Guess ⅔ of the Average¶
A single-shot game where each player picks a number closest to two-thirds of the group's mean — its Nash equilibrium of zero is never reached, and because each level of iterated best-response leaves a distinct numerical signature, the modal guess reads off a population's depth of strategic reasoning.
Core Idea¶
In the guess-⅔-of-the-average game, each participant picks a number from 0 to 100 and the winner is closest to two-thirds of the mean. Iterated elimination of dominated strategies gives a unique Nash equilibrium of zero. The structural content is the gap between that and actual play: real participants perform only finitely many steps, so level-1 players submit ~33 and level-2 ~22. Each reasoning level leaves a distinct numerical signature, making the game an instrument for the depth of iterated strategic reasoning.
How would you explain it like I'm…
Guess What They Guess
How Many Steps Ahead?
Two-Thirds Beauty Contest
Scope of Application¶
Because the game is a named protocol, it applies wherever a population of strategic participants can submit a number under the winner rule.
- Behavioral game theory — the home laboratory, the canonical instrument for measuring level-k reasoning.
- Cognitive-hierarchy modeling — the workhorse data calibrating Camerer-Ho-Chong models.
- Large-scale population surveys — the famous Financial Times and Spektrum runs.
- Pedagogical demonstration — classroom use making higher-order beliefs tangible.
- Financial-market microstructure — the metaphorical edge of the Keynesian beauty contest.
Clarity¶
The game converts "depth of strategic reasoning" from a slogan into something read off a single number. Higher-order beliefs — what you think others think — are notoriously hard to observe, and one action is usually consistent with many depths. The ⅔ game collapses that ambiguity because each level maps to a distinct signature (50, 33, 22, 14), so the modal guess pins the modal step-count. It replaces the binary "irrational" verdict with a quantitative one and distinguishes cannot-iterate from rationally-stops-short.
Manages Complexity¶
Higher-order belief is an unbounded recursion, and across most settings one action is consistent with many depths, leaving the analyst an underdetermined internal quantity. The ⅔ game compresses that tower into a single scalar: because each best-response step maps to one number, the recursion becomes a labeled sequence and the modal submission pins the modal step-count. A whole family of beliefs-about-beliefs questions collapses to "read the mean guess," with the gap from Nash zero measuring where the recursion truncates.
Abstract Reasoning¶
As a measurement instrument, the game licenses diagnostic reasoning (inferring depth from the modal guess, the gap from Nash as data not failure), boundary-drawing (separating cannot-iterate from rationally-stops-short, bounding when zero is even correct), interventionist reasoning (varying population or multiplier and predicting the shift, making depth a dependent variable), and calibration (fitting cognitive-hierarchy models to the numerical clusters).
Knowledge Transfer¶
The ⅔ game is a measurement instrument, not a causal mechanism, so it transfers literally wherever its precondition holds — across classrooms, panels, lab studies, and newspaper runs — the same protocol reading modal depth off the mean guess. The over-readings to guard against: treating a reading as a human constant (depth is population- and condition-specific), treating the gap from Nash as irrationality rather than data, and calling any beliefs-about-beliefs setting "a beauty contest" where no number is submitted. The truncation it reveals travels onward under Theory Of Mind, Bounded Rationality, Common Knowledge, and the cognitive-hierarchy family.
Relationships to Other Abstractions¶
Current abstraction Guess 2/3 of the Average Domain-specific
Parents (1) — outgoing typed relations
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Guess ⅔ of the Average is a kind of Beauty Contest Game Domain-specific
Guess ⅔ of the Average is the Beauty Contest Game with p fixed to two thirds, the action interval fixed to 0–100, and its canonical level ladder exposed.
Hierarchy paths (9) — routes to 7 parentless roots
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Coordination → presupposes Concurrency
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes, typical Path Dependence → is a decomposition of Collingridge Dilemma
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Coordination → presupposes Dependency
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes, typical Path Dependence → presupposes Dependency
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Equilibrium → is a kind of, typical Fixed Point
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes, typical Path Dependence → presupposes Time
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Coordination → presupposes Task Interdependence → is a kind of Dependency
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Coordination → is a decomposition of Mobilization → presupposes Latent Realizable Capacity
- Guess 2/3 of the Average → is a kind of Beauty Contest Game → is a decomposition of Keynesian Beauty Contest → is a kind of Coordination Problem and Equilibrium Selection → presupposes Coordination → presupposes Task Interdependence → is a decomposition of Network
Neighborhood in Abstraction Space¶
Guess ⅔ of the Average sits in a crowded region of the domain-specific corpus (20th percentile for distinctiveness): several abstractions share nearly its structure, so a description that fits it tends to fit its neighbors too.
Family — Game-Theoretic Models & Paradoxes (38 abstractions)
Nearest neighbors
- Beauty Contest Game — 0.91
- Cognitive Hierarchy Theory — 0.91
- Traveler's Dilemma — 0.90
- Matching pennies — 0.90
- Folk Theorem (Repeated Games) — 0.89
Computed from structural-signature embeddings · 2026-10-25