Module 3 -- Game Theory


Index

  1. Introduction to Game Theory
  2. Key terms
  3. 3. Maximin Strategy (Player A - Maximizing Player)
  4. 4. Minimax Strategy (Player B - Minimizing Player)
  5. 5. Saddle Point
  6. Understanding Practically
  7. Example 2 A Zero Sum Game where there is a saddle point
  8. The Graphical Method of solving 2timesn and mtimes2 games.
  9. Example 1 2timesn case.
  10. Example 2 mtimes2 case
  11. Principle of Dominance
  12. Partial Dominance
  13. 🎯 Game Theory — Reasoning Trace (Complete Solving Guide) -- Final Summary.

Introduction to Game Theory

1. What is Game Theory?

Game theory studies conflict and cooperation between intelligent decision-makers. In OR, we focus on 2-person zero-sum games where:

Example: Chess, poker, military strategy

Key terms:

Term Meaning
Player Decision-maker (e.g., company, firm, individual).
Strategy A complete plan of action under all situations.
Payoff Outcome (gain/loss) from a particular combination of strategies.
Payoff Matrix A table showing payoffs for all combinations of strategies.
Zero-sum game One player’s gain = the other player’s loss. (Total = 0)
Non-zero-sum game Total payoff ≠ 0 (both can gain or lose).

2. Payoff Matrix

A matrix showing Player A's payoffs for all strategy combinations

           Player B
           B₁    B₂    B₃
Player A  
   A₁     a₁₁   a₁₂   a₁₃
   A₂     a₂₁   a₂₂   a₂₃
   A₃     a₃₁   a₃₂   a₃₃

3. Maximin Strategy (Player A - Maximizing Player)

Player A wants to maximize their minimum gain.

Steps:

  1. Find minimum in each row (worst case for A in that row)
  2. Select the row with maximum of these minimums
  3. This is Player A's maximin strategy

Maximin Value = max(row minimums)


4. Minimax Strategy (Player B - Minimizing Player)

Player B wants to minimize their maximum loss (or minimize A's maximum gain).

Steps:

  1. Find maximum in each column (worst case for B in that column)
  2. Select the column with minimum of these maximums
  3. This is Player B's minimax strategy

Minimax Value = min(column maximums)


5. Saddle Point

saddle point exists when:

Maximin Value = Minimax value

At the saddle point:

If saddle point exists:


Understanding Practically

All that hit you all at once? Yeah, same here.

So, let's slow down, and understand with an example.

Step 1: Understanding the setup

We have two players:

We have two players:

That’s why it’s called a zero-sum game:
whatever A gains, B loses equally
.

The game is represented as a payoff matrix — payoffs to A.

Example (general form):

B1 B2
A1 a b
A2 c d

Step 2: Formula for 2 × 2 Game (Mixed Strategy Case)

If no saddle point exists, we use:

p = d  ca  b  c + dq = d  ba  b  c + dV = ad  bca  b  c + d

where:


Step 3: Example 1 -- Finding Saddle Point

Let's take this example:

B1 B2
A1 2 4
A2 3 1

A wants to maximize, so first check worst-case for each row:

Before we proceed, let's understand the philosophy here.

Both players are rational and risk-aware:

So the logic is symmetric — just mirrored:

That’s precisely what “maximin” and “minimax” capture.

Let's assume that B moves first. (Column access)

So assuming that B goes first, and tries to stop A from getting the higher value, but it doesn't know which row A will go for first.

Say, it goes with column B1

Going with the maximin rule that B follows, if B's thinking would be already grab the highest value per column and limit A to a "lower higher value", then B would already try to lock down the maximum, which is 4.

Now, with column B2 , the maximum would be 3.

Now B looks at those worst cases (3 and 4) and picks the smaller one to limit A’s win:

Minimax = min(3,4) = 3

This way, B can ensure A never earns more than 3.

Now in the next turn, A moves.

A assumes B will always pick the column that hurts A most (smallest in the row).

So for A1 it will try to minimize it's loss for however gain it can get from that row. If A knows that it will get a lesser value, so it will try to get a "higher lesser value".

So A already becomes pessimistic per row and gets the minimum value per row.

If that's the case then the maximin rule fits here perfectly since for A1 A will go for 2.

Similarly, for row A2, A will go for 1.

Now:

Maximin = max(2,1) = 2

This way, A can guarantee itself at least 2.

Checking for saddle point.

As we know:

saddle point exists when:

Maximin Value = Minimax value

We have:

They don’t coincide → no saddle point → the game is unstable under pure strategies.
So, both must mix their choices probabilistically to reach equilibrium.


Step 4: Solve using formulae

From the payoff matrix:

B1 B2
A1 2 4
A2 3 1
Here,

a = 2, b = 4, c = 3, d = 1.

Now, we apply the formulae:

p = d  ca  b  c + dp = 1  32  4  3 + 1p = 24 = 0.5q = d  ba  b  c + dq = 1  42  4  3 + 1q = 34 = 0.75V = ad  bca  b  c + dV = 2  124V = 104 = 2.5

So, the probability of A playing A1 is 50%
The probability of B playing B1 is 75%
And A's expected gain and B's loss is 2.5


Step 5: Interpretation


Example 2: A Zero Sum Game where there is a saddle point

B1 B2
A1 4 1
A2 3 2

Same as before:

Step 1: Find A's row minima

A knows B will always pick the worst column (smallest value) in whatever row A chooses.

Now, taking a maximum of those minima:

Maximin = max(1,2) = 2

So A can guarantee at least 2, no matter what B does.


Step 2: Find B's column maxima

B knows A will always pick the best row (largest value) in whatever column B chooses.

Now, taking a minimum of those maxima:

Minimax = min(4,2) = 2

So B can limit A’s gain to at most 2.


Step 3: Compare to check if saddle point exists or not

Maximin = 2, Minimax = 2

They coincide!

That means we’ve found a saddle point.


Step 4: Identify Saddle Point cell.

It’s the cell where the values of both the maximin and the minimax (2) appear in the matrix:

B1 B2
A1 4 1
A2 3 2

So the saddle point is at the intersection of A2 and B2


Step 5: Interpretation.

No mixing or probability needed — this pair (A2, B2) is stable.
If either player deviates, they’ll get a worse outcome.


The Stability Intuition

At the saddle point:

It’s literally like a saddle shape if you imagine the payoff as a surface:

That’s why the term saddle point is used.


The Graphical Method of solving 2 ×n and m × 2 games.

Why do we use the graphical method?

When:

because in these cases, one variable (probability) can be plotted easily on a 2D graph.


Example 1: 2 × n case.

Let's understand this better with the help of an example.

Given game:

B1 B2 B3
A1 2 4 6
A2 5 3 2

Step 1: What we're trying to find

Since there's no saddle point, A will mix between A1 and A2.

Let:

p = Probability that A plays A1(1  p) = Probability that A plays A2

Step 2: Expected payoff for A

For each of B’s choices, we find A’s expected payoff (depending on p).

That will be as follows:

EBj = A1Bj × p + A2Bj × (1  p)

for each column j

EB1 = A1p + A2B1(1  p)EB2 = A1B2p + A2B2(1  p)EB3 = A1B3p + A2B3(1  p)

where each A1Bj represents the most minimum payoffs that B allows, and each A2Bj represents the most payoffs that A gains from B.

Each of these is a linear equation in p.
They represent the payoff A will receive if B sticks to that strategy.

Now, from the payoff matrix:

B1 B2 B3
A1 2 4 6
A2 5 3 2
EB1 = 2p + 5(1  p) = 5  3pEB2 = 4p + 3(1  p) = 3 + pEB3 = 6p + 2(1  p) = 2 + 4p

So, now we have three linear equations:

Plotting the equations.

So the table would be as follows:

Line Equation (E(p=0)) (E(p=1))
B₁ (5 - 3p) 5 2
B₂ (3 + p) 3 4
B₃ (2 + 4p) 2 6

Now that we have two points per line, we can draw them and find out the intersection points.

Using the concepts of Module 1 -- Basic Linear Programming Problems (LPP) and Applications#Topic 4 Graphical Method of Solving Linear Programming Problems we can plot a diagram and find the intersection points in the diagram between the lines as follows:

Pasted image 20251112200527.png

This is the graph.

Now, we need to find the intersection points of all the lines, pairwise.

Solving for:

5  3p = 3 + p4p = 2p = 0.5 3 + p = 2 + 4p3p = 1  p = 13 = 3.333 5  3p = 2 + 4p3 = 7p  p = 37 = 0.4286

So, now that we have the probability values, the expected payoffs for each value will be:

EB1 = 4, EB2 = EB3 = 3.33

EB1 = EB3 = 3.7143, EB2 = 3.4286

EB1 = EB2 = 3.5, EB3 = 4


Getting the envelope values per expected payoffs

Since we are working of A, who follows the maximin rule, first we will take a minimum for all 3 columns of all the expected payoffs.

Now the maximum of these envelope values is 3.5, which is at p = 12 = 0.5

That's the final answer, the optimal point, p = 0.5, i.e. the probability that A plays A1 is 50% and the expected payoff of A is 3.5


Example 2: m × 2 case

Now B (the column player) has 2 strategies,
and A (the row player) has m strategies.

Let’s make it concrete with a 3×2 game (just enough to visualize).

B1 B2
A1 2 6
A2 4 3
A3 5 1

These are the payoffs to A.

Step 1 — What we need to find

We want:


Step 2 — Formula for expected payoff per row

For each row (A’s strategy),
the expected payoff to A, given B plays with probability q, is:

EAi = Ai1q + Ai2 (1  q)

That’s the same pattern as earlier, just flipped.


Step 3 — Plug values for each row

B1 B2
A1 2 6
A2 4 3
A3 5 1
Row Formula Simplified Form
A1 2q + 6(1  q) 6  4q
A2 4q + 3(1  q) 3 + q
A3 5q + 1(1  q) 1 + 4q

What these mean

Each equation tells you how A’s expected payoff changes as B varies its strategy between B₁ and B₂.


Plotting the equations

If you were to plot this:

You’d get three lines:

q E(A₁) E(A₂) E(A₃)
0 6 3 1
1 2 4 5

Visually:

So, for any given q:


Find the intersection points

For:

(a)

A1 = A26  4q = 3+ qq = 0.6

(b)

A2 = A33 + q = 1 + 4qq = 0.67

(c)

A1 = A36  4q = 1 + 4q8q = 5q = 0.625

Expected payoff values per equation:

Row Formula Simplified Form
A1 2q + 6(1  q) 6  4q
A2 4q + 3(1  q) 3 + q
A3 5q + 1(1  q) 1 + 4q

For:

EA1 = 6  4(0.6) = 3.6
EA2 = 3 + 0.6 = 3.6
EA3 = 1 + 4(0.6) = 5.6

EA1 = 6  4(0.67) = 3.32
EA2 = 3 + 0.67 = 3.67
EA3 = 1 + 4(0.67) = 3.68

EA1 = 6  4(0.625) = 3.5
EA2 = 3 + 0.625 = 3.625
EA3 = 1 + 4(0.625) = 3.5


Finding the upper envelope values

Since we are working for B here, who follows the minimax rule, we will first find the maximum out of all the payoff values to find the 3 upper envelope values:

q E(A₁) E(A₂) E(A₃) Upper envelope (max of rows)
0.6 3.6 3.6 5.6 5.6
0.67 3.32 3.67 3.68 3.68
0.625 3.5 3.625 3.5 3.625

Now taking the minimum of this would get us 3.625, which is V and thus the maximum value that B will allow A to get.

The probability of B playing A3 is 62.5%.


Principle of Dominance

The principle of dominance is a shortcut to simplify large game matrices.

It says: if one strategy is always worse than another, it will never be chosen — so we can eliminate it from the matrix.

It’s like pruning unnecessary branches in decision making.


The idea, in simple words

For A (the maximizing player)

In short:

If one row’s numbers are all smaller than another row’s numbers, the smaller row is useless — A will never play it.”

For B (the minimizing player)

In short:

If one column’s numbers are all bigger than another column’s numbers, the bigger column is useless — B will never play it.”


⚙️ Example 1 — Row dominance (A’s case)

B1 B2 B3
A1 2 4 3
A2 3 5 4

Compare cell by cell between A₁ and A₂:
A₂’s cells (3, 5, 4) are all greater than A₁’s (2, 4, 3).
A₂ dominates A₁ → remove A₁.


⚙️ Example 2 — Column dominance (B’s case)

B1 B2 B3
A1 4 6 5
A2 3 5 4

Compare cell by cell between B₂ and B₃:
B₃’s cells (5, 4) are both smaller than B₂’s (6, 5).
B₃ dominates B₂ → remove B₂.


Partial Dominance

Sometimes, no single row (or column) is completely better than another — but a combination of two (or more) strategies can produce values that are as good or better than another row or column in every cell.

That’s called partial dominance.

Case 1 — For A (maximizing player)

In short:

If mixing two of A’s rows gives cell values that are never smaller than another row’s values, that other row becomes useless.

Example : A's partial dominance

B1 B2
A1 4 3
A2 2 5
A3 3 4

No single row dominates A₃ directly.

But if A mixes A₁ and A₂ equally (50%–50%):

or:

B1 B2
A1 + A22 3 4
A3 3 4

So this combination gives the pair (3, 4),
which is equal to or better than A₃’s (3, 4).
→ A₃ is partially dominated by the combination of A₁ and A₂ → remove A₃.

✅ Result: A₃ is redundant — A can achieve everything it does using a mix of A₁ and A₂.


Example: B's partial dominance

B1 B2 B3
A1 3 6 4
A2 4 2 3

No single column dominates another.
Now test if combining B₁ and B₂ (say, 50% each) gives smaller cell values than B₃.

Combination (B₁, B₂ → average):

B1 + B22 B3
A1 4.5 4
A2 3 3

Compare with B₃ → (4, 3)

→ For A₁: 4.5 > 4 ❌ (slightly worse)
→ For A₂: 3 = 3 ✅

So this mix doesn’t dominate B₃ yet — but if we tweak the ratio (maybe 40%–60%), we might get smaller values for both rows.

If such a ratio exists, then B₃ would be partially dominated by (B₁, B₂).


The idea, simplified

Player Comparing what What you’re checking When to remove
A (maximizer) Compare all cell values of one row vs mix of other rows If every cell from the mix ≥ every cell in the row Remove that row
B (minimizer) Compare all cell values of one column vs mix of other columns If every cell from the mix ≤ every cell in the column Remove that column

Practical Tip

You rarely need to calculate the exact mixing ratio in exams.
Usually, the question either gives you an obvious equal-weight example (like 50%-50%) or you just need to show that such a combination exists logically — not solve for it exactly.


🎯 Game Theory — Reasoning Trace (Complete Solving Guide) -- Final Summary.

🧩 1. Identify what type of game you’re solving


⚙️ 2. Check for Saddle Point (Pure Strategy)

  1. For each row, find its minimum cell value (A assumes B minimizes).

  2. Find the maximum of these minimaA’s Maximin.

  3. For each column, find its maximum cell value (B assumes A maximizes).

  4. Find the minimum of these maximaB’s Minimax.

  5. If Maximin = Minimax, saddle point exists:

    • That value = Value of the Game (V).
    • The corresponding cell = equilibrium point.
    • ✅ Stop here — no mixing needed.

🧮 3. If No Saddle Point → Apply the Principle of Dominance


⚙️ 4. 2×2 Game — Mixed Strategy Formula

Let the matrix be:

B₁ B₂
A₁ a b
A₂ c d

Then use:

p=dcabc+dq=dbabc+dV=adbcabc+d

where:

Check that 0p,q1.
If not, a pure strategy dominates and that row/column can be removed.


📈 5. 2×n Game — Graphical Method (A mixes)

At that point:


📉 6. m×2 Game — Graphical Method (B mixes)

At that point:


🧠 7. Interpretation


🪶 8. Sanity Check Before Final Answer


✅ Short Mental Checklist

1️⃣ Write payoff matrix (for A).
2️⃣ Find Maximin and Minimax.
3️⃣ If equal → Saddle → Done.
4️⃣ Else → Apply Dominance.
5️⃣ If 2×2 → Use Formula.
6️⃣ If 2×n or m×2 → Use Graphical Method.
7️⃣ Read p, q, and V, interpret results.