, but doubted that a general minimax result held. John von Neumann proved it in “Zur Theorie der Gesellschaftsspiele” (1928). With Oskar Morgenstern he built the expected-utility foundations in 1944. John Nash extended equilibrium in mixed strategies to all finite games in 1950. John Harsanyi explained in 1973 why mixed equilibria make sense even when nobody flips coins.
The field tests came much later. Mark Walker and John Wooders’ study of Wimbledon serves (2001), and the penalty-kick studies of Chiappori, Levitt and Groseclose (2002) and Palacios-Huerta (2003), showed professionals behaving much as minimax predicts.
Where you see it
- Sports: penalty kicks, tennis serves, pitch selection in baseball, run or pass in football, which way to go on a fast break. The best players are hard to read, not because they never favor anything, but because they keep opponents indifferent.
- Business: stores run sales at irregular times. Hal Varian’s “A model of sales” (American Economic Review, 1980) explains this as a mixed strategy: if a store’s discount days were predictable, rivals could undercut it on exactly those days. Audits, mystery shoppers and quality inspections are randomized for the same reason as in the inspection game.
- Security: airport screening, patrol routes and ticket inspections on trains are randomized so that they can’t be timed. Some agencies use game-theory software to choose the mix.
- Daily life: a parent who checks homework on random days, a poker player who sometimes bluffs, a cat that hunts in different places. Predictability is an invitation to be exploited.
Nothing here is financial or investment advice.
Practice
A first mixed equilibrium. Find the mixed equilibrium of this game (it has no pure one; see Chapter 3, Practice 2).
Column Row Left Right Up 5, 1 1, 4 Down 4, 3 2, 2 Show the answer
Column indifferent: 1 · p + 3(1 − p) = 4p + 2(1 − p), so 3 − 2p = 2 + 2p and p* = 1/4 (Row plays Up 1/4 of the time). Row indifferent: 5q + (1 − q) = 4q + 2(1 − q), so 1 + 4q = 2 + 2q and q* = 1/2. Row’s expected payoff is 1 + 4 × 1/2 = 3, Column’s is 3 − 2 × 1/4 = 2.5. Check it with “Up or down” in the lab above.
Chicken, mixed. In Chicken (Swerve–Swerve 2, 2; Swerve–Straight 1, 3; Straight–Swerve 3, 1; Straight–Straight 0, 0), find the mixed equilibrium, each player’s expected payoff, and the probability of a crash.
Show the answer
If the other swerves with probability q: Swerve pays 2q + (1 − q) = 1 + q, Straight pays 3q. Equal at q = 1/2. By symmetry each swerves with probability 1/2. Each expects 1 + 1/2 = 1.5, and they crash (both go straight) with probability 1/4.
Rock, paper, scissors with a bonus. Suppose a win with Rock pays 2 instead of 1 (losses still cost 1, the game stays zero-sum: the loser pays the winner). Without solving fully, which move should the opponent play more often in equilibrium: the one that beats Rock, or the one that Rock beats?
Show the answer
Rock got better for you, so to keep you indifferent the opponent must make Rock less attractive: play more Paper (which beats Rock) and less Scissors (which Rock beats). Solving it: against the mix (r, p, s), Rock pays 2s − p, Paper r − s, Scissors p − 2r. The game is symmetric and zero-sum, so its value is 0 and all three must equal 0: p = 2s and r = s, giving Rock 1/4, Paper 1/2, Scissors 1/4 for both players. The twist: the move with the bonus, Rock, is itself played less than before.
A saddle point. In this zero-sum game (Row’s payoffs shown; Column pays them), find each player’s guaranteed payoff with pure strategies. Is there a saddle point?
Row 1: 4, 2, 5 Row 2: 1, 0, 3 (columns 1, 2, 3)Show the answer
Row 1’s worst case is 2; Row 2’s is 0; so Row can guarantee 2 by playing Row 1. Column’s worst cases (largest payment) are 4, 2 and 5 for the three columns, so Column can hold Row to 2 by playing column 2. The maxmin equals the minmax: the cell (Row 1, column 2), with payoff 2, is a saddle point and the value is 2. No mixing needed.
Minimax in a 2×3 game. Row’s payoffs: Row 1: 3, −1, 2; Row 2: −2, 4, 1. Find Row’s maxmin mix and the value.
Show the answer
If Row plays Row 1 with probability p, the three columns give 5p − 2, 4 − 5p and 1 + p. The lowest of these is highest where the first two cross: 5p − 2 = 4 − 5p, so p = 0.6, where both equal 1 (the third gives 1.6, so it doesn’t bind). The value is 1. Column’s minimax mix uses only the first two columns, half and half: 0.5 × 3 + 0.5 × (−1) = 1 = 0.5 × (−2) + 0.5 × 4.
The fine and the inspector. In the inspection game, the inspector’s cost of an inspection rises from 1 to 1.5 (inspecting a worker who works now pays −1.5). What happens to the cheating rate and to the inspection rate?
Show the answer
The inspection rate is set by the worker’s payoffs, which didn’t change: still 40%. The cheating rate is set by the inspector’s indifference: 2q − 1.5(1 − q) = −4q, so 7.5q = 1.5 and q* = 0.2. Costlier inspections mean more cheating (20% instead of 14%), not fewer inspections.
Why the indifference principle holds. Suppose in some equilibrium player 1 mixes actions T and B with positive probabilities, and against player 2’s strategy T pays more than B. Show that this can’t be an equilibrium.
Show the answer
Player 1’s expected payoff is a weighted average of the payoffs of the actions in the mix. Moving all of B’s probability onto T raises the average, because T pays strictly more and B had positive weight. So player 1 has a profitable deviation and the profile isn’t an equilibrium. Hence all actions used with positive probability must pay the same, and that common payoff must be at least that of any unused action.
How the interactives work
The Reader keeps counts of what you played next in each situation, for five theories: overall, after your last move, after your last two moves, after your last move and whether it won or lost, and after the Reader’s own last move. Each theory forecasts your next move from its counts (with half a count added to each move, so that new situations start near even). A theory’s score goes up by 1 when its most likely move is what you actually play and fades by 20% a round, so the Reader follows whichever theory has worked lately. It then plays the move with the highest expected payoff against that forecast. The Equilibrium bot draws each move with probability 1/3.
The indifference lab computes all equilibria of the 2×2 game exactly: the four pure profiles are checked as best responses, and the mixed one comes from the two indifference equations. Degenerate games, where a player is indifferent over a whole range, are reported as a continuum. The penalty lab uses the illustrative probabilities in the table; the “reads your kicks” keeper dives wherever your observed kicking frequency makes the kicker less likely to score.
Checks (node). Over 200 simulated matches of 60 rounds each, the Reader averaged a 59-point win against a player who always plays Rock, 54 points against a fixed cycle, 55 against a player who always plays what beats the Reader’s last move, and 54 against win-stay, lose-shift, with forecasts right 93% to 100% of the time. Against uniform random play its average result was a 0.3-point loss and its forecasts were right 33% of the time. Against the Equilibrium bot, “always Rock” averaged +0.6 over 300 matches of 60 rounds, close to the expected 0. In every named 2×2 game both players are exactly indifferent at the computed mixed equilibrium. In 500 random 2×2 zero-sum games, maxmin and minmax agreed to within 0.007 on a grid of 1,000 mixes, as von Neumann’s theorem says. In the penalty game the kicker’s minimax mix is 57.6% natural, the keeper’s 62.7% natural, and the value 79.3%.
Check yourself
In a mixed-strategy Nash equilibrium, a player who mixes between two actions …
Show the answer
That is the indifference principle. If one action paid more, the player would play it for sure.
In a 2×2 game, player 1’s equilibrium mix is determined by …
Show the answer
Player 1 mixes to keep player 2 indifferent, so the formula for p* uses only u2.
Against an opponent who plays rock, paper and scissors with probability 1/3 each, what is your expected score if you always play Rock?
Show the answer
You win 1/3, draw 1/3 and lose 1/3 of the time: 0. Against the equilibrium mix every strategy earns the same. Your predictability only costs you against an opponent who exploits it.
Von Neumann’s minimax theorem says that in a two-player zero-sum game with finitely many actions …
Show the answer
max min = min max = the value. Pure saddle points exist only sometimes, as matching pennies shows.
Studies of professional penalty kicks found that …
Show the answer
Equal success rates across sides are the signature of an equilibrium mix: if one side scored more often, kickers should go there more, and keepers would adjust.
Sources
- M. J. Osborne, An Introduction to Game Theory (Oxford University Press, 2004), chapter 4 (mixed strategy equilibrium) and chapter 11 (strictly competitive games and maxminimization).
- J. von Neumann, “Zur Theorie der Gesellschaftsspiele”, Mathematische Annalen 100, 1928, 295–320.
- P.-A. Chiappori, S. Levitt and T. Groseclose, “Testing mixed-strategy equilibria when players are heterogeneous: the case of penalty kicks in soccer”, American Economic Review 92(4), 2002, 1138–1151.
- I. Palacios-Huerta, “Professionals play minimax”, Review of Economic Studies 70(2), 2003, 395–415.
- M. Walker and J. Wooders, “Minimax play at Wimbledon”, American Economic Review 91(5), 2001, 1521–1538.
- K. Kovash and S. D. Levitt, “Professionals do not play minimax: evidence from Major League Baseball and the National Football League” (NBER Working Paper 15347, 2009; copy at UC Berkeley), for a summary of the field evidence and the 459-kick sample.
- H. R. Varian, “A model of sales”, American Economic Review 70(4), 1980, 651–659. G. Tsebelis, “The abuse of probability in political analysis: the Robinson Crusoe fallacy”, American Political Science Review 83(1), 1989, 77–91.
- J. C. Harsanyi, “Games with randomly disturbed payoffs: a new rationale for mixed-strategy equilibrium points”, International Journal of Game Theory 2, 1973, 1–23.
- Ben Polak, Yale ECON 159, Lecture 9: Mixed Strategies in Theory and Tennis.