The minority game, played on a network

Each round, an odd number of players pick 0 or 1 and whoever ends up on the smaller side wins. Walk through the plain game first, then connect the players so they can copy their most successful neighbour, and watch leaders emerge.

Based on Sang Hoon Lee and Hawoong Jeong, "Effects of substrate network topologies on competition dynamics", Phys. Rev. E 74, 026118 (2006), which builds on the follower model of M. Anghel, Zoltán Toroczkai, Kevin E. Bassler, and G. Korniss, "Competition-Driven Network Dynamics: Emergence of a Scale-Free Leadership Structure and Collective Efficiency", Phys. Rev. Lett. 92, 058701 (2004).

Players only see the last m winning sides (the history). Each holds S fixed strategies: lookup tables that map every one of the 2m possible histories to a choice. A player always uses the strategy with the best virtual score, and after each round every strategy that would have picked the minority gains a point. Click any player to open her strategy tables.

Round 0

Attendance A(t) = (number choosing 1) − (number choosing 0)

A(t), last 400 roundscoin-toss range (±1σ)

Implementation notes: points are the number of rounds a player has actually won with her final choice. A player copies her neighbour’s own-strategy choice (one step, no chains); ties between equally good neighbours keep the current leader, otherwise pick at random. The paper’s text defines A(t) as a difference but quotes σ²/N = 1/4 for coin tossing, which matches the variance of the count of one side, so volatility here is measured on that count.

Demo built with Claude Opus 5.5 (Anthropic). The model and results belong to the paper’s authors.