Game theory Created 2026-09-24 Updated 2026-10-13
Game theory studies decisions whose consequences depend on what other decision makers choose. A bidder's gain depends on competing bids in an auction; a driver's travel time depends on other drivers in a congestion game. This strategic interdependence makes choosing well a different problem from optimization against a fixed environment: each participant's best response depends on the others' choices.
A normal-form game specifies the players, their available pure strategies, and their payoffs for each strategy profile. Larger payoffs mean more preferred outcomes for that player. Unless stated otherwise, a two-player table below lists : the row player's payoff first, the column player's second. Each player maximizes their own expected utility; the numbers need not represent money, and comparing different players' numerical scales is unnecessary.
The central question is whether everyone's choices fit together. A Nash equilibrium consists of mutual best responses: no unilateral deviation improves a player's expected payoff. It can involve definite choices, or mixed strategies that deliberately randomize. Matching pennies shows why randomization can be essential; the coordination game shows how players can share an interest in coordinating while disagreeing over which outcome to choose. Such shared gains are absent from a two-player zero-sum game, where one player's gain is exactly the other's loss.
These ideas are useful both for analyzing incentives and for designing them. Mechanism design asks how changing the rules changes participants' best responses; evolutionary game theory studies how successful strategies spread. The mathematical appeal is that local comparisons of payoffs can reveal a globally consistent pattern of choices. Consistency alone does not imply Pareto efficiency, uniqueness, or that actual play will converge to a Nash equilibrium.
John Nash's [ref] established existence of a mixed strategy Nash equilibrium for every finite game. His [ref]
https://cs.uwaterloo.ca/~klarson/teaching/F04-886/papers/nash51.pdf. 1951 paper, Non-Cooperative Games, Annals of Mathematics 54, 286–295
developed the theory beyond two-player zero-sum games. The distinction between conflicting and shared interests is fundamental to the subject. Nonatomic congestion game 2026-10-14
In a nonatomic congestion game, a divisible population chooses resources whose costs depend on aggregate usage. Each individual has negligible size, so changing their choice does not alter those costs. For traffic on a flow network, strategies are routes and an equilibrium is a Wardrop equilibrium: every route with positive flow has minimum delay for its source-sink pair. This differs from a finite-player congestion game, where a deviation changes the load used to evaluate the deviator's new cost. Continuous nondecreasing link delays give a Beckmann potential whose minimizers are exactly the traffic equilibria.
Past exam of the mathematics course of the University of Cambridge 2009 iii Paper 35 5 Solution Created 2026-10-03 Updated 2026-10-14
A Nash equilibrium is a profile in which each player's strategy is a best response to all the others: no unilateral change increases that player's payoff. In this routing game the payoff can be taken as minus delay. A pure strategy is a single route; a mixed strategy is a probability distribution over routes, with different players randomizing independently. A non-zero-sum game does not require the players' payoffs to add to a fixed total. Nash's theorem guarantees a mixed Nash equilibrium for every finite game with finitely many pure strategies. Pure equilibria need not exist in general; the congestion game here does have them, since a unilateral delay change equals the change in its finite congestion potential.
Put and . The three current delays, in the order , areFor a player using the first route, switching to the second makes the new second-route load , while switching to the third retains that player's use of and adds one user to . The two comparisons are thereforeThey reduce to and . Reversing the two outer routes gives and for each second-route user. A third-route user who switches to the first retains their own use of , and one who switches to the second retains their own use of . The corresponding comparisons give and . Thus the necessary and sufficient conditions, together with nonnegative integer counts summing to , areThey are sufficient because each used route has been compared with both alternatives, and necessary because each comparison is an available unilateral deviation. The unit changes in loads matter in a finite-player congestion game.
For , the counts give and every player's delay is . They satisfy all the conditions. To find every pure Nash equilibrium, first note that is impossible: if either outer route is empty, its other route users fail the lower-load condition; if both are used, contradict . Thus , so . Since and , this forces . Both are positive, so the remaining conditions force and hence . Their differences are at most one, so every such pair works. The complete equilibrium count vectors areEach vector also represents many pure profiles obtained by choosing which labeled players use each route. Therefore the displayed equilibrium is not unique, even as an aggregate count vector.
A coordinated allocation with fifty players on each outer route and nobody on gives every player delay , strictly better than . It is not a Nash equilibrium: a first-route user can switch to and obtain delayThis exhibits the conflict between coordinated welfare and unilateral incentives. In fact is below every user's delay in all four pure equilibrium count vectors above.
For a symmetric Nash equilibrium when , let each player independently choose the two outer routes with probability each and the middle route with probability . Conditional on choosing the first route, that player certainly uses , while each of the other players uses it with probability . The expected delays of the first and third routes are consequentlyThe second has the same expected delay as the first by symmetry. Equalizing these givesAll three probabilities are positive and all three pure routes have expected delay , so every route is a best response to the other players' common mixture. This proves a symmetric mixed Nash equilibrium. Using probabilities would omit the player's own-load correction and would not make all three expected delays equal.
For completeness, the same calculation works for every positive number of players. If , every player choosing is a symmetric pure Nash equilibrium. For , a symmetric mixed equilibrium hasFor , each player choosing either outer route with probability one half is a symmetric mixed equilibrium. In that last regime the unused middle route has expected cost at least that of the outer routes, since their difference is . These formulas agree at the regime boundaries.