Nash Equilibrium

Definition

Best response

A best response is the action that maximises my payoff, given the action of my partner.

Nash equilibrium (pure)

An outcome in which each player’s action is a best response to the other’s. No player can gain by changing its action alone. It describes what self-interested players can end up doing.

Mixed Nash equilibrium

Players choose probability distributions over their actions. A profile of such mixed strategies is a Nash equilibrium if no player can raise its expected payoff by changing its own distribution while the others keep theirs.

Intuition

Nobody regrets their own choice

Picture the players after the game, each told what the others did. If every one of them would say “given that, I would choose the same again”, the outcome is a Nash equilibrium. It is a stability property: no one has a reason to deviate unilaterally. It says nothing about whether the outcome is good for the group, which is why the Prisoner’s Dilemma equilibrium (both defect) is worse for both players than mutual cooperation.

Finding pure equilibria in a 2x2 game

For each of the four outcomes, check: is the row action a best response to the column action, and the column action a best response to the row action? In the Prisoner’s Dilemma (), defecting is the best response to both C () and D (), so (D,D) is the only pure equilibrium. In the Stag Hunt (), C is the best response to C () and D to D (), so (C,C) and (D,D) are both equilibria.

Mathematical Formulation

For a two-player game with payoff functions , an action pair is a pure Nash equilibrium if

where:

  • : an action of player ; the equilibrium action
  • : player ‘s payoff when the actions are

Mixed equilibrium in a symmetric 2x2 game. Let the partner cooperate with probability . My expected payoffs are

where are the payoffs for (C vs C), (C vs D), (D vs C), (D vs D). In a fully mixed equilibrium each player must be indifferent between C and D (otherwise it would play only the better one), so , giving

For the Stag Hunt above, : each hunter goes for the stag with probability . The same is the belief threshold above which hunting stag is the best response, and the unstable interior rest point of the Replicator Dynamics.

Key Properties / Variants

  • Existence (Nash, 1950): every finite game has at least one Nash equilibrium, possibly in mixed strategies. Pure equilibria need not exist: Matching Pennies and Rock-Paper-Scissors have none, and Rock-Paper-Scissors’ equilibrium is each action with probability 1/3.
  • Formal version with policies (AGAI L02): a joint policy is a Nash equilibrium if , i.e. every agent’s policy is a best response to the others’.
  • Three limitations (AGAI L02): sub-optimality (equilibria need not maximise returns), non-uniqueness (several, even infinitely many, equilibria with different returns) and incompleteness (no actions specified off the equilibrium path, and nothing on how equilibria are reached).
  • Not necessarily efficient. An equilibrium can be Pareto-dominated by another outcome: (D,D) in the Prisoner’s Dilemma is worse for both than (C,C). Compare Pareto Optimality.
  • Can be multiple. The Stag Hunt has two pure equilibria and one mixed one. “Play a Nash equilibrium” does not say which will be reached; that is the equilibrium selection problem, where beliefs, risk and dynamics decide.
  • Dominant strategies. If an action earns strictly more than every alternative whatever the other does (D in the Prisoner’s Dilemma), every equilibrium uses it.
  • Stability under adaptation. In the Replicator Dynamics of the Prisoner’s Dilemma and the Stag Hunt, the stable rest points are exactly the strict pure equilibria, while the Stag Hunt’s mixed equilibrium () is an unstable rest point. An adaptive population therefore ends up at some equilibria and never at others. (Background beyond the course material: in general every stable rest point of the replicator dynamics is a Nash equilibrium and every strict equilibrium is stable, but a mixed equilibrium can be stable in other games, such as Hawk-Dove.)
  • Repeated play changes the equilibria. When the same game is repeated with memory, strategies like Tit-for-Tat can sustain cooperation: see Repeated Game.

Connections

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