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What's The GTO Solution To This Simple Game?e What's The GTO Solution To This Simple Game?e

04-29-2017 , 02:57 PM
Quote:
Originally Posted by AllInNTheDark
You are right, I found an error. I now show that the two strategies are even against each other (yours is -.02, then +.02), but I would guess your strategy would be less exploitable against outside strategies (i.e., more GTO).
There really shouldn't be such a thing as "more GTO", and I doubt you did your calculations correct. That is, since your strategy strictly deviates from mine between 2/5 and 1/2, if my strategy is GTO, then it should be +EV, not a wash.

If the strategy I proposed is in fact GTO, which I still think it is, then for each of your cards you can either do the same or worse as my strategy playing itself, but never better. Your strategy gains nothing from deviating from mine for C>=1/2 or for C<=2/5, but will lose EV from 2/5<=C<=1/2.

That is, if my math was correct in the first place. It might be wrong...

An easy way to poke holes in my solution is simply look at the EV of each possible action (bet, check/bet, and check/check) at various cards in your range, pretending you are playing against my strategy. If you can't find any place where it's beneficial to deviate from my strategy, then what I listed is in fact GTO.

Last edited by pocketzeroes; 04-29-2017 at 03:04 PM.
What's The GTO Solution To This Simple Game?e Quote
04-29-2017 , 03:19 PM
Quote:
Originally Posted by pocketzeroes
This strategy bets (first street) 1/3 + 1/6*1/2 = 5/12 of the time.

Consider the EV of betting the worst card we bet with, and our EV of check/checking that card (strategy against itself):
EV (bet bad card) = 7/12 - 5/12 = 1/6
EV(check/check bad card) = 1/2*1/2 = 1/4
My mistake. I mixed up the "second sixth," so it should have read:

(5/6) =< card =< 1 : Bet
.5 +< card =< (5/6) : 50% Bet, 50% Check/Bet
card =< .5 : Check/Check
What's The GTO Solution To This Simple Game?e Quote
04-29-2017 , 03:26 PM
Quote:
Originally Posted by AllInNTheDark
My mistake. I mixed up the "second sixth," so it should have read:

(5/6) =< card =< 1 : Bet
.5 +< card =< (5/6) : 50% Bet, 50% Check/Bet
card =< .5 : Check/Check
Then you're betting 1/6 + 1/2 * (5/6 - 1/2) = 1/3 of the time on first street, and checking 2/3.

The EV of betting your worst card in your betting range is:
EV(bet bad card) = -1/3 + 2/3 = 1/3
The EV of check/checking that card is:
EV(chk/chk bad card) = 1/2 * 1/2 = 1/4

So a strategy that moves some of its check/checking range to its first street betting range would do better against this strategy than the strategy playing itself. Therefore it's not GTO.

Again take my advice in last post about "poking holes" in my strategy. If you and others can't find any holes, then the strategy I listed is in fact GTO. Doing a bunch of "guess and check" ideas about possible GTO solutions ain't gonna work.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 11:22 AM
Quote:
Originally Posted by pocketzeroes
Then you're betting 1/6 + 1/2 * (5/6 - 1/2) = 1/3 of the time on first street, and checking 2/3.

The EV of betting your worst card in your betting range is:
EV(bet bad card) = -1/3 + 2/3 = 1/3
The EV of check/checking that card is:
EV(chk/chk bad card) = 1/2 * 1/2 = 1/4

So a strategy that moves some of its check/checking range to its first street betting range would do better against this strategy than the strategy playing itself. Therefore it's not GTO.

Again take my advice in last post about "poking holes" in my strategy. If you and others can't find any holes, then the strategy I listed is in fact GTO. Doing a bunch of "guess and check" ideas about possible GTO solutions ain't gonna work.
I'm not claiming I have or will find a GTO strategy.

Here is an easier one to test vs. your strategy:

Bet top 2/5, check/call bottom 3/5.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 11:30 AM
Quote:
Originally Posted by AllInNTheDark
I'm not claiming I have or will find a GTO strategy.

Here is an easier one to test vs. your strategy:

Bet top 2/5, check/call bottom 3/5.
I guess you're just trolling this thread. I think anybody here would agree that you should stop posting if you have nothing constructive to ask or add.

Last edited by pocketzeroes; 04-30-2017 at 11:36 AM.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 12:15 PM
Quote:
Originally Posted by pocketzeroes
I guess you're just trolling this thread. I think anybody here would agree that you should stop posting if you have nothing constructive to ask or add.
Sorry if you believe I'm trolling. My Econ/Calc is rusty and I am prone to errors. I tested some strategies and found them to be +EV vs. your strategy. I presented them as counter-strategies, not as chance solutions of actual GTO strategy.

I didn't really understand your main post with calculations. I'm fully aware that's probably more of a reflection of my knowledge than yours, but it seemed like you skipped a few steps and said things were "easy" or "obvious"... not to me, the more I delve into it, the more murky it seems. In particular, I don't understand how we can start with the second street, when the frequencies and ranges of the second street depend on the first street. Finally, since each strategy's payoffs depend on the opponent strategy, it seems we would need to factor that in somehow.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 04:03 PM
Quote:
Originally Posted by AllInNTheDark
Sorry if you believe I'm trolling. My Econ/Calc is rusty and I am prone to errors. I tested some strategies and found them to be +EV vs. your strategy. I presented them as counter-strategies, not as chance solutions of actual GTO strategy.

I didn't really understand your main post with calculations. I'm fully aware that's probably more of a reflection of my knowledge than yours, but it seemed like you skipped a few steps and said things were "easy" or "obvious"... not to me, the more I delve into it, the more murky it seems. In particular, I don't understand how we can start with the second street, when the frequencies and ranges of the second street depend on the first street. Finally, since each strategy's payoffs depend on the opponent strategy, it seems we would need to factor that in somehow.
Look at it this way...

Suppose you are playing me in this game, and I am using the strategy I outlined. I make an agreement with you that I will never deviate from my strategy.

Now let's suppose you're dealt some card. Say 0.35. What should you do?

You should calculate your EV for choosing each available action, given card 0.35, and given I am playing the strategy I outlined.

So you calculate:
EV(Bet, given you have 0.35) = ?
EV(Check/Bet, given you have 0.35) = ?
EV(Check/Check, given you have 0.35) = ?

Now you just choose the action with the highest EV.

What I am claiming, by calling my strategy "GTO", is that if you do this for every one of the infinite cards in the deck, you will always choose the same actions as my strategy - you will not be able to find a single card for which you would choose to do something different than I would do in the same situation. So, playing me, you can't possibly find a strategy with a higher EV than mine.

You have been throwing complete strategies at me and saying that you think they'll defeat the strategy I listed.... I am simply stating: don't try to find a whole strategy where you think can do better. Find a single *card* (a single value between 0 and 1) where you can do better EV wise. I don't think you can.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 04:10 PM
I have only skimmed the posts in this thread. Having said that, please permit me to ask the following.

Is it clear or has anyone proven that there is only one GTO strategy?

I am not arguing that there are multiple GTO's, but merely asking the question. Maybe it is obvious.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 05:09 PM
Quote:
Originally Posted by whosnext
I have only skimmed the posts in this thread. Having said that, please permit me to ask the following.

Is it clear or has anyone proven that there is only one GTO strategy?

I am not arguing that there are multiple GTO's, but merely asking the question. Maybe it is obvious.
I'm not sure how easy it would be to formally prove, but it's clear to me from working through the problem analytically that there should be only one GTO solution to these problems. Part of what makes it clear is the symmetry in the problem introduced by simultaneous actions. Basically, say I have two strategies A and B that are both GTO. Well - because they're GTO - we know that B playing A with B having card 'c' can do no better than A playing A with (the first) A having card 'c'. In other words, B must be choosing the same actions as A. This isn't quite enough to show that A=B, as B and A could potentially be choosing the same actions but at different frequencies. However, the math I've done to solve frequencies has made it clear to me that deviating from the "correct" frequencies will always be exploitable.
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 10:48 PM
Quote:
Originally Posted by pocketzeroes
Look at it this way...

Suppose you are playing me in this game, and I am using the strategy I outlined. I make an agreement with you that I will never deviate from my strategy.

...

What I am claiming, by calling my strategy "GTO", is that if you do this for every one of the infinite cards in the deck, you will always choose the same actions as my strategy - you will not be able to find a single card for which you would choose to do something different than I would do in the same situation. So, playing me, you can't possibly find a strategy with a higher EV than mine.

You have been throwing complete strategies at me and saying that you think they'll defeat the strategy I listed.... I am simply stating: don't try to find a whole strategy where you think can do better. Find a single *card* (a single value between 0 and 1) where you can do better EV wise. I don't think you can.
I guess the part I don't get is that you claim your strategy is GTO... but against what strategy are you playing? I assume it to mean against all strategies, so that it cannot be exploited.

As far as what strategy is optimal vs. your strategy, I believe it's the following:
0.6 =< card =< 1.0 : Bet
0.4 =< card =< 0.6 : Check/Bet
0.0 =< card =< 0.4 : Check/Check
What's The GTO Solution To This Simple Game?e Quote
04-30-2017 , 11:31 PM
Quote:
Originally Posted by AllInNTheDark
I guess the part I don't get is that you claim your strategy is GTO... but against what strategy are you playing? I assume it to mean against all strategies, so that it cannot be exploited.

As far as what strategy is optimal vs. your strategy, I believe it's the following:
0.6 =< card =< 1.0 : Bet
0.4 =< card =< 0.6 : Check/Bet
0.0 =< card =< 0.4 : Check/Check
You're up to what - strategy number 4 or 5?

How are you coming up with these? Maybe if you wrote out some of the math/EV calculations you're doing, I'd want to help more.

Find the EV of your strategy playing mine when you're dealt 0.7. Now find the EV of my strategy playing itself when it's dealt 0.7. Which strategy does better against mine?
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 12:02 AM
Quote:
Originally Posted by pocketzeroes
I'm not sure how easy it would be to formally prove, but it's clear to me from working through the problem analytically that there should be only one GTO solution to these problems. Part of what makes it clear is the symmetry in the problem introduced by simultaneous actions. Basically, say I have two strategies A and B that are both GTO. Well - because they're GTO - we know that B playing A with B having card 'c' can do no better than A playing A with (the first) A having card 'c'. In other words, B must be choosing the same actions as A. This isn't quite enough to show that A=B, as B and A could potentially be choosing the same actions but at different frequencies. However, the math I've done to solve frequencies has made it clear to me that deviating from the "correct" frequencies will always be exploitable.
Thanks for the reply. I think I follow, but just to be sure. ...

Many games have multiple Nash equilibria. It is theoretically possible for both [A,A] and [B,B] to be pairs of GTO strategies. Meaning that A is the best counter-strategy against A, and B is the best counter-strategy against B.

In two-person zero-sum games, all Nash equilibrium must have the same expected payoff vector. Of course, if the game is symmetric, the expected payoffs are zero at any equilibrium.

Call your reported strategy A. It sounds like you have demonstrated analytically in your solution derivation that any deviation of A lowers each player's expected payoff.

If so, I think this "proves" that there is one and only one GTO strategy.
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 12:42 AM
Quote:
Originally Posted by pocketzeroes
You're up to what - strategy number 4 or 5?

How are you coming up with these? Maybe if you wrote out some of the math/EV calculations you're doing, I'd want to help more.

Find the EV of your strategy playing mine when you're dealt 0.7. Now find the EV of my strategy playing itself when it's dealt 0.7. Which strategy does better against mine?
I actually have another revision to what I thought was an optimal strategy vs. yours: Either B or C/B for 0.0 =< card =< 0.2. This was a surprise that I only found when calculating equities for the bottom of range. So it's now:

Top 1/5 Bet
Second 1/5 Bet
Middle 1/5 C/B
Fourth 1/5 C/C
Bottom 1/5 Bet or C/B

EV vs. Your Strategy
--------------------
1.0 (B): .90
0.9 (B): .60
0.8 (B): .30
0.7 (B): .15
0.6 (B or CB): 0
0.5 (CB): -.05
0.4 (CB or CC): -.10
0.3 (CC): -.20
< 0.2 (B or CB): -.30

For 0.7, I calculated it as follows:

OA Range Freq. AR WR
---------------------------
Bet 0.8-1.0 0.2 -1.5 -0.30
Bet 0.6-0.8 0.1 0.0 0.00
C/B 0.6-0.8 0.1 0.5 0.05
Bet 0.4-0.6 0.1 1.5 0.15
C/B 0.4-0.6 0.1 0.5 0.05
C/C 0.0-0.4 0.4 0.5 0.20
---------------------------
TOTAL: ALL 1.0 0.15 0.15

OA = Opponent action
Range = Opponent's range
Freq. = Freq. of opponent's action/range
AR = Avg. result vs. that action/range
WR = Weighted result (Freq. * AR)
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:11 AM
Quote:
Originally Posted by whosnext
Thanks for the reply. I think I follow, but just to be sure. ...

Many games have multiple Nash equilibria. It is theoretically possible for both [A,A] and [B,B] to be pairs of GTO strategies. Meaning that A is the best counter-strategy against A, and B is the best counter-strategy against B.

In two-person zero-sum games, all Nash equilibrium must have the same expected payoff vector. Of course, if the game is symmetric, the expected payoffs are zero at any equilibrium.

Call your reported strategy A. It sounds like you have demonstrated analytically in your solution derivation that any deviation of A lowers each player's expected payoff.

If so, I think this "proves" that there is one and only one GTO strategy.
Yeah honestly I'd have to do more thinking about why it seems there's only one GTO strategy for this class of games, as I'm certainly aware of symmetric games like Prisoner's Dilemma that have multiple equilibria. Maybe it's because it's both symmetric and zero-sum. Maybe it's partly because of the fact that there are only two possible actions at each betting round, with only one action (checking) making it possible to go to another round - so there's no way to "split" our opponent's decision tree into multiple paths.

It would be interesting to find a minimal set of criteria necessary to prove that there is only one GTO solution. Maybe somebody's already done this and their work could be applied here.

Also, there was admittedly some hand-waving done in deriving my strategy: hand-waving that seems intuitive and correct to me, but hand-waving just the same.

Also, there is one big caveat I see... Consider what we do at indifference points. My strategy says to always bet top 1/5 of our range, but randomly bet or check the next 2/5 of the range with 50% probability. What do we do if we're dealt card 0.80 exactly? It seems we could bet that either 100% or 50% of the time. Actually, we should be able to deviate at any finite set of points without any cost to EV.... In order to be precise and rigorous mathematically in such a way that there is only one "correct" GTO strategy, for U(0,1) [i.e., real number] games, I'd think we'd need to add formalisms about infinitesimally small numbers (maybe like is done in Calculus; or using the same types of ideas as in Real Analysis).
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:20 AM
Quote:
Originally Posted by AllInNTheDark
I actually have another revision to what I thought was an optimal strategy vs. yours: Either B or C/B for 0.0 =< card =< 0.2. This was a surprise that I only found when calculating equities for the bottom of range. So it's now:

Top 1/5 Bet
Second 1/5 Bet
Middle 1/5 C/B
Fourth 1/5 C/C
Bottom 1/5 Bet or C/B

EV vs. Your Strategy
--------------------
1.0 (B): .90
0.9 (B): .60
0.8 (B): .30
0.7 (B): .15
0.6 (B or CB): 0
0.5 (CB): -.05
0.4 (CB or CC): -.10
0.3 (CC): -.20
< 0.2 (B or CB): -.30

For 0.7, I calculated it as follows:

OA Range Freq. AR WR
---------------------------
Bet 0.8-1.0 0.2 -1.5 -0.30
Bet 0.6-0.8 0.1 0.0 0.00
C/B 0.6-0.8 0.1 0.5 0.05
Bet 0.4-0.6 0.1 1.5 0.15
C/B 0.4-0.6 0.1 0.5 0.05
C/C 0.0-0.4 0.4 0.5 0.20
---------------------------
TOTAL: ALL 1.0 0.15 0.15

OA = Opponent action
Range = Opponent's range
Freq. = Freq. of opponent's action/range
AR = Avg. result vs. that action/range
WR = Weighted result (Freq. * AR)
Ok, comparing your results with the EVs I reported in post 10, it's clear that we're coming up with different results.

I think at least part of the issue is your AR (avg result) when both players bet - you list -1.5 for losing and +1.5 for winning.

If both players bet, then AR should be -1.0 for a loss (I lose one bet), but 2.0 for a win (I win your bet plus what's in the pot).
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:26 AM
Quote:
Originally Posted by pocketzeroes
Ok, comparing your results with the EVs I reported in post 10, it's clear that we're coming up with different results.

I think at least part of the issue is your AR (avg result) when both players bet - you list -1.5 for losing and +1.5 for winning.

If both players bet, then AR should be -1.0 for a loss (I lose one bet), but 2.0 for a win (I win your bet plus what's in the pot).
Yes, I should have explained how I calculated AR.

I'm assuming that there is an existing pot of one unit, because each player has put in half a unit. This way it's a zero sum game, which makes it easier to compare various strategies and sub-strategies.

I apologize, I just reread OP and didn't realize there was a refund if both players check second street. I was mistakenly going by a later post by OP that said in such case the better hand wins.
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:38 AM
Quote:
Originally Posted by AllInNTheDark
Yes, I should have explained how I calculated AR.

I'm assuming that there is an existing pot of one unit, because each player has put in half a unit. This way it's a zero sum game, which makes it easier to compare various strategies and sub-strategies.

I apologize, I just reread OP and didn't realize there was a refund if both players check second street. I was mistakenly going by a later post by OP that said in such case the better hand wins.
Yeah no issue in making it a zero-sum rather than constant-sum game by subtracting some constant from all results. This will not affect what the optimal strategy is... But yep you've gotta also subtract 0.5 in case of a tie, so that (and this holds for both games):
For constant-sum:
EV(win) = 2.0
EV(loss) = -1.0
EV(tie) = 0.5

For zero-sum:
EV(win) = 1.5
EV(loss) = -1.5
EV(tie) = 0.0
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:43 AM
Quote:
Originally Posted by pocketzeroes


Also, there is one big caveat I see... Consider what we do at indifference points. My strategy says to always bet top 1/5 of our range, but randomly bet or check the next 2/5 of the range with 50% probability. What do we do if we're dealt card 0.80 exactly? It seems we could bet that either 100% or 50% of the time. Actually, we should be able to deviate at any finite set of points without any cost to EV.... In order to be precise and rigorous mathematically in such a way that there is only one "correct" GTO strategy, for U(0,1) [i.e., real number] games, I'd think we'd need to add formalisms about infinitesimally small numbers (maybe like is done in Calculus; or using the same types of ideas as in Real Analysis).

I've not had time to do the maths in detail but from what I know about similar games to this one (though granted usually without the simultaneous actions - not sure how this changes things), I wouldn't expect a mixed strategy to be necessarily be essential and I would expect there to several Nash equilibria, in general. I'm not saying that you're incorrect, but I would need to convince myself of those things by working though it or seeing some kind of rigorous proof.

And on the frequencies for cards with indifferent decisions: you don't need to worry about it because receiving card 0.8 happens with a zero probability in the limit.
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 02:35 AM
Quote:
Originally Posted by LucasVienna
I've not had time to do the maths in detail but from what I know about similar games to this one (though granted usually without the simultaneous actions - not sure how this changes things), I wouldn't expect a mixed strategy to be necessarily be essential and I would expect there to several Nash equilibria, in general. I'm not saying that you're incorrect, but I would need to convince myself of those things by working though it or seeing some kind of rigorous proof.

And on the frequencies for cards with indifferent decisions: you don't need to worry about it because receiving card 0.8 happens with a zero probability in the limit.
Do you know of a U(0,1) pot-based "poker" game with several Nash equilibria? I've worked through several of these, and don't remember ever explicitly finding more than one solution. I'd be interested in seeing some examples.

I'm quite confident that a mixed strategy is needed here, and yes, simultaneous actions seem to be a lot of the reason why. The fact that the game is symmetrical (bc simultaneous actions) and zero sum means that equilibriums must occur when a strategy plays itself. If there is an equilibrium of two different strategies (A, A'), there would also be equilibriums at (A, A) and (A', A').... So what happens when both players have the same betting and checking ranges is that there are two opposing forces (1) we want to move the weakest hands we bet with down to the bottom of our range to strengthen our checking range, and (2) we want to move the weakest hands we bet with up in our range for value against our opponent's weak bets. This necessarily seems to create a range for which we become indifferent between betting and checking, and therefore necessitates a mixed strategy. (In sequential games where we move our bluffs to the bottom of the range, well below our opponent's calling range, there is no benefit in moving them just slightly up - they're "stuck" at the bottom like rocks in water).

Also, I understand your point about not needing to "worry" about what we do with specific cards. At the same time, this is the type of thing that some mathematicians and theoretical-minded people would in fact worry a lot about.

Last edited by pocketzeroes; 05-01-2017 at 02:42 AM.
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 01:52 PM
Meanwhile still not yet even a guess for the two round version where the best hand wins when there are no bets. Never realized my middle name was Frankenstein.
What's The GTO Solution To This Simple Game?e Quote
05-01-2017 , 04:49 PM
Quote:
Originally Posted by David Sklansky
Meanwhile still not yet even a guess for the two round version where the best hand wins when there are no bets. Never realized my middle name was Frankenstein.
Somebody would need to check this, but I came up with:
For single street version...
2/3 < Card <= 1: Bet
0 < Card <= 2/3: Bet with probability 1/4, check with probability 3/4

For two street version:
3/4 <= Card < 1: Bet
5/12 <= Card < 3/4: Bet with probability 1/2, Check/Bet with probability 1/2
0 <= Card < 5/12: Bet 1/5 of time, Check/Bet 1/5 of time, Check/Check 3/5 of time
What's The GTO Solution To This Simple Game?e Quote
05-02-2017 , 02:52 AM
I think that what I wrote above is correct.

For the two street game... Here's a graph of the EV for each action for each card, when playing against this strategy.

When playing against this strategy:
* Betting is always an action that maximizes EV.
* Check/betting maximizes EV for all cards <= 3/4
* Check/checking maximizes EV for all cards <= 5/12

Note that the strategy is optimal against itself. Therefore it's an equilibrium/GTO.

What's The GTO Solution To This Simple Game?e Quote
05-03-2017 , 09:26 PM
That's an interesting little game to solve! I haven't really seen a game-theoretically sound approach here, so here's some comments and my solution.
(On a sidenote, it's always painful to read "GTO" in serious contexts, that's a meaningless term -- if you are looking for equilibrium play, why not call it that?)

(Because the distribution of the cards over the intervall was not stated specifically, I assume a uniform distribution, that makes the math easier and allows nice graphical representations.)

For sake of simplicity, I will tackle the simpler version with just 1 stage. Some comments on extensions at the end.

The Nash equilibrium is: Both players bet if their card is >= 2/3.
Derivation follows.

First off, some remarks:

* No mixing is needed. In fact, it is easy to show that mixing strategies will always be (at least weakly) dominated. Intuitively, mixing never makes sense, because instead of mixing over a certain intervall of your "card", you would rather bet the top values of that range, and check the bottom ones.
E.g., rather than betting/checking with probabilities 0.25 / 0.75 on the intervall [0, 0.66] as suggested below, it is at least as good (against any opponent strategy, and often strictly better) to check on [0, 0.5] and bet on [0.5, 0.66].

* The same reasoning shows that no "bluffing" will take place, i.e. ranges are linear.

* This allows us to look only at "cutoff-strategies", i.e. such strategies in which the players pick a number (call them A and B) and bet whenever their number is larger than that threshold. I will call the cards actually drawn "a" and "b", i.e. player 1 bets if a>A.

With that being said, we can write down payoff functions, i.e. a function of how much player 1 earns if he plays "A" and player 2 plays "B".
To do so, we need to assess the likelihood of the different events - both check, both bet and a>b, etc. These are illustrated by the graphic below.
Note that drawing from 2 independent standard uniform distribution means randomly picking a point in the unit square -- the probability of each event is therefor given by the size of the accordingly colored area.

One thing complicates the analysis: The way in which the top right rectangle is split depends on whether A>=B (left) or B>A. We therefore must make a case distinction when formulating payoffs (and from there best replies).




The probabilities are multiplied with the payoffs for each event (0.5 in case both fold, 2 if both bet and player 1 wins, -1 for betting and losing, 1 for betting if the other checks, and 0 for checking when the other bets).


__________________________________________________ _________________________________

Thus, if A >= B:

U1(A,B) = 0.5 AB + 1 (1-A)B - 1 A(1-B) + 2 (0.5 (1-A)^2 + (A-B)(1-A))

Staying with this case, we can find the best response by player 1 to any strategy by maximizing this function, i.e. setting its derivative w.r.t. A to 0:

dU1/dA = -3A - 1.5B + 1 = 0
<-> A = 0.5 B + 1/3

(Sidenote: the second derivative = -3 < 0, i.e. it's indeed a maximum).

That's what player 1 should play, as long as A >= B.

[Another footnote: If B were > 2/3, this best response function would prescribe to play a strategy A with A<B -- but in that case, the assumption A>=B is violated, and we would have to look below.]


Similarly, we could derive B = 0.5 A + 1/3 for player 2.

Both equations hold simultaneously for A = B = 2/3, which conveniently also fullfills our assumption that A >= B.
That's our Nash equilibrium!

[Another footnote: If B were > 2/3, this best response function would prescribe to play a strategy A with A<B -- but in that case, the assumption A>=B is violated, and we would have to look below.]

__________________________________________________ _________________________________

For completeness, let's also analyze what holds for A < B (there might be additional equilibria). Then:

U1(A,B) = 0.5 AB + 1 (1-A)B - 1 A(1-B) + 2 (0.5 (1-B)^2 + (B-A)(1-B))

dU1/dA = -1.5B + 1 != 0

Note that this is never 0 - player 1, in these areas will pick a corner solution.

If B > 2/3, the derivative is negative, and player one would play A = 0, i.e. always bet. (Makes sense - 2 folds too often, and player 1 is +EV by picking up the dead money).

If B < 2/3, this first order condition would advise player 1 to play A = 1 - but then, A>B, and we would switch back to the reaction function given in the first case.

By sYmmetry, the same follows for player 2. In neither of these cases, a pair exists in which both players respond optimally to each other - no other Nash equilibrium exists. (At least when one restricts strategies to cut-off strats. Sidenote: stuff like: {bet if a >= 2/3 or a = 0.183746} is actually a Nash equilibrium as well, but clearly degenerate...)


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That concludes the analysis of the one-stage game in the basic version. 2 further comments:

a) Without formal analysis, I believe the equilibrium two stage-version should closely resemble this. There is no reason to actively try to reach stage 2, if one is confident that one can win in stage 1.
I conjecture that the players would still play A=B=2/3 in stage 1, and then A=B=(2/3)^2 in the second stage [basically, both players end up in stage 2 with capped ranges, and the original game is repeated in the grey square in the graphic above].

b) Also without analysing, I don't think the "both check = higher card gets dead money" rule has much influence on the equilibrium. Analysis could be done the same way as above, but would be more messy, as one would have to cut apart the bottom left area similarly to the top right one.

Last edited by Johnny Nashville; 05-03-2017 at 09:36 PM.
What's The GTO Solution To This Simple Game?e Quote
05-04-2017 , 03:15 AM
Quote:
Originally Posted by Johnny Nashville
<SNIP>

The Nash equilibrium is: Both players bet if their card is >= 2/3.
Derivation follows.

<SNIP>

* No mixing is needed. In fact, it is easy to show that mixing strategies will always be (at least weakly) dominated. Intuitively, mixing never makes sense, because instead of mixing over a certain intervall of your "card", you would rather bet the top values of that range, and check the bottom ones.
E.g., rather than betting/checking with probabilities 0.25 / 0.75 on the intervall [0, 0.66] as suggested below, it is at least as good (against any opponent strategy, and often strictly better) to check on [0, 0.5] and bet on [0.5, 0.66].

* The same reasoning shows that no "bluffing" will take place, i.e. ranges are linear.

<SNIP>

a) Without formal analysis, I believe the equilibrium two stage-version should closely resemble this. There is no reason to actively try to reach stage 2, if one is confident that one can win in stage 1.
I conjecture that the players would still play A=B=2/3 in stage 1, and then A=B=(2/3)^2 in the second stage [basically, both players end up in stage 2 with capped ranges, and the original game is repeated in the grey square in the graphic above].

b) Also without analysing, I don't think the "both check = higher card gets dead money" rule has much influence on the equilibrium. Analysis could be done the same way as above, but would be more messy, as one would have to cut apart the bottom left area similarly to the top right one.
Just want to point out some things...
There are two games.
"Game I": Players split pot when both check at the end
"Game II": Player with the highest card wins pot when both check at the end

(1) I had already mentioned in Post 7 that (as you stated) "bluffing" is not necessary in the single street version of Game I.
(2) I had already mentioned in Post 13 that (as you stated) the solution to the single street version of Game I is to bet the top 1/3 of our range, and check the bottom 2/3 (no mixing needed).
(3) You're incorrect about both the two-street Game I and the effect of highest card winning (Game II). The two-street Game I does require mixing at the equilibrium strategy, and both the single street and two street version of Game II requires mixing at the equilibrium strategy. You can refer to posts 10 and 13 for the solution to the two-street Game I, and to 46-47 for Game II.

Furthermore, the math you wrote is a bit more involved than necessary. If there is an equilibrium strategy (A, A') [Player 1 plays strategy A, player 2 plays strategy A'], then, because the game is symmetric and zero-sum, (A, A) is an equilibrium strategy. I.e., we don't have to consider at all that player 1 and player 2 are playing differently.

So we can just use indifference criteria on a single strategy playing itself to find the solution. Of course, this is a shortcut, but I think proving a lemma that equilibrium strategies must be indifferent at cutoff points would be somewhat straightforward.

So if 'x' is the portion of our range we bet, and 'y' is the portion of our range we check, then (for the single street version of Game I):
x + y = 1
AND
EV(bet bottom of betting range) = EV(check top of checking range)
==> -x + y = 1/2 * y

Solving, we get x=1/3 and y=2/3.

That is, we bet the top 1/3 of our range and check the bottom 2/3.

Finding solutions to the two street version of Game I and to Game II is a bit more involved.

And as I've said way too many times in this thread, yes the equilibrium strategies to those games do involve and require mixing.

Last edited by pocketzeroes; 05-04-2017 at 03:31 AM.
What's The GTO Solution To This Simple Game?e Quote

      
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