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Field · Emerged 1713 – 1952

Game Theory

When the best thing to do depends on what someone else does, and their best move depends on yours, what counts as a solution?

4 chapters6 min read6 turning points1 open problem

Branched from
Probability Theory
Branched into
Cooperative Game Theory + Evolutionary Game Theory + Social Choice and Mechanism Design
Figures
James Waldegrave, Pierre Rémond de Montmort, Ernst Zermelo, John von Neumann, Émile Borel, Oskar Morgenstern, John Nash, Reinhard Selten, John Harsanyi, Robert Aumann, Albert Tucker, Merrill Flood, Melvin Dresher

In brief

Probability handles uncertainty about nature, which has no interest in the outcome. Game theory handles uncertainty about other people, who do. The difference is not a technicality: in a game there may be no best strategy at all, because every candidate invites a reply that defeats it, and the reasoning threatens to regress forever — I do this because you will do that, which you do because you expect me to do this.

John von Neumann cut the regress in 1928, for the case where one player's gain is exactly the other's loss. Allow strategies to be chosen at random, and there is always a pair of random mixtures from which neither player can profitably deviate, with a definite value. In 1944 he and Oskar Morgenstern extended the apparatus to economics, and in 1950 John Nash, in a doctoral thesis of 27 pages, proved that an equilibrium of the same kind exists in any finite game with any number of players, zero-sum or not. In the same year, two researchers at RAND wrote down a game with a unique equilibrium in which both players do worse than they could have, and the subject acquired its central and least comfortable result.

Key ideas

Strategy and payoffEnters 1944

A strategy is a complete plan: what to do in every situation that might arise. Payoffs are numbers representing each player's preference over outcomes, which von Neumann and Morgenstern showed can be constructed from consistent choices under risk.

Zero-sumEnters 1928

A game in which the payoffs always add to zero: whatever one player gains, the other loses. Pure conflict, with no scope for cooperation, and the only case in which a completely satisfying solution concept exists.

Mixed strategyEnters 1928

A probability distribution over actions. Randomising is not a confession of ignorance but a strategic necessity: in a game of pure conflict, any predictable pattern can be exploited.

Minimax theoremEnters 1928

In a finite two-player zero-sum game, the best guaranteed outcome a player can secure equals the best the opponent can hold them to. The game has a definite value, and optimal mixed strategies always exist.

Nash equilibriumEnters 1950 – 1951

A profile of strategies, one per player, such that no player can gain by changing theirs alone. It always exists in mixed strategies for a finite game, and it says nothing about whether the outcome is good for anyone.

DominanceEnters 1950 – 1952

A strategy is dominated if another does at least as well whatever the others do. Rational players do not play dominated strategies — which is what makes the prisoner's dilemma so unsettling, since there the dominant strategies lead both players to a worse outcome.

Chapter I

The Regress, and How to Stop It

Suppose you and an opponent each choose heads or tails, and you win if the choices match. There is no best choice. If you would pick heads, the opponent picks tails; knowing that, you pick tails; knowing that, they pick heads. The reasoning never terminates, and the trouble is not psychological but structural: the problem has no solution among deterministic strategies.

James Waldegrave found the way out in 1713, in a letter about a card game. Choose at random, with carefully computed probabilities, and the question of what the opponent anticipates becomes irrelevant — against any reply, the randomised strategy guarantees a known expected outcome. He calculated the mixture for le Her, Montmort published the letter, and nothing happened for two hundred years.

Émile Borel reintroduced mixed strategies in the 1920s and conjectured that no general theorem existed. John von Neumann proved one in 1928. For any finite two-player game of pure opposition, there is a number vv — the value — such that the first player can guarantee at least vv whatever the opponent does, and the opponent can guarantee that the first player gets no more. The two bounds coincide, which is the content of the theorem and the reason the regress stops: at the optimum, there is nothing left to anticipate, because each player is indifferent among their own options and nothing can be exploited.

Chapter II

When the Interests Are Not Opposed

Everything above requires that one player's gain be the other's loss. Most situations are not like that, and the general case defeated von Neumann's methods; the 1944 book handles non-zero-sum games through an awkward theory of coalitions.

John Nash, a 21-year-old graduate student, dissolved the problem in a page. Define an equilibrium as a profile of strategies in which no single player can gain by changing theirs alone. Consider the map that takes each profile to the set of best responses to it. Kakutani's fixed-point theorem guarantees that this map has a fixed point, and a fixed point is exactly an equilibrium. So every finite game has one, with any number of players and any payoffs.

The generality came at a cost that the field has been living with since. A Nash equilibrium is stable, not good. It need not be unique, it need not be efficient, and it need not be reachable by any plausible process of reasoning or learning.

Merrill Flood and Melvin Dresher produced the clearest demonstration in the same year, 1950. Two players each choose to cooperate or defect, with payoffs:

CooperateDefect
Cooperate3, 30, 5
Defect5, 01, 1

Defecting is better whatever the other does — 5 beats 3, and 1 beats 0 — so defection dominates, and the unique equilibrium is (Defect, Defect), paying 1 each. Both would prefer (Cooperate, Cooperate) at 3 each. Nothing here involves miscalculation, mistrust or limited information. Two perfectly rational players, each doing the demonstrably right thing, arrive somewhere both regret. Albert Tucker supplied the story of the two interrogated prisoners when he needed to explain the game to an audience of psychologists, and the name stuck.

Chapter III

A Closer Look: Solving a Penalty Kick

Before leaving the zero-sum case, it is worth seeing one solved. Take a game that is genuinely zero-sum and genuinely played. A penalty taker can shoot to the natural side or the other side; the goalkeeper can dive one way or the other, committing before the ball is struck. Scoring probabilities, roughly as measured in professional football, make the kicker's payoff matrix:

Keeper dives LKeeper dives R
Kicker shoots L0.600.95
Kicker shoots R0.900.70

No pure strategy survives. If the kicker always shoots left, the keeper always dives left and the kicker scores 60%. The solution must be a mixture, and the mixture is determined by a requirement that looks backwards at first: the kicker chooses probabilities that make the keeper indifferent.

Let the kicker shoot left with probability pp. The keeper's two options then yield the kicker

keeper dives L:0.60p+0.90(1−p)=0.90−0.30p,\text{keeper dives L}: \quad 0.60p + 0.90(1-p) = 0.90 - 0.30p, keeper dives R:0.95p+0.70(1−p)=0.70+0.25p.\text{keeper dives R}: \quad 0.95p + 0.70(1-p) = 0.70 + 0.25p.

If these differ, the keeper picks the smaller and the kicker is being exploited. Setting them equal:

0.90−0.30p=0.70+0.25p  ⟹  0.20=0.55p  ⟹  p=411=0.364.0.90 - 0.30p = 0.70 + 0.25p \;\Longrightarrow\; 0.20 = 0.55p \;\Longrightarrow\; p = \frac{4}{11} = 0.364.

The kicker should shoot left on 36.4% of penalties. The guaranteed value is

v=0.90−0.30(0.364)=0.791.v = 0.90 - 0.30(0.364) = 0.791.

By the same argument the keeper dives left with probability qq chosen to make the kicker indifferent:

0.95−0.35q=0.70+0.20q  ⟹  q=511=0.455,0.95 - 0.35q = 0.70 + 0.20q \;\Longrightarrow\; q = \frac{5}{11} = 0.455,

and substituting back gives the kicker 0.791 either way — the same number, which is the minimax theorem doing its work. Neither player can do better than 79.1% and 20.9%, and any deviation can be punished: a kicker who always shoots right faces a keeper who always dives right and scores 70%.

Three things in this are worth keeping. First, each player's optimal mixture is computed from the opponent's payoffs, not their own, which is counterintuitive and correct. Second, a mixed equilibrium makes both players indifferent, so neither has any positive reason to play their equilibrium mixture rather than anything else — the mixture is sustained by the fact that departing from it would be noticed. Third, the prediction is testable, and it survives: records of thousands of professional penalties show frequencies close to the computed mixtures, no serial correlation that an opponent could exploit, and equal scoring rates across sides, which is exactly the indifference condition. Professionals, without computing anything, play the minimax solution.

Chapter IV

What the Equilibrium Does Not Tell You

The subject's subsequent history is largely about the gaps Nash's theorem leaves. Reinhard Selten ruled out equilibria sustained by threats a player would not actually carry out, by requiring the strategies to be an equilibrium in every subgame. John Harsanyi showed in 1967 how to handle games where players do not know each other's payoffs, by treating nature as making a prior draw of "types" — which turned incomplete information into a tractable problem and made auction theory possible. Robert Aumann formalised common knowledge and showed that correlated signals expand the set of achievable outcomes.

None of these answers the question of which equilibrium is played when several remain, and that gap is the open problem above. It is also why the subject's most productive developments ran away from the assumption that players reason at all. If strategies are inherited and payoffs are reproductive success, the equilibrium is reached by selection rather than by thought, and the selection dynamics pick out which one — the subject of evolutionary game theory. If the players are computers, the question becomes whether an equilibrium can be found in reasonable time, which is algorithmic game theory. And if the players can make binding agreements, the question is how to divide the gains, which is cooperative game theory.

Applications

Where it is used

  • Strategic studies

    Deterrence as a game

    The theory was developed at RAND in the years when the United States was working out a nuclear posture, and it supplied the vocabulary: credible threats, second-strike capability, commitment devices that work by removing one's own options, and the distinction between a game of pure conflict and one with shared interest in avoiding catastrophe. How much the analysis improved the policy is disputed; that it shaped how the policy was discussed is not.

    › Sources (2)
    • Schelling, T. C. (1960). The Strategy of Conflict. Harvard University Press.
    • Amadae, S. M. (2003). Rationalizing Capitalist Democracy. University of Chicago Press.
  • Experimental economics

    Where the predictions fail, and how

    Laboratory play departs from equilibrium in specific, repeatable ways: people cooperate in finitely repeated prisoner's dilemmas, reject unfair offers in ultimatum games at material cost to themselves, and reason only a step or two about others rather than to a fixed point. The deviations are structured enough to have produced their own models — level-kk reasoning, quantal response, inequity aversion — and are one of the main empirical constraints on the theory.

    › Sources (1)
    • Camerer, C. F. (2003). Behavioral Game Theory. Princeton University Press.
  • Biology↗ Biology · Evolutionary Biology

    Strategy without strategists

    Nothing in the mathematics requires players to think. If strategies are inherited and payoffs are offspring, the same equilibria describe sex ratios, animal contests, plant root growth and the behaviour of bacteria in a colony. The transfer is the subject of evolutionary game theory, and it supplied the field's most successful body of quantitative predictions.

    › Sources (1)
    • Maynard Smith, J. (1982). Evolution and the Theory of Games. Cambridge University Press.

Open problems

Where the map runs out

Open

Which equilibrium gets played

Open as of 2026; no selection theory commands general agreement.

Most games have many Nash equilibria, and the concept says nothing about which one occurs. A coordination game where both players prefer to meet has two equilibria and no reason to prefer either. Refinements — subgame perfection, trembling-hand perfection, Harsanyi and Selten's tracing procedure, risk dominance, evolutionary stability — each rule out some equilibria, and they disagree with one another and with what people actually do.

Why it is hard

Selection appears to depend on things the formal description of the game deliberately omits: how the situation is labelled, what the players expect each other to expect, what happened the last time, which outcome is salient. Any theory that imports these ceases to be a theory of the game and becomes a theory of a context.

What resolving it unlocks

Every applied use of the theory — predicting an auction, a standards war, a negotiation — requires knowing which equilibrium to expect, so a selection principle is what separates description from prediction.

› Sources (2)
  • Harsanyi, J. C. & Selten, R. (1988). A General Theory of Equilibrium Selection in Games. MIT Press.
  • Schelling, T. C. (1960). The Strategy of Conflict. Harvard University Press.

Further reading

  1. Schelling, T. C. (1960). The Strategy of Conflict. Harvard University Press.

    Almost no mathematics, and the best book on what strategic reasoning actually involves.

  2. Osborne, M. J. & Rubinstein, A. (1994). A Course in Game Theory. MIT Press.

    The standard graduate treatment; precise about what each solution concept assumes.

  3. Leonard, R. (2010). Von Neumann, Morgenstern, and the Creation of Game Theory. Cambridge University Press.

    How the subject was made, and why it took economics two decades to absorb it.