[HN Gopher] Choose the smallest number not chosen yet
       ___________________________________________________________________
        
       Choose the smallest number not chosen yet
        
       Author : alexmolas
       Score  : 77 points
       Date   : 2022-09-28 18:55 UTC (1 days ago)
        
 (HTM) web link (www.amolas.dev)
 (TXT) w3m dump (www.amolas.dev)
        
       | civilized wrote:
       | Interesting problem and I appreciate the author bringing it to
       | our attention. That said, I have to admit I found the Math
       | Overflow post he took the solution from much clearer:
       | https://math.stackexchange.com/a/80743/
       | 
       | For one thing, the Math Overflow post is correct, whereas the
       | blog post states a crucial inequality in the wrong direction.
       | This confuses the whole argument, since the surrounding text
       | isn't clear enough for the reader to easily self-correct the
       | typo.
       | 
       | The other factor is the flow of the exposition. For example, the
       | blog post attempts to define Q before using it, but the
       | definition is too vague and ends up being less useful than the
       | "define in the course of the argument" approach used in the Math
       | Overflow post.
        
         | alexmolas wrote:
         | hi! thanks for your comment. which inequality is the wrong
         | direction?
        
           | civilized wrote:
           | > Since we're looking for the Nash equilibrium we've Q_i >=
           | Q_P, this is, the best winning strategy you have is to follow
           | the strategy P.
        
             | alexmolas wrote:
             | oh shoot, you're completely right! changing it right now,
             | thanks for spotting it ;)
        
       | bryan0 wrote:
       | There was an online game in the 2000s where this game was played
       | at scale (I think it was called limbo??). Lowest number I
       | remembering seeing win was 4 but it would go up into the hundreds
        
       | LucasBrandt wrote:
       | There was a cool challenge in the Code Golf community in Stack
       | Exchange, where participants wrote python scripts to compete in
       | this problem over 1,000 rounds. The bots had access to previous
       | rounds' results to inform their choice in each round.
       | 
       | https://codegolf.stackexchange.com/questions/172178/smallest...
        
       | [deleted]
        
       | jasonjayr wrote:
       | (Slightly off topic) -- I can't connect to this site from my
       | mobile data or home connection. FF, Curl + mobile FF claim to not
       | be able to resolve the host
       | 
       | The DNS records seem odd:                   $ dig  www.amolas.dev
       | [ ... ]         ;; ANSWER SECTION:         www.amolas.dev.  66 IN
       | CNAME     https://alexmolas.github.io.
       | https://alexmolas.github.io. 66 IN A 185.199.111.153
       | https://alexmolas.github.io. 66 IN A 185.199.109.153
       | https://alexmolas.github.io. 66 IN A 185.199.108.153
       | https://alexmolas.github.io. 66 IN A 185.199.110.153
       | 
       | I don't think you can put a scheme in a cname ...
        
         | alexmolas wrote:
         | hi! some people told me that they can access the site, but I've
         | never knew why, and I'm not an expert on websites. Thanks for
         | spotting it!
         | 
         | How can I solve the problem? What does it mean to put a scheme
         | in a cname?
        
           | Sohcahtoa82 wrote:
           | While we're on the topic of the site...
           | 
           | Why do you have links styled to look exactly like the other
           | plain text?
           | 
           | At the bottom of the article, it says "This post has been
           | heavily inspired by this question in SO -" and I could not
           | for the life of me find the link to said question until I
           | discovered that "question" was a hidden link.
        
           | izietto wrote:
           | > What does it mean to put a scheme in a cname?
           | 
           | It means that https:// shouldn't be mentioned in the DSN
           | records
           | 
           | > How can I solve the problem?
           | 
           | You should edit your DNS records and remove it
        
             | alexmolas wrote:
             | thank you! I just did it, let me know if now it works :)
        
               | jasonjayr wrote:
               | Also confirmed working for me :) Thanks, and good luck!
        
               | izietto wrote:
               | It works now, good job ;)
        
               | bombcar wrote:
               | 18 minutes from report to resolution! Amazing.
        
             | londons_explore wrote:
             | And the actual problem was probably that many browsers
             | don't show the 'https://' in the URL bar, but do include it
             | when copy-pasting.
             | 
             | So a user who copy pasted from the URL bar into the DNS
             | records (probably following some guide) ended up with the
             | wrong thing in there.
        
         | adtac wrote:
         | This reminds me of an old article quote from a game developer
         | on Steam bug reports from Linux vs Windows users:
         | 
         | >The report quality [from Linux users] is stellar. I mean we
         | have all seen bug reports like: "it crashes for me after a few
         | hours". Do you know what a developer can do with such a report?
         | Feel sorry at best. You can't really fix any bug unless you can
         | replicate it, see it with your own eyes, peek inside and
         | finally see that it's fixed. And with bug reports from Linux
         | players is just something else. You get all the software/os
         | versions, all the logs, you get core dumps and you get
         | replication steps. Sometimes I got with the player over discord
         | and we quickly iterated a few versions with progressive fixes
         | to isolate the problem. You just don't get that kind of
         | engagement from anyone else.
        
       | planede wrote:
       | Got the closed-form solution:
       | 
       | P_i = a^i (1/a - 1)
       | 
       | where a is the real-valued solution of a^3 + a^2 + a - 1 = 0 .
       | 
       | a = 1/3 (-1 - 2/(17 + 3 sqrt(33))^(1/3) + (17 + 3
       | sqrt(33))^(1/3))
       | 
       | edit:
       | 
       | The probability to win comes out as a^2 ~= 0.29559774252208477098
       | 09965928515386138989754484466083115379546015...
       | 
       | edit2:
       | 
       | To arrive to this solution I expressed the equations in terms of
       | R_i = P(choosing a number _larger_ than i), then substitute P_i =
       | R_{i-1} - R_i . This gets rid of the sums when you evaluate
       | Q_{j+1} - Q_j , and arrives at R_{j+1}^2 = R_{j-1}(2 R_j -
       | R_{j-1}). We know that R_0 = 1, and lim R_i = 0. I just tried R_i
       | = a^i, and it works, with the value of  "a" calculated above.
       | 
       | edit3:
       | 
       | To name names: the solution is a geometric distribution [1]
       | 
       | What I ended up reducing the algebra problem to is a homogeneous
       | recurrence relation, albeit non-linear. As it has constant
       | coefficients, a^i is the obvious candidate to test it with.
       | 
       | I got successfully nerd-sniped, this is a fun problem. Next time
       | with 4 players...
       | 
       | [1] https://en.wikipedia.org/wiki/Geometric_distribution
        
       | fransr wrote:
       | I worked with a nationwide lottery game in Sweden called Limbo
       | around 2005-2006 that used this concept. I believe the winner
       | each day won around $1000 and had the ability to turn it into
       | $10000 in a weekly final doing the same game in a tv-studio.
       | 
       | The game was completely shut down after people in a small little
       | town won three times in a row and they started to suspect foul
       | play. Turned out to be the local store asking people to join and
       | the store distributed the numbers for the people to make sure
       | they had an even distribution across a huge range.
        
       | MauranKilom wrote:
       | I read past four links in the text before it became clear that
       | hyperlinks are visually indistinguishable from the rest of the
       | text on this site. Who does this?
        
         | layer8 wrote:
         | The links are dark blue with a very light grey underline. A bit
         | hard to see, I agree, but not indistinguishable.
        
           | aimor wrote:
           | Not on my machine in Firefox 104. For me the links aren't
           | styled until the mouse hovers over them.
        
             | alexmolas wrote:
             | that's weird, on my Firefox the links are styled always. Do
             | you have any idea why this can happen?
        
               | aimor wrote:
               | Not sure, could be something on my end. But --link-color
               | and --link-underline-color are "not set", so maybe sass
               | related.
        
       | RcouF1uZ4gsC wrote:
       | > To start, assume that the other two players use the equilibrium
       | probabilities P
       | 
       | If we can assign strategies (but no coordination) to other
       | players, then how about having every player generate a uniform
       | random 64-bit number.
       | 
       | Given the low chances of collision with this setup, this will
       | result in a 1/3 chance of winning which is higher than the 0.296
       | chance given in the article.
        
         | LodeOfCode wrote:
         | Because then defecting is optimal: if the other players follow
         | through, you win ~100% of the time by picking 1.
         | 
         | The point of the equilibrium is that even if your respective
         | strategies are public knowledge, nobody can benefit from
         | changing theirs
        
       | planede wrote:
       | What's super surprising if that I'm "dumb" and I play against two
       | "smart" players then I can't have a bad strategy. Assuming that
       | the "smart" players play the Nash-equilibrium mixed strategy then
       | whatever strategy I execute, I have the same chance of winning.
        
         | Revery42 wrote:
         | This game seems to do weird things if you have a player able to
         | disclose their choice in advance too. Stating that you will
         | choose 42 is stronger than stating you will choose 1, assuming
         | other players only maximize their own odds of winning. It's
         | kind of like a convoluted game of chicken.
        
         | wikfwikf wrote:
         | This is obviously wrong. If you choose one million billion
         | trillion every time you will not win 28% of the time.
        
           | planede wrote:
           | You will, your opponents will choose matching numbers 28% of
           | the time if they use the Nash-equilibrium mixed strategy.
        
           | alexmolas wrote:
           | but still (1) there's some probability of both players
           | choosing a number bigger than one million billion trillion,
           | and (2) there's some probability of both other players
           | choosing the same number. Actually, the probability that the
           | other both players choose 1 is pretty big (~0.21). So even if
           | you choose a super-big number, there's a big probability of
           | you still winning.
        
         | alexmolas wrote:
         | oh, I didn't think about it!
         | 
         | It seems that it contradicts the principle of Nash equilibrium,
         | since in Nash equilibrium you don't have any reason to change
         | your strategy. However, if you change a "smart" strategy to a
         | "dumb" strategy you're not increasing/decreasing your winning
         | changes, so it still fulfills the Nash equilibrium principle.
        
       | wodenokoto wrote:
       | So 3 players are following a strategy that leads them to wind
       | just under a 3rd of the times on average.
       | 
       | If they play thousands of times, what will the distribution of
       | wins be?
        
         | alexmolas wrote:
         | that's an interesting question! I'll do the simulations later
         | and add the plots to the post. Thanks for the suggestion :)
        
         | jetbooster wrote:
         | The "missing" probability occurs when all 3 players vote for
         | the same number, and thus all three lose.
        
       | seanw265 wrote:
       | There must be something I'm missing.
       | 
       | I borrowed the author's choice probabilities and wrote a script
       | to verify the probability of winning by simulating 10 million
       | rounds of gameplay.
       | 
       | It seems it's true that when all three agents are following the
       | same choice probability distribution the result is a win about
       | 29.6% of the time.
       | 
       | However, when one of those three agents follows an alternative
       | choice probability distribution, the percentages change
       | significantly.
       | 
       | *Example:*
       | 
       | Agent 1 (nash distribution): .296
       | 
       | Agent 2 (nash distribution): .296
       | 
       | Agent 3 (nash distribution): .296
       | 
       | *However:*
       | 
       | Agent 1 (always chooses 1): .296
       | 
       | Agent 2 (nash distribution): .248
       | 
       | Agent 3 (nash distribution): .248
       | 
       | My results indicate that the nash strategy is not optimal in an
       | environment where agents can choose their own strategy.
       | 
       | What did I miss?
        
         | [deleted]
        
         | yifanl wrote:
         | The nash equilibrium is defined by a strategy that cannot be
         | improved by changing your own strategy, assuming the other
         | players' strategies stay the same.
         | 
         | Agent 1 doesn't care if Agent 2 and 3 win less than him, he
         | only feels a strategy is better than the Nash strategy if his
         | expected score becomes higher than .296, which your simulation
         | seems to show has not been achieved.
        
           | seanw265 wrote:
           | Please see my follow-up comment with another simulation that
           | shows how the expected score can rise well above .296.
           | 
           | https://news.ycombinator.com/item?id=33025759
        
             | yifanl wrote:
             | I don't believe cases where changing your strategy in a
             | non-equilibrium state are considered, as the assumption
             | that no other player will shift their own strategy will not
             | hold.
             | 
             | Otherwise, you might as well consider the case P1 always
             | chooses 1, P2 always chooses 1 and P3 always chooses 2.
        
         | seanw265 wrote:
         | Diving into this further, I've found another situation that
         | appears to interfere even more.
         | 
         |  _Our baseline (once again):_
         | 
         | Agent 1 (nash distribution): .296
         | 
         | Agent 2 (nash distribution): .296
         | 
         | Agent 3 (nash distribution): .296
         | 
         |  _Another case:_
         | 
         | Agent 1 (always chooses 1): .489
         | 
         | Agent 2 (even distribution -- equal chance of any number 1-10
         | being chosen): .411
         | 
         | Agent 3 (nash distribution): .054
         | 
         | In this situation, the nash strategy comes out far far behind
         | either of the other two strategies.
         | 
         | This makes sense intuitively:
         | 
         | Agent 3 chooses 1 nearly half (45.6%) of the time. It will lose
         | with that choice every time because Agent 1 chooses 1 every
         | time.
         | 
         | When Agent 3 chooses 2-10 (100 - 45.6 = ) 54.4% of the time, it
         | will lose almost every time because Agent 1 already chose 1.
         | 
         | The only case where Agent 3 wins is when Agent 3 chooses a
         | value 2-10 (54.4%) AND Agent 2 chooses 1 (10%), eliminating
         | itself.
         | 
         | 54.4% * 10% = 5.4%, which is exactly the value discovered
         | above.
         | 
         | ---
         | 
         | The specific strategies chosen by your competitors have a very
         | large impact on your strategy's effectiveness.
         | 
         | I fail to understand how this can be considered an optimal
         | strategy.
        
           | civilized wrote:
           | The Nash equilibrium strategy is optimal when the other
           | players are also playing optimally.
           | 
           | If your opponents never choose 1, you can choose 1 and win
           | 100% of the time. But if your opponents are very smart, know
           | your strategy, and will exploit any weakness your strategy
           | presents, it's best to play the Nash equilibrium strategy.
        
           | credulousperson wrote:
           | Indeed the Nash equilibrium is not always what we would like
           | to call "optimal", especially in games with more than two
           | players.
           | 
           | As you notice, it is possible the Nash equilibrium strategy
           | will be crushed if more than one agent chooses a different
           | strategy (i.e. a situation where players are deviating from a
           | strategy in a non-unilateral fashion). If Agent 1 and Agent 2
           | work collude beforehand they can completely crush Agent 3.
           | The Nash equilibrium only says the agent will lose more if
           | they change while the others use the follow the same strategy
           | (i.e. a unilateral deviation).
           | 
           | In defense of the Nash equilibrium, there are some reasons we
           | can sort of assume that the two players will pick a strategy
           | which happen work together to beat us by a lot. For example,
           | one of the two other players could just play the Nash
           | strategy along with us, in which case we know the other
           | player will not be able to exceed the equilibrium value.
           | There is no way the player can pick a strategy all by
           | themselves which is guaranteed to win more than the
           | equilibrium value. For the other players to actually have a
           | guaranteed higher probability of winning, they must
           | coordinate playing their strategy with the other player and
           | trust that the other player will keep their word. This is
           | known as forming a coalition.
           | 
           | There are some other notions of equilibrium which take this
           | into account and do not permit coalitions to change the value
           | (see: strong Nash equilibrium), but it won't exist for many
           | games (like this one).
        
           | riversflow wrote:
           | > I fail to understand how this can be considered an optimal
           | strategy.
           | 
           | Aye, I mean it doesn't even pass the sniff test to me.
           | 
           | If all actors are a) informed of the number of participants
           | and b) are trying to win in earnest, I can not understand why
           | a rational actor would _ever_ pick a number larger than the
           | number of participants. It seems an obviously bad strategy
           | that 's an artifact of infinite calculus.
           | 
           | Really though, I think using tools made for real numbers are
           | a bad fit for a problem firmly bounded to natural numbers. I
           | haven't formally studied game theory, but it's my impression
           | this is the exact type of problem it's designed for, and
           | discrete games are a significantly studied subject.
           | 
           | My intuition is there is no reason to ever pick a number
           | greater than participants-1. I feel weird saying that,
           | because everyone, you included, keeps bounding on 1-10 and
           | not 1-n, and I don't have a lot of the formal math training
           | that is fairly ubiquitous here, especially in this thread I
           | would assume. I'd be interested to see the way the
           | distributions play out when one of the Agents randomly select
           | 1 or 2, might have to code this up, but I'm trying to resist
           | the urge to jump down a rabbit hole. I definitely think that
           | "everyone is using the same strategy" is a special case of
           | the question, not a generalized solution.
           | 
           | My thinking is: in any case where you would pick 3+, why
           | wouldn't you pick 1 or 2?
        
             | rawling wrote:
             | > I can not understand why a rational actor would ever pick
             | a number larger than the number of participants.
             | 
             | If there are two of you and you're both always picking 1 or
             | 2, you're going to both lose half the time when you
             | collide. You'll win 1/4 of the time.
             | 
             | If you instead pick from 1-3 you're only going to collide
             | 1/3 of the time, and you'll win 1/3 of the time.
             | 
             | 1-4, 1/4 collision, 3/8 win rate.
             | 
             | (I think I've got the maths right, based on picking numbers
             | uniformly.)
             | 
             | If you accept this is logical but decide to actually only
             | ever pick 1 or 2, your logical opponent will surely decide
             | the same and you'll both be worse off.
        
       | gus_massa wrote:
       | If you have no played it, try this game with some friends. It's
       | surprisingly fun.
       | 
       | > _To simplify the problem, let's start with the simple scenario
       | where you are competing against two other persons._
       | 
       | > _P(wining)~=0.296_
       | 
       | Where does the other 11.2% go? Is the probability of a triple
       | tie? Perhaps you can add it to the article.
        
         | tromp wrote:
         | Yes, the only case in which there's no winner is if all 3 pick
         | the same number.
         | 
         | Which is why the author skips the case of two players. Because
         | then picking 1 always is a dominating strategy in which neither
         | player wins.
        
           | jetrink wrote:
           | I wonder what would happen to the two player game if the
           | rewards were set up so that win=1, lose=0, tie=-1? It would
           | be interesting to see how the strategy changed as the penalty
           | for tying is increased.
        
             | ZetaZero wrote:
             | picking 1 would still dominate over any other strategy, in
             | a head-to-head.
             | 
             | However, if you are trying to maximize your H2H score
             | against a pool of contestants, a cooperation strategy,
             | where you both alternated taking the lower number would be
             | close to optimal.
        
               | StevenWaterman wrote:
               | For a short intuitive proof of that 1st sentence, imagine
               | both players pick 1 every time. You both lose 1 point. If
               | you're tied for score, you're still tied after the round.
               | 
               | Now imagine you change your number to stop ties. Well now
               | you've picked a number bigger than 1, and you lose every
               | time. If you were tied, now you're losing.
        
               | HWR_14 wrote:
               | This is only true if your goal is to have a score higher
               | than your opponent. It's not true if your goal is to have
               | the highest possible score.
               | 
               | If ties are with 0, you always choose 1 in either
               | situation. If ties are worth -1, choosing 1 always
               | achieves a greater than or equal to score but the number
               | will be much lower than if you some percentage of the
               | time choose another number.
        
               | theptip wrote:
               | > This is only true if your goal is to have a score
               | higher than your opponent
               | 
               | That is what "dominant" in game theory means, which was
               | the specific claim that's being discussed.
        
               | HWR_14 wrote:
               | No you are incorrect in what a "dominant" strategy means.
               | It has nothing to do with dominating your opponent.
        
         | civilized wrote:
         | Wait, how did you get to 11.2% missing?
         | 
         | I think a triple tie means no one wins, which would explain why
         | the probability of winning is less than 1/3. (If each of the
         | three players is playing the same Nash equilibrium strategy,
         | they should each win with the same frequency.)
        
           | mughinn wrote:
           | 0.296 is the chance of one player winning, there are 3
           | players. 0.296*3 is 0.888, which leaves 11.2% of chance where
           | no player wins/they all tie
        
         | alexmolas wrote:
         | I'll play it next time I see them :)
         | 
         | Now I'm wondering which is the best strategy you can follow if
         | the other players follow an unknown non-optimal strategy (like
         | selecting 1,2 or 3 with p=1/3). Maybe it's a good scenario to
         | try some reinforcement learning
        
           | gus_massa wrote:
           | There is a nice strategy that is playing always 1, and
           | claiming it.
           | 
           | Everyone else should not play 1 because otherwise they would
           | not win. But if no one else plays 1, you win. So they must
           | take turns to lose and make you lose. It's a good strategy to
           | not meet them again ever :)
        
             | tromp wrote:
             | The other players then always pick 1 and 2, making the
             | latter the winner, and you always the loser.
             | 
             | But in this case you lose no matter what strategy you use;
             | you only get to decide which of the other players wins.
             | That's why the article analyses the case where the other
             | players use the same strategy.
        
           | planede wrote:
           | > unknown non-optimal strategy
           | 
           | The hard part is to establish a prior for this "unknown".
           | Otherwise you can't say anything.
        
         | [deleted]
        
         | monktastic1 wrote:
         | I mean sure I like a little "choose the smallest number" on the
         | weekends, but I wouldn't say I'm a _fiend_. Gosh.
        
           | civilized wrote:
           | You don't have to _be_ one, you just want to _play_ with
           | some. I recommend sacrificing a goat.
        
       | [deleted]
        
         | [deleted]
        
       | xnorswap wrote:
       | This is used as a model for "reverse auctions" [1], which also
       | then charges a fee for participation which essentially makes the
       | whole thing a cross between a lottery and a scam.
       | 
       | There were loads advertised on TV with misleading claims about
       | people winning ipods for 37p, etc, which while technically might
       | be true for the winner ignores the overall cost.
       | 
       | I've not seen many advertised lately so either the practice
       | itself or the advertising of it was cracked down on.
       | 
       | [1] https://www.gamblingcommission.gov.uk/public-and-
       | players/gui...
        
         | bombcar wrote:
         | Iirc the FTC sat on them pretty damn hard.
        
         | chii wrote:
         | i thought these reverse auctions are more similar to penny
         | auctions!
        
       | oneoff786 wrote:
       | The game is an interesting one. If an opponent declares an
       | intention to always choose one, you're more or less forced to
       | collude with other players to beat him. With 3 players this is
       | possible to execute without needing to trust the other person.
       | They cannot fake it out to harm you. But you cannot do anything
       | to avoid purposefully giving the win to another player.
        
       | lisper wrote:
       | I must be missing something here.
       | 
       | > if we follow this strategy we'll win a little bit less than
       | one-third of the time.
       | 
       | That is not possible. If N players use the same strategy then by
       | symmetry each of them must win on average 1 time in N. So against
       | two other players we should win _exactly_ one third of the time,
       | not  "a little bit less" than one third of the time.
       | 
       | Also, if all players use the same strategy then it doesn't matter
       | what the strategy actually is. The only requirement is that it
       | have _some_ probabilistic element, otherwise all players would
       | choose the same number every time.
        
         | [deleted]
        
         | Jyaif wrote:
         | sometimes all 3 players will choose the same number
        
         | ZetaZero wrote:
         | I believe this strategy will work against any other strategy,
         | not just mirror strategy. Of course, against mirror strat, 1/N
         | is correct.
        
           | andrewla wrote:
           | It seems like there are pathological counterexamples. If
           | you're player three, and player one chooses 1 always, and
           | player two chooses 2 always, then the player using this
           | strategy can never win.
           | 
           | Player 2 wins with probability .45 (only wins when player 1
           | gets "knocked out"), and player 1 with probability 1-.45, and
           | player 3 never wins.
        
         | alexmolas wrote:
         | > If N players use the same strategy then by symmetry each of
         | them must win on average 1 time in N.
         | 
         | The point here is that there's an option of tying, if all
         | players choose the same number. So P_1_win + P_2_win + P_3_win
         | + P_tie = 1, means P_i_win < 1/3.
         | 
         | > Also, if all players use the same strategy then it doesn't
         | matter what the strategy actually is. The only requirement is
         | that it have some probabilistic element, otherwise all players
         | would choose the same number every time.
         | 
         | A player choose its next move using some probabilities P, ie:
         | it's going to choose randomly number 1 the 45% of times, 2 the
         | 25% of times, etc. So there's a random element in the game,
         | which makes players following the same strategy to not choose
         | the same numbers every time.
        
           | lisper wrote:
           | Ah. I didn't realize that ties were counted as non-wins. I
           | thought ties would just be ignored.
        
         | feoren wrote:
         | > Also, if all players use the same strategy then it doesn't
         | matter what the strategy actually is.
         | 
         | But it's not very interesting to add "all players use the same
         | strategy" as an assumption, because yes, obviously, if every
         | player randomly picks from the set {33, 247, 17855433344} each
         | has a 29.6% chance of winning. But that's a different game.
         | 
         | In fact the author doesn't assume everyone will use the same
         | strategy; rather, the author simply asks what optimal play is,
         | when you _don 't_ know the others' strategies. The fact that
         | all players choose the same strategy (if they're playing
         | optimally) is a _consequence_ of this. Optimal play has to work
         | regardless of the strategy your opponents pick; assuming they
         | 'll play optimally too is just a shortcut to figuring out what
         | optimal play is.
         | 
         | For example, let's say you knew the other two players' strategy
         | is to pick from this distribution. If you simply always pick 1,
         | you win any time neither of the others picked 1, which happens
         | with probability (1-0.456)^2 ~ 0.296 -- the same probability of
         | winning as the optimal strategy! So why bother with the
         | distribution? Precisely because you _don 't_ know whether your
         | opponents are playing optimally or not. If another player gets
         | the same bright idea as you, you counteract each other and the
         | 3rd player wins 54% of the time (the rest are ties). An optimal
         | strategy has to be optimal even if opponents are not using it;
         | otherwise it's not really optimal (one may not exist).
         | 
         | So all players using the same strategy is not an assumption,
         | but a consequence, and therefore much more interesting.
        
       | [deleted]
        
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