What Is a Game
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Lessons that use this board
WHAT IS A GAME?
game theory — the math of strategic interdependence: choosing when the best move depends on what everyone ELSE chooses
1 · WHAT MAKES IT A GAME
PLAYER 1
PLAYER 2
each choice
affects the other
4 ingredients:
• PLAYERS — the decision-makers
• STRATEGIES — the moves each one can make
• PAYOFFS — what each gets for every combination
• RATIONALITY — each maximises its OWN payoff,
and knows the others do too (common knowledge).
a DECISION becomes a GAME when your best move
depends on THEIR move — and theirs on yours.
2 · THE PAYOFF MATRIX (normal form)
THEM
Left
Right
YOU
Up
Down
(3, 2)
(0, 0)
(0, 0)
(2, 3)
read a cell (a, b): a = YOUR payoff, b = THEIRS (yours first).
you pick a ROW, they pick a COLUMN — at the same time.
the chosen cell is the outcome. here top-left = you 3 / them 2.
3 · ZERO-SUM vs NON-ZERO-SUM — is the pie fixed?
ZERO-SUM
a FIXED pie. my slice bigger
= yours smaller. payoffs sum
to a constant. poker, chess,
splitting a set budget.
→ pure competition.
NON-ZERO-SUM
the pie can GROW (positive-sum:
trade, teamwork) or SHRINK
(negative-sum: war, arms race).
→ most of real life.
the classic error: treating a NON-zero-sum situation (a team,
a vendor deal) as zero-sum → you fight over slices
instead of GROWING the pie. spot the pie first.
4 · SIMULTANEOUS vs SEQUENTIAL — matrix or tree?
SIMULTANEOUS — both move at once, blind to the other.
the NORMAL FORM (a matrix). rock-paper-scissors, sealed bids.
SEQUENTIAL — players move in TURN; later sees earlier.
the EXTENSIVE FORM (a game tree). chess, negotiation.
→ look ahead & reason BACKWARD (backward induction, board 02).
same game, two pictures. which one fits depends on whether the players can see each other's move before choosing.
a strategy is a COMPLETE plan: what you'd do at EVERY point you might have to act — not just your next move.
5 · WHAT DO THE PLAYERS KNOW?
PERFECT info — you see every move so far
(chess). IMPERFECT — hidden moves (poker,
simultaneous choices).
COMPLETE info — everyone's payoffs are known.
INCOMPLETE — you don't know their payoffs /
'type' (auctions, bluffing, hiring).
THE RATIONALITY CAVEAT
game theory assumes players are perfectly rational, self-interested payoff-maximisers.
real humans aren't — see the Psychology track: biases "Cognitive Biases" & prospect theory "Decision-Making Under Uncertainty".
so treat it as the RATIONAL BASELINE — the prediction if everyone plays optimally. 'behavioural game
theory' then adds the human wrinkles (spite, fairness, trust, limited foresight) on top.
the four axes — payoffs, timing (simultaneous/sequential), information, rationality — fully specify any game. everything else is solving it.
GAMES ARE EVERYWHERE IN SYSTEMS (shop / Agent)
• RATE LIMITING = a game: your service vs abusers, each adapting to the other's policy. AD / SPECTRUM AUCTIONS = literal games with designed payoff rules (board 07).
• RESOURCE CONTENTION: two services grabbing cluster capacity is a game — uncoordinated, both can lose (a negative-sum thrash). Backoff/quotas are the rules that fix the payoffs.
• DISTRIBUTED CONSENSUS: nodes as players who must agree despite failures/liars → the payoff structure is engineered so honesty is the best strategy (mechanism design, board 07).
• NEGOTIATION (vendors, teams, salary): almost always NON-zero-sum — name the pie before you carve it, or you'll bleed value fighting over slices.
JARGON, DECODED
strategy — a complete plan of action, for every situation
payoff — the value a player gets from an outcome
normal form — the payoff matrix (simultaneous games)
extensive form — the game tree (sequential games)
zero-sum — payoffs sum to a constant; pure competition
positive / negative-sum — the pie grows / shrinks
common knowledge — everyone knows it, knows they know...
perfect / imperfect info — moves visible / hidden
rationality — each maximises its own payoff (the baseline)
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