Glossary / Nash equilibrium
A game is any situation where your result depends on more than just you: competitors' prices, negotiations, penalty kicks, choosing a lane in a traffic jam. In 1950 the mathematician John Nash proposed a simple way to predict how such a game ends: look for a state that nobody wants to leave on their own. Such a state is stable. But, as it turns out, it doesn't have to be good at all.
“In plain words” is hidden on all puzzles.
Two accomplices are held in separate rooms and can't talk to each other. The investigator offers each of them the same deal: testify against your partner. The sentences are:
What will two smart prisoners do?
Both betray and get 5 years, though they could have got 1.
Whatever the partner does, betraying pays more. The partner reasons the same way. Each did what was best for himself, and together they got worse than they could have. "Both betray" is the Nash equilibrium: neither wants to leave it alone, because staying silent by yourself means 10 years instead of 5. And from the better state, "both silent", each is tempted to run.
An equilibrium is easy to spot by eye. Stand in a cell of the table and ask each player: "Do you want to change your choice if the other one keeps theirs?" If they do, draw an arrow to where they are pulled. A cell with no arrows leading out of it is an equilibrium. Switch between the games and tap the cells.
In a penalty there is no cell without arrows: wherever the kicker shoots, the keeper wants to dive the same way, and then the kicker wants to shoot the other way. It seems the cleverer one wins. Check it. You take the kicks, a bot keeps goal. It dives where it expects you to shoot, and it learns from every kick you take. Try to beat it: alternate, bluff, cover your tracks.
A simplification: if the keeper picks the right side he saves, if not it's a goal. The bot looks for patterns in your last few kicks (up to four in a row) and in which side you favour. It studies the coin's kicks separately.
People are bad at making up randomness: we alternate too often, avoid three of the same in a row, have a favourite side. The bot catches that. A coin has no habits, so even the cleverest keeper reads it only half the time. That is the equilibrium of the penalty: shoot left and right at random, 50% each. Here the equilibrium is not a particular kick but unpredictability.
“Rigorous” is hidden on all puzzles.
A Nash equilibrium is a set of choices, one per player, in which nobody gains by changing their own choice while the others keep theirs. Each one plays the best they can in reply to what the others do. The test is always the same: freeze everyone but one player and ask whether that player can do better alone. If no one can, it is an equilibrium.
Every day the hunters go out in pairs. A stag can only be caught by two, and then each gets 4 baskets of meat. Anyone can catch a hare alone, and it is always 3 baskets. Whoever goes for the stag while the partner chases a hare comes home empty. The stag is better for everyone. So if most hunters are willing to go for the stag at the start, the village will get there sooner or later, right? Set what share of hunters trust their partners at the start. Each day a few people look at how the village hunted yesterday and pick whatever pays more.
200 hunters. A dark dot goes for the stag, a light one for a hare. Each day each hunter reconsiders with probability 15%, comparing 4 × (share going for the stag) with a sure 3 baskets.
Both ends are stable: when everyone goes for the stag, defecting means 3 instead of 4; when everyone chases hares, going for the stag alone means 0 instead of 3. There are two equilibria here, and the better one needs more than three quarters of the village to trust already. Otherwise every cautious step drags the rest towards the worse one.
“Deeper” is hidden on all puzzles.
ui(si*, s−i*) ≥ ui(si, s−i*) for every player i and every strategy si of theirs
Here ui is player i's payoff, si* their equilibrium strategy and s−i* everyone else's strategies. The inequality is exactly "changing alone doesn't pay". A strategy may be mixed, that is, a set of probabilities: "left with probability 1/2, right with 1/2". Then ui is the expected payoff.
Nash's theorem (1950). Every game with finitely many players and moves has at least one equilibrium, if mixed strategies are allowed. The proof rests on a fixed-point theorem: the map "everyone switches to their best reply" has a point it doesn't move. That's why penalties and rock, paper, scissors have an equilibrium even though they have no cell without arrows.
How do you find a mixed equilibrium? Each player mixes so as to make the opponent indifferent between choices: if one reply were better, the opponent would only play that one, and mixing would make no sense. Take a kicker with a strong and a weak side. If the keeper guesses wrong, it is always a goal. If he guesses right, the strong side still scores 70% of the time, the weak side 50%.
q · 0,3 = (1 − q) · 0,5 ⇒ q = 0,5 / 0,8 = 5/8 = 62,5%
You should shoot to the strong side 62.5% of the time, and in equilibrium the keeper dives there with the same frequency of 62.5%. Then 81.25% of kicks score, and it is the same for both sides: 0.625 · 0.7 + 0.375 · 1 = 0.625 · 1 + 0.375 · 0.5 = 0.8125. It might seem best to always shoot to the strong side. But then the keeper would always dive there, and only 70% would go in.
Hence a testable prediction: in equilibrium the share of goals is the same whichever way you shoot, and kicks don't depend on earlier ones. Ignacio Palacios-Huerta tested it on 1,417 penalties from European leagues in 1995–2000 ("Professionals Play Minimax", 2003). Both signs held: the scoring shares by side are statistically the same, and the sequences of kicks are unpredictable.
Take some penalties above, and your scoring shares by side will appear here.
An option that gives a player more than any other option of theirs, whatever the others choose.
A discount pays a coffee shop whatever the shop next door does, yet when both cut, each earns three times less than if both had kept their price.
Solving a game from the end: the last move first, then the one before it, back to the first.
In the centipede game logic says grab the pennies on the very first move, though playing on would give both of them hundreds, and real people almost never do it.
Everyone knows a fact, everyone knows that everyone knows, and so on without end.
Two generals can swap a thousand confirmations and still lack common knowledge, so neither dares to attack first.