Minimax and Maximin

Author

John Robin Inston

Published

September 25, 2026

1 Minimax and Maximin Rules

Recall that a decision rule is a rule designed to aid in decision making based on incoming future information. Minimax is a decision rule used for minimizing the possible loss for the worst case scenario. Originally formulated for several-player zero-sum games for both sequential and simultaneous moves but has since been extended to more complex games.

1.1 Maximin Rule

Consider a general finite-player game with agents \(j\in\{1, \dots, J\}\) and denote all players but \(j\) by \(-j\). The maximin value is the highest value that the player can be sure to get whatever the actions of the other players. Equivalently, it is the lowest value the other players can force the player to receive when they know the player’s action. Mathematically, this is written \[ \underline{v_{j}}=\max_{a_{j}}\min_{a_{-j}}v_{j}(a_{j},a_{-j}), \] where: (1) \(a_{j}\) is the action taken by player \(j\); and (2) \(v_{j}\) is the value function of player \(j\).

1.2 Minimax Rule

The minimax value of a player is the lowest value that the other players can force the players to receive, without knowing the player’s actions. Equivalently, it is the highest value the other players can force the player to receive when they know the player’s action. Mathematically, this is written \[ \overline{v_{j}}:=\min_{a_{-j}}\max_{a_{j}}v_{j}(a_{j},a_{-j}). \] For every player\(j\), the maximin is at most the minimax \[ \underline{v_{j}}\leq\overline{v_{j}}. \] ### Example

Consider the zero-sum game where players \(s,t\) make simultaneous moves selected from decision spaces \(\mathscr{S}:=\{s_{1}, s_{2}, s_{3}\}\) and \(\mathscr{T}:=\{ t_{1}, t_{2}, t_{3} \}\) with payoff matrix for \(s\) given by \[ \boldsymbol{P}:=(p_{i,j})_{i,j\in \{ 1,\dots,3 \}}=\left[ \begin{matrix} 3 & -2 & 2 \\ -1 & 0 & 4 \\ -4 & -3 & 1 \end{matrix} \right], \] where \(p_{i,j}\) corresponds to the outcome with \(s_{i}\) and \(t_{j}\) decisions. The payoff matrix for \(t\) is \(-\boldsymbol{P}\) since the game is zero-sum.

Then, the maximin choice for \(s\) is \(s_2\) since the worst possible result is then having to pay \(1\), while the simple maximin choice for \(t\) is \(t_2\) since the worst possible result is then no payment. However, this solution is not stable, since if \(t\) believes \(s\) will choose \(s_2\) then \(t\) will choose \(t_1\) to gain \(1\); then if \(s\) believes \(t\) will choose \(t_1\) then \(s\) will choose \(s_1\) to gain \(3\); and then \(t\) will choose \(t_2\); and eventually both players will realize the difficulty of making a choice.

Some choices are dominated by others and can be eliminated: \(s\) will not choose \(s_3\) since either \(s_1\) or \(s_2\) will produce a better result, no matter what \(t\) chooses; \(t\) will not choose \(t_3\) since some mixtures of \(t_1\) and \(t_2\) will produce a better result, no matter what \(s\) chooses.

Player A can avoid having to make an expected payment of more than ⁠1/ 3 ⁠ by choosing \(s_1\) with probability ⁠\(1/ 6\) ⁠ and \(s_2\) with probability \(⁠5/ 6\) ⁠: The expected payoff for \(s\) would be \(3 \times ⁠1/ 6 ⁠ − 1 \times ⁠5/ 6 ⁠ = ⁠-1/ 3\) ⁠ in case \(t\) choses \(t_1\) and \(−2 \times ⁠1/6 ⁠ + 0 \times ⁠5/ 6 ⁠ = ⁠- 1/ 3\) ⁠in case \(t\) chose \(t_2\). Similarly, \(t\) can ensure an expected gain of at least \(⁠1/ 3\) ⁠, no matter what s chooses, by using a randomized strategy of choosing \(t_1\) with probability ⁠\(1/ 3\) ⁠and \(t_2\) with probability ⁠\(2/ 3 \). These mixed minimax strategies cannot be improved and are now stable.

1.3 Backlinks

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