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Edexcel A-level Further Maths revision notes

Game theory

Section 5
Years 1 and 2
Years 1 and 2: this holds AS subject content and content the exam board adds beyond it for the full A-level.
5 specification points

Notes and three levels of exam-style practice for each registered specification point in this section.

Checked against Edexcel 9FM0 section 5

Checked against Edexcel 9FM0 section 5. Review basis: the qualification registry sourced from the Pearson Edexcel Level 3 Advanced GCE in Further Mathematics (9FM0) specification; registry verification recorded 17 July 2026.

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In the exam: Formulae booklet provided · calculator allowed in every paper

Year 1
Year 1: this is the AS subject content the exam board publishes, which is what most schools teach in Year 12.

Two person zero-sum games and the pay-off matrix.

Notes
Evidence from your answers: none yet
Your confidence:

A self-report of how sure you feel. It does not measure mastery. Evidence from your answers reaches secure after the latest Tier 2/3 attempt is correct, with three correct distinct drills across at least two dates and two practice sources.

Explanation

  • A two-person game is one with exactly two players. It is zero-sum when the sum of the losses for one player equals the sum of the gains for the other, so whatever one player wins the other loses and no value is created or destroyed.
  • The pay-off matrix records the outcome of every pair of choices, and unless a question says otherwise it is always written from the row player's point of view: the entry in row ii and column jj is what the row player gains when the row player chooses strategy ii and the column player chooses strategy jj.
  • A negative entry therefore means the row player loses that amount.
  • Because the game is zero-sum, the column player's own matrix is obtained by changing the sign of every entry and then transposing, so a single matrix carries all the information.
  • The row player wants large entries and the column player wants small ones, which is why the two players read the same table in opposite directions.
Worked example

Two players each show one or two fingers. If the totals match, the row player wins £2£2; if they do not match, the row player pays £3£3. Write the pay-off matrix for the row player and state the column player's matrix.

  1. 1.The row player's strategies are "show one" and "show two"; the column player's are the same.
  2. 2.If both show one, the totals match, so the row player gains 22.
  3. 3.If they differ, the row player pays 33, an entry of −3-3.
  4. 4.The row player's matrix has rows (2,−3)(2,-3) and (−3,2)(-3,2).
  5. 5.Changing every sign and transposing gives the column player's matrix.

Answer: Row player: rows (2,−3)(2,-3) and (−3,2)(-3,2). Column player: rows (−2,3)(-2,3) and (3,−2)(3,-2).

Common mistakes

  • Don't fall into the trap of writing some entries from the column player's point of view, so the matrix mixes the two.
  • Don't fall into the trap of assuming a game is zero-sum when the two players' gains do not in fact cancel.
  • Don't fall into the trap of forgetting to transpose as well as change signs when writing the column player's matrix.

Exam tip

Label the rows and columns with the players' names as well as their strategies; almost every lost mark in this topic comes from reading the wrong player's pay-off.

Tier 1 · Easy

ORIGINAL

1.

Explain what is meant by a two-person zero-sum game, and state whose point of view a pay-off matrix is written from unless a question says otherwise.

(3)

(Total for Question 1 is 3 marks)

Tier 2 · Standard

ORIGINAL

1.

Two players simultaneously choose rock, paper or scissors. Rock beats scissors, scissors beats paper and paper beats rock; the winner gains 11 point from the loser, and a draw scores nothing. Write down the pay-off matrix for the row player and explain why the game is zero-sum.

(5)

(Total for Question 1 is 5 marks)

Tier 3 · Hard

ORIGINAL

1.

Two players each place a coin heads up or tails up. If both show heads the row player wins £4£4; if both show tails the row player wins £1£1; if they differ the row player pays £2£2. Write the pay-off matrix, and determine whether the row player would rather be the row player or the column player in this game.

(6)

(Total for Question 1 is 6 marks)

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Year 1
Year 1: this is the AS subject content the exam board publishes, which is what most schools teach in Year 12.

Identification of play safe strategies and stable solutions (saddle points).

Notes
Evidence from your answers: none yet
Your confidence:

A self-report of how sure you feel. It does not measure mastery. Evidence from your answers reaches secure after the latest Tier 2/3 attempt is correct, with three correct distinct drills across at least two dates and two practice sources.

Explanation

  • A player plays safe by choosing the strategy whose worst outcome is as good as possible. For the row player, who gains the entries, the worst outcome of a row is its smallest entry, so the play-safe strategy is the row whose minimum is largest; that largest row minimum is called the row maximin.
  • For the column player, who loses the entries, the worst outcome of a column is its largest entry, so the play-safe strategy is the column whose maximum is smallest; that smallest column maximum is the column minimax. The row maximin is never greater than the column minimax.
  • The game has a stable solution if and only if the two are equal, and the common value is then the value of the game.
  • The cell where they meet is called a saddle point: its entry is the smallest in its row and the largest in its column, so neither player can gain by moving away from it alone.
  • When the row maximin is strictly less than the column minimax there is no stable solution and the game must be solved with mixed strategies.
Worked example

Find the play-safe strategies and determine whether the game with rows (6,3,5)(6,3,5), (8,4,7)(8,4,7), (2,1,3)(2,1,3) is stable.

  1. 1.Row minima: 33, 44, 11, so the row maximin is 44 and the row player plays safe with row 2.
  2. 2.Column maxima: 88, 44, 77, so the column minimax is 44 and the column player plays safe with column 2.
  3. 3.The row maximin equals the column minimax, so the game is stable.
  4. 4.The saddle point is the entry 44 in row 2, column 2.
  5. 5.That entry is the smallest in its row and the largest in its column.

Answer: The game is stable with value 44; the row player plays row 2 and the column player plays column 2.

Common mistakes

  • Don't fall into the trap of taking the largest entry in each row for the row player, instead of the smallest.
  • Don't fall into the trap of comparing the row maximin with the row minimax rather than with the column minimax.
  • Don't fall into the trap of claiming a saddle point when the two values differ, or omitting to state the value of a stable game.

Exam tip

Write the row minima down the side and the column maxima along the bottom before comparing them; the mark scheme awards marks for those two lists whatever the conclusion.

Tier 1 · Easy

ORIGINAL

1.

A game has the row player's matrix with rows (4,7,5)(4,7,5), (2,6,3)(2,6,3) and (5,9,8)(5,9,8). Find each player's play-safe strategy and state whether the game has a stable solution.

(4)

(Total for Question 1 is 4 marks)

Tier 2 · Standard

ORIGINAL

1.

A game has the row player's matrix with rows (3,−1)(3,-1) and (−2,4)(-2,4). Find the play-safe strategies, show that the game has no stable solution and explain what this means for the two players.

(5)

(Total for Question 1 is 5 marks)

Tier 3 · Hard

ORIGINAL

1.

A game has the row player's matrix with rows (2,7)(2,7), (6,3)(6,3) and (4,4)(4,4). Find both play-safe strategies, decide whether the game is stable, and state the interval in which the value of the game must lie.

(6)

(Total for Question 1 is 6 marks)

Year 2
Year 2: this is content the exam board adds beyond the AS subject content, for the full A-level.

Reduction of pay-off matrices using dominance arguments.

Notes
Evidence from your answers: none yet
Your confidence:

A self-report of how sure you feel. It does not measure mastery. Evidence from your answers reaches secure after the latest Tier 2/3 attempt is correct, with three correct distinct drills across at least two dates and two practice sources.

Explanation

  • A row of a pay-off matrix is dominated if some other row is at least as good in every column and strictly better in at least one; since the row player is choosing between them with no information about the column, the dominated row can never be needed and may be deleted.
  • For the column player the comparison runs the other way, because the column player prefers small entries: a column is dominated if some other column is at least as small in every row and strictly smaller in at least one, and again it may be deleted.
  • Deleting rows and columns alternately can reduce a large matrix to one small enough for the graphical method or even to a single cell.
  • Dominance must be checked entry by entry against one other row or column at a time, and the comparison must be stated: an examiner expects "row 2 is dominated by row 1 because 4<54<5, 1<21<2 and 2<32<3", not merely "row 2 is dominated".
  • Deletion never removes an optimal strategy, because any mixed strategy using a dominated row can be improved by moving that probability to the dominating row.
Worked example

Reduce the game with rows (5,2,3)(5,2,3), (4,1,2)(4,1,2) and (3,6,4)(3,6,4) by dominance.

  1. 1.Compare row 2 with row 1: 4<54<5, 1<21<2 and 2<32<3.
  2. 2.Row 1 is better than row 2 in every column, so row 2 is dominated and is deleted.
  3. 3.The remaining matrix has rows (5,2,3)(5,2,3) and (3,6,4)(3,6,4).
  4. 4.Compare the columns for the column player: column 1 has entries 55 and 33, column 3 has 33 and 44; neither is smaller in both rows.
  5. 5.Column 2 has entries 22 and 66, again not comparable with either, so no column is dominated.

Answer: Row 2 is dominated by row 1 and is deleted, leaving the 2×32\times3 game with rows (5,2,3)(5,2,3) and (3,6,4)(3,6,4).

Common mistakes

  • Don't fall into the trap of deleting a column because it contains the largest entry, rather than because another column is smaller in every row.
  • Don't fall into the trap of comparing a row with a mixture of other rows, which is beyond this specification.
  • Don't fall into the trap of failing to quote the entry-by-entry comparison that justifies the deletion.

Exam tip

After every deletion, re-check both rows and columns: a deletion can create a new dominance that was not present before.

Tier 1 · Easy

ORIGINAL

1.

Explain what it means for a row of a pay-off matrix to be dominated, and why a dominated row may be deleted.

(3)

(Total for Question 1 is 3 marks)

Tier 2 · Standard

ORIGINAL

1.

A game has the row player's matrix with rows (2,−1,3)(2,-1,3) and (−2,4,−1)(-2,4,-1). Reduce it by dominance, stating the comparison you use, and write down the reduced matrix.

(5)

(Total for Question 1 is 5 marks)

Tier 3 · Hard

ORIGINAL

1.

A game has the row player's matrix with rows (5,2,3)(5,2,3), (4,1,2)(4,1,2) and (3,6,4)(3,6,4). Reduce it by dominance, then find the optimal mixed strategy for the row player and the value of the game.

(8)

(Total for Question 1 is 8 marks)

Year 1
Year 1: this is the AS subject content the exam board publishes, which is what most schools teach in Year 12.

Optimal mixed strategies for a game with no stable solution by use of graphical methods for 2 x n or n x 2 games.

Notes
Evidence from your answers: none yet
Your confidence:

A self-report of how sure you feel. It does not measure mastery. Evidence from your answers reaches secure after the latest Tier 2/3 attempt is correct, with three correct distinct drills across at least two dates and two practice sources.

Explanation

  • When a game has no saddle point, each player uses a mixed strategy, choosing between the pure strategies at random with fixed probabilities. If the row player has only two strategies, let pp be the probability of playing row 1, so row 2 has probability 1−p1-p.
  • Against column jj the expected pay-off is a linear function of pp,
  • so each column gives a straight line on a graph with pp running from 00 to 11. The row player's guarantee for a given pp is the lowest of those lines, so the optimal pp is where the lower envelope is highest, which is at the intersection of the two lines that meet there.
  • Solving that pair of equations gives pp and the value of the game. If instead the column player has only two strategies, let qq be the probability of column 1; each row gives a line, the column player's exposure is the highest of them, and the optimal qq minimises the upper envelope.
  • The graphical method needs one of the players to have exactly two strategies, so a game with three or more strategies each way must first be reduced by dominance or converted to a linear program. The specification limits the graphical method to 2×n2\times n or n×2n\times2 games where n=1n=1, 22, 33 or 44.
Worked example

Solve the game with the row player's matrix (3,−1)(3,-1) and (−2,4)(-2,4) graphically.

  1. 1.Let the row player play row 1 with probability pp.
  2. 2.Against column 1 the expectation is 3p−2(1−p)=5p−23p-2(1-p)=5p-2.
  3. 3.Against column 2 it is −p+4(1−p)=4−5p-p+4(1-p)=4-5p.
  4. 4.The lower envelope is highest where the two lines cross: 5p−2=4−5p5p-2=4-5p, so 10p=610p=6 and p=35p=\frac35.
  5. 5.The value is 5×35−2=15\times\frac35-2=1.

Answer: The row player plays row 1 with probability 35\frac35 and row 2 with probability 25\frac25; the value of the game is 11.

Common mistakes

  • Don't fall into the trap of taking the upper envelope for the row player, or the lower envelope for the column player.
  • Don't fall into the trap of using the intersection of the wrong pair of lines when three or more lines are drawn.
  • Don't fall into the trap of giving pp but not the value of the game, or vice versa.

Exam tip

Draw the lines from p=0p=0 to p=1p=1 and shade the region below all of them; the highest point of that region is the answer, and it is always at a crossing of two lines.

Tier 1 · Easy

ORIGINAL

1.

In a 2×22\times2 game the row player plays row 1 with probability pp. The expected pay-offs against the two columns are 5p−25p-2 and 4−5p4-5p. Find the optimal value of pp and the value of the game.

(3)

(Total for Question 1 is 3 marks)

Tier 2 · Standard

ORIGINAL

1.

Solve the game with the row player's matrix (4,1,6)(4,1,6) and (0,5,2)(0,5,2) graphically, reducing it first if possible, and state the optimal mixed strategy for the row player and the value of the game.

(6)

(Total for Question 1 is 6 marks)

Tier 3 · Hard

ORIGINAL

1.

Solve the game with the row player's matrix (2,7)(2,7), (6,3)(6,3) and (4,4)(4,4) graphically, giving the column player's optimal mixed strategy, the value of the game, and the row player's optimal mixed strategy.

(8)

(Total for Question 1 is 8 marks)

Year 2
Year 2: this is content the exam board adds beyond the AS subject content, for the full A-level.

Optimal mixed strategies for a game with no stable solution by converting games to linear programming problems that can be solved by the Simplex algorithm.

Notes
Evidence from your answers: none yet
Your confidence:

A self-report of how sure you feel. It does not measure mastery. Evidence from your answers reaches secure after the latest Tier 2/3 attempt is correct, with three correct distinct drills across at least two dates and two practice sources.

Explanation

  • A game too large for the graphical method is solved by turning it into a linear program. Work from the row player's point of view, with probabilities p1,…,pmp_1,\dots,p_m summing to 11 and a value VV.
  • The row player wants to make VV as large as possible subject to the expected pay-off against every single column being at least VV, that is ∑iaijpi⩾V\sum_i a_{ij}p_i\geqslant V for each column jj.
  • If any entry of the matrix is negative then VV could be negative, which the simplex algorithm cannot handle, so first add a constant kk to every entry, large enough to make them all positive; this raises the value of the game by exactly kk and changes nothing else, so kk is subtracted at the end.
  • Writing the objective as P=VP=V and each column constraint as V−∑iaijpi⩽0V-\sum_i a_{ij}p_i\leqslant0, together with p1+⋯+pm=1p_1+\dots+p_m=1 and pi⩾0p_i\geqslant0, gives a linear program in m+1m+1 variables that the simplex algorithm solves.
  • The column player's optimal strategy is read from the final tableau, or found separately by the same construction applied to the transposed, sign-changed matrix.
Worked example

Set up the linear program for the game with the row player's matrix (3,7,1)(3,7,1), (3,3,5)(3,3,5) and (4,3,3)(4,3,3).

  1. 1.Every entry is already positive, so no constant needs to be added.
  2. 2.Let p1p_1, p2p_2, p3p_3 be the probabilities of rows 1, 2, 3 and let VV be the value.
  3. 3.Column 1: 3p1+3p2+4p3⩾V3p_1+3p_2+4p_3\geqslant V, so V−3p1−3p2−4p3⩽0V-3p_1-3p_2-4p_3\leqslant0.
  4. 4.Column 2: V−7p1−3p2−3p3⩽0V-7p_1-3p_2-3p_3\leqslant0; column 3: V−p1−5p2−3p3⩽0V-p_1-5p_2-3p_3\leqslant0.
  5. 5.Add p1+p2+p3=1p_1+p_2+p_3=1 and pi⩾0p_i\geqslant0, and maximise P=VP=V.

Answer: Maximise P=VP=V subject to V−3p1−3p2−4p3⩽0V-3p_1-3p_2-4p_3\leqslant0, V−7p1−3p2−3p3⩽0V-7p_1-3p_2-3p_3\leqslant0, V−p1−5p2−3p3⩽0V-p_1-5p_2-3p_3\leqslant0, p1+p2+p3=1p_1+p_2+p_3=1 and pi⩾0p_i\geqslant0.

Common mistakes

  • Don't fall into the trap of forgetting to add a constant when the matrix has negative entries, or forgetting to subtract it at the end.
  • Don't fall into the trap of writing the column constraints with the inequality the wrong way round.
  • Don't fall into the trap of omitting the constraint that the probabilities sum to 11.

Exam tip

State the value of the constant you add and where you add it; a correct tableau built on an unstated shift usually loses the final accuracy mark.

Tier 1 · Easy

ORIGINAL

1.

A game has the row player's matrix (3,−1,2)(3,-1,2), (−2,4,−3)(-2,4,-3) and (1,−2,5)(1,-2,5). State the smallest whole number that could be added to every entry to make them all positive, and state the relationship between the value of the new game and the value of the original.

(3)

(Total for Question 1 is 3 marks)

Tier 2 · Standard

ORIGINAL

1.

A game has the row player's matrix (6,5,2)(6,5,2), (2,3,8)(2,3,8) and (4,7,2)(4,7,2). Formulate the problem of finding the row player's optimal mixed strategy as a linear program, explaining why no constant needs to be added.

(6)

(Total for Question 1 is 6 marks)

Tier 3 · Hard

ORIGINAL

1.

A game has the row player's matrix (3,7,1)(3,7,1), (3,3,5)(3,3,5) and (4,3,3)(4,3,3). Formulate the linear program for the row player, and verify that the mixed strategy p1=18p_1=\frac18, p2=38p_2=\frac38, p3=12p_3=\frac12 guarantees a value of 72\frac72.

(8)

(Total for Question 1 is 8 marks)

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