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The Guess-Two-Thirds-of-the-Average Game

Everyone picks a number from 0 to 100, and the winner is whoever gets closest to two-thirds of the group's average — a simple rule that unravels, one round of reasoning at a time, all the way down to zero.

Prerequisites: Iterated Elimination of Dominated Strategies

A room of players each secretly picks a number between 0 and 100. Whoever's guess is closest to two-thirds of the average of all the guesses wins. It's a favorite interview and classroom game precisely because the "correct" theoretical answer and what real, smart people actually submit are famously different — and understanding the gap is the whole lesson.

Working out the game-theoretic answer

Suppose everyone believes the average guess will be uniformly distributed and picks near 50, the midpoint. Two-thirds of 50 is about 33, so a smart player guesses 33 instead of 50. But if everyone reasons this far, the average shifts down to around 33, and two-thirds of that is about 22 — so a player who anticipates everyone else reasoning one step further guesses 22. This logic doesn't stop at any particular level: if every player is fully rational and knows every other player is fully rational, and that's common knowledge, the only guess that survives this endless one-step-ahead reasoning is 0 — because at any positive number xx, two-thirds of xx is strictly less than xx, so xx can never be a stable guess once everyone applies the same logic to it. This mirrors iterated elimination of dominated strategies: any guess above roughly 67 is dominated immediately (it can never be two-thirds of anything below 100), and once those are eliminated, the effective maximum keeps shrinking, chasing the same logic down to zero, round after round.

Worked example

Suppose four players submit guesses of 40, 30, 20, and 10. The average is 40+30+20+104=25\frac{40+30+20+10}{4} = 25, and two-thirds of that is 23×2516.7\dfrac{2}{3} \times 25 \approx 16.7. Whichever guess is closest to 16.7 wins — here, 20 (distance 3.3) beats 10 (distance 6.7). Notice the winner wasn't the lowest guess, just the closest to two-thirds of the actual average, which is why blindly guessing 0 doesn't win either, unless everyone else has also converged near 0. This is the real-world twist: the game-theoretic equilibrium (0, if everyone is perfectly rational and expects everyone else to be too) is rarely what wins in practice, because real groups only iterate the reasoning a few steps before stopping — a room of first-timers tends to average somewhere in the 20s to 30s, not 0, and the winning guess reflects that real, finite depth of reasoning rather than the theoretical limit.

0 100 50 (naive) 33 22 0 (theory) real groups land ~20-30
Each round of "assume everyone reasons one more step" pushes the theoretical answer toward zero, but real players stop iterating after only a few rounds — which is exactly what determines the actual winning number.

What this means in practice

This game is a compact demonstration of the gap between full common-knowledge rationality (the mathematical equilibrium) and how real, smart-but-finite people actually reason — a gap that matters enormously in markets, where prices reflect the actual, bounded depth of reasoning traders apply, not the infinite-regress equilibrium of game theory. Interviewers use it to see whether a candidate can articulate both the formal equilibrium and why real behavior deviates from it, since knowing only one half misses the point of the exercise.

The purely rational equilibrium of this game is 0, reached by iterating "guess two-thirds of what everyone else will guess" infinitely — but real groups only iterate a few steps, so the actual winning guess sits well above 0 and depends on the group's typical depth of reasoning, not the theoretical limit.

When asked to play this game for real, don't submit the theoretical answer of 0 — estimate how many reasoning-steps your specific group is likely to take and guess two-thirds of their likely average, not the infinite-regress average.

Related concepts

Practice in interviews

Further reading

  • Nagel, Rosemarie, Unraveling in Guessing Games, 1995
  • Thaler, Richard, The Winner's Curse, ch. 3
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