Concept

Mixed strategy

A weighting over the options open to a chooser, judged by the payoff it returns on average. Allowing them is what makes an equilibrium always exist, since a game with no equilibrium in pure choices may have one in weights.

Named by 10 essays across one field — each of them below, with the objects they name alongside it.

The value of a 2×3 zero-sum game, named from both sides. The row chooser's expected payoff against each column as a line over the mixing probability, with the lower envelope and its maximum, beside the same construction from the column chooser's side. Both give 19/15.

The value from both sides

Two choosers move at the same instant, and each asks the cautious question — how much can be guaranteed, whatever the other does. With pure choices the two answers are usually different numbers; allow a probability and they are forced to be the same one.

applied · Equilibrium
The link that makes every traveller later. Four nodes and two routes, with the equilibrium flow and travel time before a zero-cost link is added between A and B and after. The travel time rises from 10 to 12.

The road that makes everyone later

An equilibrium is a state nobody can improve alone, which is a much weaker thing than a state anybody would choose. Adding a link that costs nothing to use makes every traveller in this network strictly slower, and the arithmetic says by exactly how much.

applied · Equilibrium
A signal both can see, and neither wants to disobey. A two-by-two game with a distribution over its four cells, drawn as the weight on each. Obeying the recommendation is a best reply for both choosers, and the pair collects 21/2 between them.

A signal both can see

Two choosers who randomise privately can reach a set of outcomes that is smaller, and worse, than the set they reach when a device draws one cell and whispers each of them their half of it. Nothing is enforced and nobody is bound, and the arrangement is stable anyway.

applied · Equilibrium
Two equilibria, and two tests that disagree. The row chooser's expected payoff from each option against the column chooser's behaviour, for a joint effort worth more than a safe one. The lines cross at 0.750, which is the mixed equilibrium and the boundary between the two basins.

Two equilibria and no way to choose

A game can have two states nobody wants to leave, one paying more than the other, and the definition of an equilibrium has nothing to say about which happens. The two standard tie-breakers disagree, and the one that wins is usually the worse.

applied · Equilibrium
A population that settles at 2/3. A contest over a prize worth 4 that costs 6 to fight for. Left: the growth rate of the share playing Hawk against that share, which is nought at 0, at 2/3 and at 1. Right: the share over time from 5 starting points, all converging on 2/3.

A mixture that is a population

A mixed equilibrium between two choosers is a knife-edge nobody has a reason to stand on. Read the same mixture as a population whose shares grow with how well they do, and it becomes a point every population is carried to — or one every population circles for ever without arriving.

applied · Equilibrium
Announcing a mixture is worth 5/3 more than any equilibrium. The leader's payoff against the probability it announces for its first action, for a leader with a dominant action that is better off not being seen to play it, with the follower's reply switching where the follower is indifferent. The best announcement is worth 11/3; the best equilibrium of the simultaneous game is worth 2.

Worth more for being seen first

Moving first sounds like a disadvantage, since the other side gets to see the move and answer it. When the move is a mixture that is announced and believed, it is never a disadvantage, it is worth exactly nothing in a game of pure conflict, and in other games it is worth more than any equilibrium — sometimes by announcing an action that would never be played in secret.

applied · Equilibrium
The payoffs repetition makes available in the prisoner's dilemma. A plot of the two choosers' average payoffs, with the stage game's four cells marked, their convex hull drawn, the two minmax values shown as lines, and the region above both shaded.

Patience instead of a contract

Commitment had to assume an announcement binds. Play the same game again tomorrow and the assumption is unnecessary — the future does the binding. What it costs is that nearly every outcome becomes an equilibrium, so a theory that could not choose between two now cannot choose between infinitely many.

applied · Equilibrium
Where the equilibria of a random four-by-four game are found. 7 equilibria with supports (1, 1), (3, 2), (4, 3), (13, 12), (14, 13), (34, 23), (134, 123).

Every random game has an odd number of equilibria

Find every equilibrium of eleven thousand random games — pure and mixed, by trying every pair of strategy sets the players might mix over — and the totals are 1, 3, 5, 7, … and never an even number. The count is a sum of signs: equilibria of index +1 outnumber those of −1 by exactly one in every game. The average grows about 28% with each strategy added, and searching for the game with the most turns up the coordination game's 2ⁿ − 1, a pattern that holds only up to five strategies.

applied · Equilibrium
Fictitious play that never settles. Shapley's 3 × 3 game, 34 runs in 2,000,000 rounds; final mixtures row 0.371, 0.456, 0.173, column 0.253, 0.544, 0.203.

A best reply to the past

Let two players each answer the whole history of the other's play as though it were a fixed plan. In a zero-sum game the history closes in on the equilibrium, as Julia Robinson proved in 1951. In Lloyd Shapley's three-by-three game it never does: play runs round six profiles for ever, each run the one before plus the one three before plus two, so the runs grow by the real root of x³ = x² + 1 and every run is a fixed share of all the history.

applied · Equilibrium
Where sellers stand when nobody wants to move. 2 sellers: 1 equilibria (e.g. 12,12 of 24); 3 sellers: 0 equilibria; 4 sellers: 3 equilibria (e.g. 6,6,17,18 of 24); 5 sellers: 4 equilibria (e.g. 4,4,12,19,20 of 24); 6 sellers: 25 equilibria (e.g. 3,3,9,14,20,21 of 24).

Sellers on a street stand back to back

Put two ice-cream sellers on a beach and they end up side by side in the middle, though customers would walk half as far if they stood at the quarter marks. Three sellers never settle at all: whoever is squeezed in the middle leaps outside, for ever. Four stand in pairs, five in pairs with one alone in the centre, six in endlessly many ways. Let them set prices too, with travel costing the square of the distance, and the conclusion reverses: the two sellers move as far apart as the beach allows.

applied · Equilibrium

Named alongside it

The objects these essays reach for when they reach for this one.

Nash equilibriumBest replyZero-sum gameEquilibrium selectionMinimaxConvexityCorrelated equilibriumDominant strategyExhaustive searchExistence proofCommitmentConditional probability

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