Matching pennies
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Matching pennies is the name for a simple game used in
game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
. It is played between two players, Even and Odd. Each player has a
penny A penny is a coin ( pennies) or a unit of currency (pl. pence) in various countries. Borrowed from the Carolingian denarius (hence its former abbreviation d.), it is usually the smallest denomination within a currency system. Presently, it is t ...
and must secretly turn the penny to heads or tails. The players then reveal their choices simultaneously. If the pennies match (both heads or both tails), then Even keeps both pennies, so wins one from Odd (+1 for Even, −1 for Odd). If the pennies do not match (one heads and one tails) Odd keeps both pennies, so receives one from Even (−1 for Even, +1 for Odd).


Theory

Matching Pennies is a
zero-sum game Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ...
because each participant's gain or loss of utility is exactly balanced by the losses or gains of the utility of the other participants. If the participants' total gains are added up and their total losses subtracted, the sum will be zero. The game can be written in a
payoff matrix In game theory, normal form is a description of a ''game''. Unlike extensive form, normal-form representations are not graphical ''per se'', but rather represent the game by way of a matrix. While this approach can be of greater use in identifyin ...
(pictured right - from Even's point of view). Each cell of the matrix shows the two players' payoffs, with Even's payoffs listed first. Matching pennies is used primarily to illustrate the concept of
mixed strategies In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game ...
and a mixed strategy
Nash equilibrium In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
. This game has no
pure strategy In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game ...
Nash equilibrium In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
since there is no pure strategy (heads or tails) that is a best response to a best response. In other words, there is no pair of pure strategies such that neither player would want to switch if told what the other would do. Instead, the unique Nash equilibrium of this game is in
mixed strategies In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game ...
: each player chooses heads or tails with equal probability. In this way, each player makes the other indifferent between choosing heads or tails, so neither player has an incentive to try another strategy. The best-response functions for mixed strategies are depicted in Figure 1 below: When either player plays the equilibrium, everyone's expected payoff is zero.


Variants

Varying the payoffs in the matrix can change the equilibrium point. For example, in the table shown on the right, Even has a chance to win 7 if both he and Odd play Heads. To calculate the equilibrium point in this game, note that a player playing a mixed strategy must be indifferent between his two actions (otherwise he would switch to a pure strategy). This gives us two equations: * For the Even player, the expected payoff when playing Heads is +7\cdot x -1\cdot (1-x) and when playing Tails -1\cdot x +1\cdot (1-x) (where x is ''Odd's'' probability of playing Heads), and these must be equal, so x=0.2. * For the Odd player, the expected payoff when playing Heads is +1\cdot y -1\cdot (1-y) and when playing Tails -1\cdot y +1\cdot (1-y) (where y is ''Even's'' probability of playing Heads), and these must be equal, so y=0.5. Note that since x is the Heads-probability of ''Odd'' and y is the Heads-probability of ''Even'', the change in Even's payoff affects Odd's equilibrium strategy and not Even's own equilibrium strategy. This may be unintuitive at first. The reasoning is that in equilibrium, the choices must be equally appealing. The +7 possibility for Even is very appealing relative to +1, so to maintain equilibrium, Odd's play must lower the probability of that outcome to compensate and equalize the expected values of the two choices, meaning in equilibrium Odd will play Heads less often and Tails more often.


Laboratory experiments

Human players do not always play the equilibrium strategy. Laboratory experiments reveal several factors that make players deviate from the equilibrium strategy, especially if matching pennies is played repeatedly: * Humans are not good at randomizing. They may try to produce "random" sequences by switching their actions from Heads to Tails and vice versa, but they switch their actions too often (due to a gambler's fallacy). This makes it possible for expert players to predict their next actions with more than 50% chance of success. In this way, a positive expected payoff might be attainable. * Humans are trained to detect patterns. They try to detect patterns in the opponent's sequence, even when such patterns do not exist, and adjust their strategy accordingly. * Humans' behavior is affected by
framing effect In the social sciences, framing comprises a set of concepts and theoretical perspectives on how individuals, groups, and societies organize, perceive, and communicate about reality. Framing can manifest in thought or interpersonal communic ...
s. When the Odd player is named "the misleader" and the Even player is named "the guesser", the former focuses on trying to randomize and the latter focuses on trying to detect a pattern, and this increases the chances of success of the guesser. Additionally, the fact that Even wins when there is a match gives him an advantage, since people are better at matching than at mismatching (due to the Stimulus-Response compatibility effect). Moreover, when the payoff matrix is asymmetric, other factors influence human behavior even when the game is not repeated: * Players tend to increase the probability of playing an action which gives them a higher payoff, e.g. in the payoff matrix above, Even will tend to play more Heads. This is intuitively understandable, but it is not a Nash equilibrium: as explained above, the mixing probability of a player should depend only on the ''other'' player's payoff, not his own payoff. This deviation can be explained as a quantal response equilibrium. In a quantal-response-equilibrium, the best-response curves are not sharp as in a standard Nash equilibrium. Rather, they change smoothly from the action whose probability is 0 to the action whose probability 1 (in other words, while in a Nash-equilibrium, a player chooses the best response with probability 1 and the worst response with probability 0, in a quantal-response-equilibrium the player chooses the best response with high probability that is smaller than 1 and the worst response with smaller probability that is higher than 0). The equilibrium point is the intersection point of the smoothed curves of the two players, which is different from the Nash-equilibrium point. * The own-payoff effects are mitigated by
risk aversion In economics and finance, risk aversion is the tendency of people to prefer outcomes with low uncertainty to those outcomes with high uncertainty, even if the average outcome of the latter is equal to or higher in monetary value than the more ...
. Players tend to underestimate high gains and overestimate high losses; this moves the quantal-response curves and changes the quantal-response-equilibrium point. This apparently contradicts theoretical results regarding the irrelevance of risk-aversion in finitely-repeated zero-sum games.


Real-life data

The conclusions of laboratory experiments have been criticized on several grounds. * Games in lab experiments are artificial and simplistic and do not mimic real-life behavior. * The payoffs in lab experiments are small, so subjects do not have much incentive to play optimally. In real life, the market may punish such irrationality and cause players to behave more rationally. * Subjects have other considerations besides maximizing monetary payoffs, such as to avoid looking foolish or to please the experimenter. * Lab experiments are short and subjects do not have sufficient time to learn the optimal strategy. To overcome these difficulties, several authors have done statistical analyses of professional sports games. These are zero-sum games with very high payoffs, and the players have devoted their lives to become experts. Often such games are strategically similar to matching pennies: * In
soccer Association football, more commonly known as football or soccer, is a team sport played between two teams of 11 players who primarily use their feet to propel the ball around a rectangular field called a pitch. The objective of the game is ...
penalty kick A penalty shot or penalty kick is a play used in several sports whereby a goal is attempted during untimed play. Depending on the sport, when a player commits certain types of penalties, the opposition is awarded a penalty shot or kick attempt. ...
s, the kicker has two optionskick left or kick rightand the goalie has two optionsjump left or jump right.There is also the option of kicking/standing in the middle, but it is less often used. The kicker's probability of scoring a goal is higher when the choices do not match, and lower when the choices match. In general, the payoffs are asymmetric because each kicker has a stronger leg (usually the right leg) and his chances are better when kicking to the opposite direction (left). In a close examination of the actions of kickers and goalies, it was found that their actions do not deviate significantly from the prediction of a Nash equilibrium. * In
tennis Tennis is a racket sport that is played either individually against a single opponent (singles) or between two teams of two players each (doubles). Each player uses a tennis racket that is strung with cord to strike a hollow rubber ball cov ...
serve-and-return plays, the situation is similar. It was found that the win rates are consistent with the minimax hypothesis, but the players' choices are not random: even professional tennis players are not good at randomizing, and switch their actions too often.


See also

* Odds and evens - a game with the same strategic structure, that is played with fingers instead of coins. *
Rock paper scissors Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each p ...
- a similar game in which each player has three strategies instead of two. *
Parity game A parity game is played on a colored directed graph, where each node has been colored by a priority – one of (usually) finitely many natural numbers. Two players, 0 and 1, move a (single, shared) token along the edges of the graph. The own ...
- an unrelated (and much more complicated) two-player logic game, played on a colored graph.


References

{{Game theory Non-cooperative games