Let's say you have an arbitrary length of time. You are playing a game in which you want to push a button during this time span after a light comes on. If you do so, you win; if not, you lose. You can't see the light; you can only guess a random time to push the button. If you are playing all by yourself, the obvious way to guarantee winning is to push the button at the last possible instant, so that you will be after the light coming on no matter what.
Now let's say you are playing against another player. You both have the same goal: push your button after the light comes on but before the other player pushes their button. I'm sure the best solution in this case would be to push the button in the exact middle of the time range if the other player is pushing at a random time, but it could be that there is no optimal solution if both players are using a coherent strategy. This is complicated by the fact that one can lose either being first or third in the sequence of three events, and in some cases by being second, if the light is third. Also, both players can lose; you don't win by being closer if you're too early.
If there is an optimal solution for the second case, can that be generalized in any way? For a length of time t and a random number of players p is there a moment x that would give the best chance of being the winner? This is somewhat like the way bidding works on The Price is Right, except there is no real way to judge the "value", or correct time, to bid.
EDIT: Let's also take this one level higher. Consider playing multiple rounds of the game. You are allowed one button push per game, so the total number of rounds and pushes permitted are the same, but you can distribute your pushes however you like, anywhere from one per round to all in the same round. Is there an optimum mix at that level? Remember again that you wouldn't know when or if the other player was playing in any particular round, you would only know if you had won or lost that round, and it is possible to both win and lose whether or not the other player plays.
The big assumptions I'll make in my answer are (1) that all distributions are absolutely continuous (with respect to Lebesgue) everywhere, so we can employ probability densities, (2) The support of both players' strategies are the same and of the form $[a,b]$. Maybe someone can extend this answer by relaxing these assumptions.
Let $F$, $G_1$ and $G_2$ be the cdfs of the light and players 1 and 2 arrival times. Let $f$, $g_1$, and $g_2$ be the corresponding densitites.
Player 1's expectation of winning is $$ P = \int_0^{\infty} I(t) \ d G_1(t) $$ where $$ I(t) = F(t)(1-G_2(t)) + \int_0^t G_2(t') dF(t'). $$ The first term in the integrand corresponds to $\mathbb{P}(light \le 1 < 2)$. The second is $\mathbb{P}(2 \le light \le 1)$.
Player 1 chooses $G_1$ to maximize his payoff. That means he chooses $G_1$ with its support where the integrand $I(t)$ of $P$ above is maximized. If $G_1$'s support is $[a,b]$, that means that \begin{eqnarray} (1)\ \ I(t) \ \mbox{ is a constant on $[a,b]$} \\ (2)\ \ I([a,b])\ge I(t) \mbox{ for any $t\ge 0$}. \end{eqnarray} Differentiate, and we end up with the following boundary value problem: \begin{eqnarray} 0 &=& f(t) (1-G_2(t)) - F(t) G_2'(t) + G_2(t) f(t) \\ G_2(a) &=& 0 \\ G_2(b) &=& 1. \end{eqnarray} This simplifies to $$ f(t) = F(t) G_2'(t). $$ The BVP is easily solved: $$ (3)\ \ \ G_2(t) = \log\left(\frac{F(t)}{F(a)}\right) \ \ \mbox{ for $t\in[a,b]$}, $$ but we require $G_2(b) = 1$, so we must have $F(b) = e F(a)$.
Let $T$ be the end of the support of $F$, i.e., (informally) the last time the light might come on. We might have $T=+\infty$. Note that \begin{eqnarray} I(b) &=& \int_0^b G_2(t') dF(t') \\ I(T) &=& \int_0^T G_2(t') dF(t') \end{eqnarray} If $b<T$, then the second integral strictly exceeds the first, violating $(2)$ above. Thus, $b\ge T$. But by $(3)$, $G_2(t)$ is flat for $t>T$, so in fact, $b=T$.
In summary: choose $a$ such that $F(a) = e^{-1}$ and choose $G_2$ according to $(3)$. $G_1$ is the same.
Note in passing that I did not assume the players used the same strategy, just that the supports are the same.
Now I've done the easy part. How to deal with the possibility of different supports, supports that aren't intervals, non-absolutely continuous distributions, etc., I'll leave to someone else!