Definition · Strategic formA game in strategic form lists the players, the strategies open to each, and a payoff for each player at every combination of strategies. With two players it is a bimatrix: the row player's strategies run down the side, the column player's run across the top, and each cell shows row payoff, column payoff in that order.
A payoff is a number that stands for how much the outcome is worth to the player who gets it. Where the number comes from is a question the lab cannot answer; it uses whatever you type, and every verdict in this course is a verdict about the payoffs as stated. Decision and Rationality is where the numbers earn their meaning as utilities.
Here is the smallest interesting case. Two people must each choose the left path or the right path to a meeting point, and they cannot talk. If both take the left path they meet at a place both like very much. If both take the right they meet at a place they like less. If they choose differently they do not meet.
column L column R
row L 2, 2 0, 0
row R 0, 0 1, 1
Definition · Best responseA strategy is a best response to a given strategy of the other player when no other strategy of one's own pays more against it. Ties are allowed: a best response need only be among the largest.
To find the row player's best responses, go column by column. If the column player takes L, the row player compares 2 for L with 0 for R, and L is the best response. If the column player takes R, the comparison is 0 for L against 1 for R, and R is the best response. The column player's marks are found the same way, going row by row.
The two cells where both players' marks fall are the L, L cell and the R, R cell. The other two cells carry no pair of marks: in the L, R cell the row player gets 0 and would prefer to be playing R.
The model to drop
A tempting shortcut is to look for the row with the largest number anywhere in it and play that. In the table above the largest number is 2, in row L. But the row player's task is not to find a good row in the abstract; it is to answer what the other player does. Against column R, row L pays 0 and row R pays 1, so the row with the biggest number is the worse reply.
Example · Two other tablesThe lab also holds a game whose only marked cell is D, D (each player's best reply is D whatever the other does) and a game, matching pennies, in which no cell carries both marks. In matching pennies one player wins if the two coins match and the other wins if they do not, so in every cell exactly one player would rather have chosen otherwise.
Marking a table is mechanical, and it is meant to be. What is not mechanical is deciding which table describes the situation. The same two people with different feelings about the right-hand meeting place are playing a different game.