Thought Toys · Strategy & computation · Exhibit 106

They meet in the middle. The beach walks twice as far.

Two ice-cream carts on one beach. Every sunbather walks to whichever is nearer, and each cart only ever moves where the customers are. Nobody colludes and nobody is told to imitate anyone. They end up standing side by side anyway.

Drag a cart anywhere along the beach cart sunbather

carts apart avg walk, of those served against evenly spread best move available

press let them compete — then try it again with three carts

What you're seeing

The line is a beach and the dots are sunbathers, spread evenly along it. Each amber marker is an ice-cream cart, and the shaded stretch under it is its territory: everyone standing closer to it than to any other cart. Drag a cart and watch the boundary move.

Press let them compete. Each cart takes a turn moving to whichever spot would win it the most customers. That is the only rule. No cart is copying the other and neither one wants to be next to its rival.

They end up next to each other regardless. Standing at the quarter mark, a cart owns everything to its left for free — those customers have nowhere nearer to go. So it can always gain by stepping toward its rival, and so can the rival.

The bottom bars are the bill. At the huddle the average sunbather walks a quarter of the beach; spread evenly they would walk an eighth. Competition doubles the walking, and no cart did anything but pursue its own customers. Both bars average over the sunbathers who actually buy, which only matters once the second slider makes some of them give up.

Now set the carts to three. There is no resting place at all — the one in the middle is always being crushed, always bolts for the outside, and the shuffle never ends. Set it to four and calm returns, as two pairs. And drag the second slider down: once a sunbather will give up rather than walk, the carts move apart, because a cart at the edge can no longer take the customers behind it for granted. The huddle was never competition itself. It was captive demand.

The rule, exactly. Customers occupy [0, 1] and buy from the nearest cart, so the boundary between neighbouring carts sits at their midpoint and cart i owns [ (xi−1+xi)/2 ,  (xi+xi+1)/2 ] with the ends of the beach as outer bounds; carts sharing a spot split it. Each cart moves to the position maximising that share, one at a time. With two carts the unique Nash equilibrium is both at the median of the crowd, where total walking is ¼ against a possible at the quartiles — exactly . The companion proof (improve/verify/106-hotelling.js, 34 checks) checks the share rule against customer-by-customer counting, runs the dynamics from 40 random starts, sweeps 861 two-cart configurations to confirm the middle is the only resting place, and confirms the 2× by closed form and by independent quadrature. Four negative controls: a sweep of 3276 three-cart configurations finds no equilibrium (and after 200 rounds somebody can still gain 48 points of share); four carts do have one, as pairs at ¼ and ¾, so three is the oddity rather than the model; capping how far customers walk drives the carts apart instead of together; and bunching the crowd off-centre moves the equilibrium to the crowd's median, not the beach's middle — which is the median-voter result, and rules out “they meet in the middle because the middle is the middle”.

Also in Strategy & computation: Sorting algorithms →

All 31 in Strategy & computation
  1. 10The evolution of trust
  2. 100The measure went up. The thing barely moved.
  3. 101Noise sets a speed limit, not an accuracy limit.
  4. 103The fastest slide dips below its finish.
  5. 106They meet in the middle. The beach walks twice as far. — you are here
  6. 23Sorting algorithms
  7. 24PageRank & the random surfer
  8. 25Huffman coding
  9. 26Dijkstra's shortest path
  10. 27Nash equilibria
  11. 33The learning-rate cliff
  12. 36A* pathfinding
  13. 37Braess's paradox
  14. 44Diffie–Hellman key exchange
  15. 45Preferential attachment
  16. 46Aliasing & the Nyquist limit
  17. 47The secretary problem
  18. 49Freeze too fast, stay stuck
  19. 51Cross one line, and its territory closes
  20. 56Catch one error, miss the next
  21. 57Why more processors stop helping
  22. 58Why a busy line explodes
  23. 59The set that's only sure when it says no
  24. 60The fit that memorizes instead of learns
  25. 61When the wire breaks, pick one
  26. 67Better at both, and still better off trading
  27. 69Everyone was consistent. The vote wasn't.
  28. 78Every world map is lying. You get to pick the lie.
  29. 82Your computer can't hold one tenth
  30. 85The shape that has only one side
  31. 97Same votes. Different winner.

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