Definition · Zero-sum game, mixed strategy, valueA zero-sum game is a payoff matrix A: the row player chooses a row, the column player a column, and the row player receives Aᵢⱼ while the column player pays it. A mixed strategy is a probability distribution over one's own choices.
The value of the game is the largest expected payoff the row player can guarantee with a mixture, whatever the column player does — and, as the theorem below says, also the smallest expected payoff the column player can be held to.
Maximising a worst case looks nonlinear, and the fix is one variable. Let v stand for the guaranteed payoff. Requiring v to be no more than the expected payoff against each individual column is the same as requiring it to be no more than the minimum, and every one of those requirements is linear in the mixture. Then maximise v.
payoffs A = ( 3 −1 ) rows are the row player's choices
( −2 1 )
ROW PLAYER max v
against column 1: 3p1 − 2p2 ≥ v
against column 2: −p1 + p2 ≥ v
mixture: p1 + p2 = 1
p1, p2 ≥ 0 and v FREE
as the lab writes it, with v moved to the left:
−3p1 + 2p2 + v ≤ 0
p1 − p2 + v ≤ 0
p1 + p2 = 1
ITS DUAL min y3
−3y1 + y2 + y3 ≥ 0
2y1 − y2 + y3 ≥ 0
y1 + y2 = 1
y1, y2 ≥ 0 and y3 FREE
which is the COLUMN player's problem: y1, y2 is the column mixture q
and y3 is the value it can hold the row player to
solved v = 1/7 p = (3/7, 4/7) q = (2/7, 5/7)
Theorem · The minimax theorem is strong dualityFor every payoff matrix, the row player's programme and the column player's programme are duals of each other, both are feasible and bounded, and so their optima are equal. That common number v satisfies
v = max over mixtures p of min over columns j of the expected payoff = min over mixtures q of max over rows i of the expected payoff,
and it is the value of the game. Optimal mixtures exist for both players, and there is nothing left to prove: the theorem is strong duality with different nouns.
Two details of the programmes are worth naming, because they are where a careless formulation goes wrong. v must be declared free: a game can be worth a negative amount, and restricting v to be non-negative silently changes the problem. And the mixture constraint is an equality, which is what makes its dual variable free in turn — the value on the other side.
Example · A game that goes round in a circleThe three-by-three matrix with rows (0, −1, 1), (1, 0, −1) and (−1, 1, 0) is the familiar cycle: each choice beats one other and loses to one other. Its value is 0 and both optimal mixtures are (1/3, 1/3, 1/3).
Against q = (1/3, 1/3, 1/3) every pure row earns exactly 0, so no single choice is punished by playing it once. What a single choice cannot do is promise anything: each row's own worst case is −1, against an opponent who knows which row it is.
What mixing actually buys
Example · The two-by-two game, with both guarantees written outOn (3, −1 / −2, 1) the value is 1/7 with p = (3/7, 4/7) and q = (2/7, 5/7). Against q, row 1 earns 3(2/7) − 1(5/7) = 1/7 and row 2 earns −2(2/7) + 1(5/7) = 1/7 — both exactly the value.
Now the guarantees. Row 1 played alone has worst case min(3, −1) = −1; row 2 alone has min(−2, 1) = −2. So the best a pure strategy can promise is −1. The mixture promises 1/7, and the difference, 8/7, is what mixing bought. On the other side, the column player's best pure enforcement is min(max(3, −2), max(−1, 1)) = 1, and the mixture brings that down to 1/7 as well. The value sits strictly between the two pure numbers, which is exactly the case in which mixing is necessary.
So the honest version of the claim is not that pure strategies do worse against the optimal mixture. Against q, every row in the support of p does exactly as well as v — that is complementary slackness, and it is forced. What pure strategies cannot do is guarantee v against an opponent who responds, and the lab's hint says exactly that: not one pure choice does better than the value, and most do worse.
When a pure strategy really is enough
Example · A game with a saddle pointOn (4, 2 / 3, 1) the value is 2, with p = (1, 0) and q = (0, 1): both optimal strategies are pure. The best pure guarantee is max(min(4, 2), min(3, 1)) = 2 and the least pure enforcement is min(max(4, 3), max(2, 1)) = 2, and they agree.
That agreement is what a saddle point is, and when it happens mixing buys nothing at all. The lab reports this case as such, which matters: a reader shown only games that need mixing will over-generalise in the other direction.
Complementary slackness reads across to the game with no translation. A row played with positive probability forces the column player's constraint for that row to be tight — that row earns exactly v against q. A column played with positive probability forces the row player's constraint for that column to be tight — that column holds p to exactly v. And a row that earns strictly less than v against q must be played with probability zero. Those three sentences are the whole of how a claimed pair of mixtures is verified, and they are the previous certification lesson applied to different nouns.
A last note on scope, because a similarly named lesson exists elsewhere in this library. Dynamic Programming and Optimal Substructure, on the Algorithms path, has a lesson on games; it is about combinatorial games of perfect information and the classification of positions as winning or losing. It shares no object with this one — no payoff matrix, no mixture, no value — and neither cites the other for a result.