Two-Person Zero-Sum Games
Decision analysis pits you against an indifferent world — the market doesn't care what you
pick. But some opponents care very much, and choose to hurt you: a rival pricing against you, a
defender and an attacker, two players of rock-paper-scissors. When one side's gain is exactly the other
side's loss, the game is zero-sum, and it has a gorgeous, complete mathematical theory
— the founding result of game theory, and the place where optimisation and strategy turn out to be the
same subject.
The payoff matrix
List one player's strategies as rows, the other's as columns, and fill each cell with the
row player's payoff. Because the game is zero-sum, that number is automatically the
column player's loss — one matrix holds everything. The row player (call her Rose) wants big
numbers; the column player (Colin) wants small ones. Here Rose picks a row, Colin picks a column, and
the entry is what Colin pays Rose:
| Colin C₁ | Colin C₂ | Colin C₃ | row min |
| Rose R₁ | 3 | 5 | 2 ◀ saddle | 2 |
| Rose R₂ | 1 | 4 | 0 | 0 |
| Rose R₃ | 6 | 2 | 1 | 1 |
| col max | 6 | 5 | 2 | |
Notice already that R₁ beats R₂ in every column (3>1, 5>4, 2>0), so Rose would
never play R₂ — it is dominated and can be deleted. Stripping
dominated rows and columns shrinks a game before you even start solving it.
Maximin, minimax, and the saddle point
Rose reasons pessimistically: whichever row she picks, Colin will drive her to the row's
smallest entry. So she picks the row whose minimum is largest — the maximin.
The row minima are 2, 0, 1, so her guarantee is
\max(2,0,1) = 2, achieved by R₁.
Colin reasons the same way in reverse: each column, Rose will push to its largest entry, so he
picks the column whose maximum is smallest — the minimax. The column maxima are
6, 5, 2, so his guarantee is \min(6,5,2) = 2, at
C₃. The two guarantees coincide:
- When \text{maximin} = \text{minimax}, that common value is a
saddle point — an entry that is simultaneously the smallest in its row and
the largest in its column.
- Both players have an optimal pure strategy (here R₁ and C₃), and neither can do
better by deviating. The shared number is the value of the game — here
v = 2.
It is called a saddle because, like the seat of a saddle, the point curves up away from it in
one direction (down the column) and down in the other (along the row).
When there's no saddle: mix it up
Not every game is so obliging. The classic troublemaker is matching pennies: both
reveal a coin; Rose wins if they match, Colin wins if they differ.
| Colin: Heads | Colin: Tails | row min |
| Rose: Heads | +1 | −1 | −1 |
| Rose: Tails | −1 | +1 | −1 |
| col max | +1 | +1 | |
Here maximin = -1 but minimax = +1 — they
don't meet, so there is no saddle and no good pure strategy. Any fixed choice can be exploited
the moment the opponent reads it. The escape is a mixed strategy: choose
randomly, by a probability. For a 2\times 2 game
\begin{smallmatrix} a & b \\ c & d \end{smallmatrix} with no saddle, the
value is
v = \frac{ad - bc}{a + d - b - c}.
For matching pennies (a,b,c,d) = (1,-1,-1,1), giving
v = (1-1)/(1+1+1+1) = 0: a fair game, each player flipping a fair coin
(50/50). Change the game to
\begin{smallmatrix} 4 & 0 \\ 1 & 3 \end{smallmatrix} and the same formula
gives v = 12/6 = 2, with Rose mixing R₁ one-third of the time — a definite
edge, extracted purely by randomising.
Seeing the mix: the value is the peak of the lower envelope
Here is matching pennies as a picture. Let Rose play Heads with probability p.
The two faint lines are her expected payoff when Colin plays Heads (2p-1) and
when he plays Tails (1-2p). A shrewd Colin always leaves her the
lower of the two, so Rose picks p to lift that thick lower envelope as
high as it will go — to its peak. Drag the slider:
The peak sits at p = 0.5, where the two threats balance and the guaranteed
payoff is 0 — exactly the value the formula gave. Lean either way and a
watchful opponent drags Rose below zero. Balancing on that peak is what "play 50/50" really means, and it
is the picture behind every mixed-strategy solution: maximise the lower envelope.
The minimax theorem — and why it's really an LP
Does a value always exist, even with mixing? John von Neumann proved in 1928 that it does:
- Every finite two-person zero-sum game has a value v and
optimal mixed strategies for both players.
- At the optimum, \max_{\text{Rose}} \min_{\text{Colin}} = \min_{\text{Colin}} \max_{\text{Rose}} = v
— the order of "I move, you respond" stops mattering.
The astonishing part for an OR course is how you compute it. Finding the optimal mixed strategy
is exactly a
linear program:
Rose maximises her guaranteed value subject to "beat every column," Colin minimises subject to "survive
every row" — and these two LPs are duals of each other. The minimax theorem is, at
heart, LP duality in disguise; the equality of the two guarantees is the equality of a primal
and its dual optimum. Solving a game and solving a linear program are the same act.
In matching pennies, any pattern you fall into — "I favour heads," "I alternate" — is a gift to your
opponent, who simply exploits it. The only unexploitable play is genuine randomness at exactly
50/50: it leaves nothing to read. This is why tennis servers deliberately
randomise placement, why penalty-takers mix corners, and why a poker player bluffs at a calculated
rate. Optimal play in a game without a saddle is not a clever fixed move — it is a
probability distribution you sample from and refuse to explain.
The tempting mistake is to hunt for the "best" pure strategy even when none exists. In matching pennies
every pure strategy has the same dismal guarantee (-1), and picking one and
sticking to it is the worst thing you can do — a watching opponent beats it every time. When maximin
\ne minimax there is no saddle, and the whole point is that you must
mix, unpredictably, at the probabilities the theory prescribes. "I'll just always play
my strongest option" is precisely the plan a zero-sum opponent prays for.