Extensive Form Games
Extensive Form Games
Again, we begin our discussion of extensive form games without defining what
one is, but giving some examples.
X Y X Y
1, 1, 1, 1 1, 1, 1, 1
4
U D A B
2 3
L R
Look at Figure 1. We interpret this as follows. Each point where a player gets
to move in the game or at which the game ends is called a node. Nodes at which
players move are shown by small black dots in Figure 1 and are called decision
nodes. The game starts at a particular node, called the initial node or root. In
this case we assume that the lowest node where Player 1 moves is the initial node.
Player 1 chooses between L or R. If Player 1 chooses L then Player 2 moves and
chooses between U or D. If Player 1 chooses R then Player 3 moves and chooses
between A and B. If Player 2 chooses U then the game ends. If Player 2 chooses D
then player 4 moves. If player 3 chooses B then the game ends. If player 3 chooses
A then Player 4 moves. When it’s Player 4’s turn to move, he doesn’t see whether
he is called upon to move because Player 1 chose L and Player 2 chose D or because
Player 1 chose R and Player 3 chose A. We say that the two nodes at which player
4 moves are in the same information set and we represent this by joining them with
a dotted line as in Figure 1. If it’s player 4’s turn to move, he chooses between X
and Y , after which the game ends. The nodes at which the game ends are called
terminal nodes. To each terminal node we associate a payoff to each player. These
payoffs tell us how the player evaluates the game ending at that particular node,
that is they tell us the players’ preferences over the terminal nodes, as well as their
preferences over randomisations over those nodes.
23
24 2. EXTENSIVE FORM GAMES
−2, 2 2, −2 2, −2 −2, 2
S D S D
1, −1 −1, 1
1
OUT IN In Out
2 1
1 1
2 2
Nature
x6 x7 x8 x9
x3 x4 x5
x2
x1
In a game tree, we want to rule out trees that look like those in Figures
4 and 5. That is, we don’t want to have trees with loops (as in Figure 4) or
trees with more than one initial node (as in Figure 4). A path is a sequence of
branches ({x1 , x2 } , {x2 , x3 } , . . . , {xT −1 , xT }). For example, in Figure 3, one path
is ({x7 , x3 } , {x3 , x8 }).1 Then, to avoid problem trees like those in Figures 4 and 5,
we make the following assumption: Every node except the root is connected to the
root by one and only one path.
x4
x2 x3
x1
1Notice that in our definition of a path, we didn’t say that we are only moving in one direction
in the game tree.
26 2. EXTENSIVE FORM GAMES
x3 x4
x1 x2
if H (x) = H (x0 ), then the same choices must be available at x and x0 , that is,
C (x) = C (x0 ).
To illustrate this, consider the “game” shown in Figure 6. This figure illustrates
the “forgetful driver”: A student is driving home after spending the evening at a
pub. He reaches a set of traffic lights and can choose to go left or right. If he
goes left, he falls off a cliff. If he goes right, he reaches another set of traffic lights.
However when he gets to this second set of traffic lights, since he’s had a few drinks
this evening, he cannot remember if he passed a set of traffic lights already or not.
At the second traffic lights he can again either go left or right. If he goes left he gets
home and if he goes right he reaches a rooming house. The fact that he forgets at
the second set of traffic lights whether he’s already passed the first set is indicated
in Figure 6 by the nodes x0 and x1 being in the same information set. That is,
H (x0 ) = H (x1 ). Under our definition, this is not a proper extensive form game.
Under our definition, if two nodes are in the same information set, neither should
be a predecessor of the other.
Rooming
Home House
L R
x1
Cliff
L R
x0
Finally, we’ll assume that all H ∈ H0 are singletons, that is, sets consisting of
only one element. In other words, if H ∈ H0 and H (x) = H (x0 ) then x = x0 . This
says that Nature’s information sets always have only one node in them.
3. Perfect recall
An informal definition is that a player has perfect recall if he remembers ev-
erything that he knew and everything that he did in the past. This has a few
implications:
• If the player has only one information set then the player has perfect recall
(because he has no past!).
• If it is never the case that two different information sets of the player both
occur in a single play of the game then the player has perfect recall.
• If every information set is a single node we say the game has perfect
information. In this case a player when called upon to move sees exactly
what has happened in the past. If the game has perfect information then
each player has perfect recall.
28 2. EXTENSIVE FORM GAMES
Extensive Normal
form form Solutions
games games
*
-
1 Equilibrium 1
Normal form correspondence
function
Subgame Perfect
Equilibrium correspondence
strategy for a player is a complete set of instructions as to how to play in the game.
More formally, we have the following definition.
3, 3 0, 0
U D
1, 2 1
L R
2, 1 2
T B
Player 2
L R
TU 2, 1 2, 1
Player 1 TD 2, 1 2, 1
BU 1, 2 3, 3
BD 1, 2 0, 0
probability 21 . Thus the expected payoffs are 12 · (−2, 2) + 21 · (2, −2) = (0, 0). If
instead Player 1 plays (In,S) and Player 2 plays OUT, the expected payoffs are
1 1 1 1
2 · (1, −1) + 2 · (2, −2) = 1 2 , −1 2 . The other payoffs are calculated similarly.
Player 2
IN OU T
3 3
In, S 0, 0 2, −2
Player 1 In, D 0, 0 − 12 , 21
Out, S − 32 , 32 0, 0
1 1
Out, D 2, −2 0, 0
Let us complete this example by finding all the Nash equilibria of the nor-
mal form game in Figure 10. Note that for Player 1, the strategies (In, D) and
(Out, S) are strictly dominated by, for example, the strategy 21 , 0, 0, 21 . To see
this, suppose that Player 1 plays (In, D) and Player 2 plays a mixed strategy
(y, 1− y) where 0 ≤ y ≤ 1. Then Player 1’s expected payoff from (In, D) is 0 · y +
− 21 · (1 − y) = − 21 + 12 y. Suppose instead that Player 1 plays the mixed strategy
1 1
2 , 0, 0, 2 . Player 1’s
expected payoff from this strategy is 21 0 · y + 1 12 · (1 − y) +
1 1 3 1 3 1 1 1 5
2 2 · y + 0 · (1 − y) = 4 − 2 y. Since 4 − 2 y − − 2 + 2 y = 4 − y ≥ 0 for any
1 1
0 ≤ y ≤ 1, 2 , 0, 0, 2 gives Player 1 a higher expected payoff than (In,D) whatever
Player 2 does. Similar calculations show that (Out,S) is also strictly dominated
for Player 1. Thus we know that Player 1 will never play (In,D) or (Out,S) in a
Nash equilibrium. This means that we can reduce the game to the one found in
Figure 11.
From Figure 11, we see that the game looks rather like that of matching pennies
from Figure 6. We know that in such a game there are no pure strategy equilibria.
In fact, there is no equilibrium in which either player plays a pure strategy. So
we only need to check for mixed strategy equilibria. Suppose that Player 1 plays
(In,S) with probability x and (Out,D) with probability 1 − x, and Player 2 plays
IN with probability y and OUT with probability 1 − y. Then x must be such that
Player 2 is indifferent between IN and OUT, which implies
0 · x + − 12 · (1 − x) = −1 12 · x + 0. (1 − x)
6. BEHAVIOUR STRATEGIES 31
Player 2
IN OU T
3 3
Player 1 In, S 0, 0 2, −2
1 1
Out, D 2, −2 0, 0
6. Behaviour strategies
Consider the extensive form game shown in Figure 12 and its associated normal
form shown in Figure 13. In this game, we need three independent numbers to
describe a mixed strategy of Player 2, i.e., (x, y, z, 1 − x − y − z). Suppose that
instead Player 2 puts off her decision about which strategy to use until she is called
upon to move. In this case we only need two independent numbers to describe
the uncertainty about what Player 2 is going to do. That is, we could say that at
Player 2’s left-hand information set she would choose L with probability x and R
with probability 1 − x, and at her right-hand information set she would choose W
with probability y and E with probability 1 − y. We can see that by describing
Player 2’s strategies in this way, we can save ourselves some work. This efficiency
increases very quickly depending on the number of information sets and the number
of choices at each information set. For example, suppose that the game is similar
to that of Figure 12, except that Player 1’s choice is between four strategies, each
of which leads to a choice of Player 2 between three strategies. In this case Player 2
has 3·3·3·3 = 81 different pure strategies and we’d need 80 independent numbers to
describe the uncertainty about what Player 2 is going to do! If instead we suppose
that Player 2 puts off her decision about which strategy to use until she is called
upon to move, we only need 4 · 2 = 8 independent numbers. This is really great!
When we say that a player “puts off” his or her decision about which strategy
to use until he or she is called upon to move, what we really mean is that we
are using what is called a behaviour strategy to describe what the player is doing.
Formally, we have the following definition.
Definition 2.4. In a given extensive form game with player set N , a behaviour
strategy for player n ∈ N is a rule, or function, that assigns to each information set of
32 2. EXTENSIVE FORM GAMES
3, 3 0, 0 2, 2 1, 4
L R W E
2 2
T B
Player 2
LW LE RW RE
Player 1 T 3, 3 3, 3 0, 0 0, 0
B 2, 2 1, 4 2, 2 1, 4
that player a probability distribution over the choices available at that information
set.
7. Kuhn’s theorem
Remember we motivated behaviour strategies in subsection 6 as a way of re-
ducing the amount of numbers we need compared to using mixed strategies. You
might be wondering whether we can always do this, that is, if we can represent
any arbitrary mixed strategy by a behaviour strategy. The answer is provided by
Kuhn’s theorem.
Theorem 2.1. (Kuhn) Given an extensive form game, a player n who has per-
fect recall in that game, and a mixed strategy σn of player n, there exists a behaviour
strategy bn of player n such that for any profile of strategies of the other players
(x1 , . . . , xn−1 , xn+1 , . . . , xN ) where xm , m 6= n, is either a mixed strategy of a be-
haviour strategy of player m, the strategy profiles (x1 , . . . , xn−1 , σn , xn+1 , . . . , xN )
and (x1 , . . . , xn−1 , bn , xn+1 , . . . , xN ) give the same distribution over terminal nodes.
In other words, Kuhn’s theorem says that given what the other players are
doing, we can get the same distribution over terminal nodes from σn and bn , as
long as player n has perfect recall. To see Kuhn’s theorem in action, consider
the game in Figure 14. Suppose Player 1 plays T with probability p and B with
probability 1 − p. Player 2’s pure strategies are XA, XB, Y A, and Y B. Suppose
Player 2 plays a mixed strategy of playing XA and Y B with probability 21 and XB
and Y A with probability 0. Thus, with probability 21 , Player 2 plays XA and we
get to terminal node x with probability p and to terminal node a with probability
1−p, and with probability 21 , Player 2 plays Y B and we get to terminal node y with
probability p and terminal node b with probability 1 − p. This gives a distribution
over terminal nodes as shown in the table in Figure 15.
8. MORE THAN TWO PLAYERS 33
x y a b
X Y A B
2 2
T B
Now suppose that Player 2 plays a behaviour strategy of playing X with prob-
ability 12 at his left-hand information set and A with probability 21 at his right-hand
information set. Thus we get to terminal node x with probability p · 12 , to terminal
node y with probability p · 21 , to terminal node a with probability (1 − p) · 12 and
to terminal node b with probability (1 − p) · 12 . Just as Kuhn’s theorem predicts,
there is a behaviour strategy that gives the same distribution over terminal nodes
as the mixed strategy.
3, 3, 3 1, 1, 1
U D
6, 2, 7 3
L R
2, 7, 1 2
T B
It is easy to draw extensive form games that have more than two players, such
as the one shown in Figure 16, which has three players. How would we find the
associated normal form of such a game? Recall that a normal form game is given
by (N, S, u). For the game in Figure 16, we have N = {1, 2, 3}, S1 = {T, B},
S2 = {L, R} and S3 = {U, D}, hence
S = {(T, L, U ) , (T, L, D) , (T, R, U ) , (T, R, D) , (B, L, U ) , (B, L, D) ,
(B, R, U ) , (B, R, D)}.
Finally, the payoff functions of each player are shown in Figure 17.
S T, L, U T, L, D T, R, U T, R, D B, L, U B, L, D B, R, U B, R, D
u1 2 2 2 2 6 6 3 1
u2 7 7 7 7 2 2 3 1
u3 1 1 1 1 7 7 3 1
Figure 17. One way of presenting the normal form game associ-
ated with the extensive form game of Figure 16.
Player 3
U D
Player 2 Player 2
L R L R
Player 1 Player 1
T 2, 7, 1 2, 7, 1 T 2, 7, 1 2, 7, 1
B 6, 2, 7 3, 3, 3 B 6, 2, 7 1, 1, 1
subgames. Consider the extensive form game in Figure 19, which is the extensive
form version of matching pennies. In this game it doesn’t make sense to say there is
a subgame that begins at either of Player 2’s decision nodes. This is because both
of these nodes are in the same information set. If we said that a subgame started
at either one of them, then we would be saying that Player 2 knew which node she
is at, which violates the original structure of the game.
not a subgame
1, −1 −1, 1 −1, 1 1, −1
H T H T
2
h t
As another example, consider the extensive form game shown in Figure 20.
In this game, the game starting from Player 2’s decision node is not a subgame,
because it splits player 3’s information set.
not a subgame
0, 0, 0 3, 2, 2 0, 0, 1 4, 4, 0
U D U D
3 1, 1, 1
L R
T B
Figure 20. The game beginning at Player 2’s decision node is not
a subgame because it splits Player 3’s information set.
2, 2 0, 0
L R
1, 1 2
T B
As another example, consider the extensive form game in Figure 22. In this
game, players 1 and 2 are playing a prisoners’ dilemma, while at the beginning of
the game player 3 gets to choose whether players 1 and 2 will actually play the
prisoners’ dilemma or whether the game will end. The only proper subgame of this
game begins at Player 1’s node. We claim that (C, C, L) is a Nash equilibrium of
the whole game. Given that player 3 is playing L, players 1 and 2 can do whatever
they like without affecting their payoffs and do not care what the other is playing.
10. SEQUENTIAL EQUILIBRIUM 37
And given that players 1 and 2 are both playing C, player 3 does best by playing
L. However, although (C, C, L) is a Nash equilibrium of the game, it is not a
subgame perfect equilibrium. This is because (C, C) is not a Nash equilibrium of
the subgame beginning at Player 1’s decision node. Given that Player 1 is playing
C, Player 2 would be better off playing D, and similarly for Player 1. The only
subgame perfect equilibrium is (D, D, A).
9, 9, 0 0, 10, 10 10, 0, 10 1, 1, 10
C D C D
C D
10, 10, 1 1
L A
In the previous example, we have seen that a extensive form games can have
equilibria that are Nash but not subgame perfect. You might then be wondering
whether it’s possible to have an extensive form game that has no subgame perfect
equilibria. The answer is no. Selten in 1965 proved that every finite extensive form
game with perfect recall has at least one subgame perfect equilibrium.
9.2. Backwards induction. Backwards induction is a convenient way of find-
ing subgame perfect equilibria of extensive form games. We simply proceed back-
wards through the game tree, starting from the subgames that have no proper
subgames of themselves, and pick an equilibrium. We then replace the subgame by
a terminal node with payoff equal to the expected payoff in the equilibrium of the
subgame. Then repeat, as necessary.
As an illustration, consider the game in Figure 23. First Player 1 moves and
chooses whether she and Player 2 will play a battle of the sexes game or a coordi-
nation game. There are two proper subgames of this game, the battle of the sexes
subgame and the coordination subgame. Following the backwards induction pro-
cedure, one possible equilibrium of the battle of the sexes subgame is (F, F ), and
one possible equilibrium of the coordination subgame is (B, b). We then replace
each subgame by the appropriate expected payoffs, as shown in Figure 24. We can
then see that at the initial node, Player 1 will choose S. Thus one subgame perfect
equilibrium of this game is ((S, F, B) , (F, b)).
3, 1 0, 0 0, 0 1, 3 4, 4 0, 0 0, 0 1, 1
F B F B a b a b
2 2
F B A B
1 1
S C
1
3, 1 1, 1
S C
1
really playing D then if Player 2 actually got to move, she would be better off
playing L rather R. Thus we have another “silly” Nash equilibrium, and subgame
perfection is no help to us here to eliminate it. This kind of game lead to the
development of another equilibrium concept called sequential equilibrium.
0, 0, 0 3, 2, 2 0, 0, 1 4, 4, 0
U D U D
3 1, 1, 1
L R
T B
Exercise 2.3. Find all the Nash equilibria of the game in Figure 25.
A sequential equilibrium is a pair, (b, µ) where b is a profile of behaviour strate-
gies and µ is a system of beliefs. That is, µ is a profile of probability distributions,
one for each information set, over the nodes in the information set. The system of
10. SEQUENTIAL EQUILIBRIUM 39
beliefs summarises the probabilities with which each player believes he is at each
of the nodes within each of his information sets.
To be a sequential equilibrium, the pair (b, µ) must satisfy two properties:
(1) At each information set, b puts positive weight only on those actions that
are optimal given b and µ. This is called sequential rationality.
(2) µ and b should be consistent. This means that if anything can be inferred
about µ from b then µ should be that.
If we drop the consistency requirement, we get another equilibrium concept
called Perfect Bayesian Equilibrium, which we won’t talk about in this course but
you might come across in other books.
−2, 2 2, −2 2, −2 −2, 2
L R L R
1, −1 −1, 1
2
OUT IN IN OUT
1 1
2 2
Nature
Thus,
1
1
µt (a) = 1
2t
1 = .
2t + 2t
2
Similarly, we can show that µt (b) = 12 also.
Why couldn’t we just use Player 1’s behaviour strategy (0, 1)? Because in this
case Player 1 plays OUT and thus Player 2’s information set is not reached. Math-
ematically, we would have
1
·0
µ (a) = 1 2 1
2 ·0+ 2 ·0
which is not defined. So we must use completely mixed behaviour strategies close
to b to find the (consistent) beliefs, since if we use a completely mixed behaviour
strategy, every information set in the game will be reached with strictly positive
probability (even if the probability is very small).
2, 2 3, 3 2, 2 2, 2 2, 2
1, 1 0, 0 1, 1 1, 1 1, 0
X Y Z L R
L R X Y Z
2 2
T B T B
1 1
1 1
2 2
Nature
Typically, signaling games are not presented in the form of Figure 27, however.
Instead, a presentation due originally to Kreps and Wilson (1982) is used, in which
we suppress Nature’s move and instead have a number of initial nodes with associ-
ated probabilities. This alternative presentation of the game in Figure 27 is shown
in Figure 28. As you can see, it is much neater to present signaling games in this
way.
4, 3 L X 3, 2
T 1a B Y 0, 1
[ 12 ]
2, 2 R Z 0, 0
2 2
2, 0 L X 3, 0
T [ 12 ] B Y 0, 0
1b
1, 2 R Z 0, 1
2, 1 E E 3, 1
L 1G H
[pG ]
9, 0 S S 10, 0
2 2
2, −1 E E 1, −1
L [pB ] H
1B
4, 0 S S 3, 0
A famous signaling game is shown in Figure 30. The story behind this game is
as follows. There are two players, Player A and Player B. At the beginning of the
game, Nature selects Player A to be either a wimp (with probability 0.1) or surly
(with probability 0.9). At the start of the game, Player A knows whether he is a
wimp or surly. Player A then has to choose what to have for breakfast. He has
42 2. EXTENSIVE FORM GAMES
two choices: beer or quiche.2 If Player A is surly, he prefers beer for breakfast and
if Player A is a wimp he prefers quiche for breakfast, everything else equal. That
is, if Player A has his preferred breakfast, his incremental payoff is 1, otherwise
0. After breakfast, Player A meets Player B. At the meeting, Player B observes
what Player A had for breakfast (perhaps by seeing the bits of quiche stuck in
Player A’s beard if Player A had quiche for breakfast or smelling the alcohol on
Player A’s breath if A had beer for breakfast), but Player B does not know whether
Player A is a wimp or surly. Having observed Player A’s breakfast, Player B must
then choose whether or not to duel (fight) with Player A. Then the game ends and
payoffs are decided. Regardless of whether Player A is a wimp or surly, Player A
dislikes fighting. Thus Player A’s incremental payoff is 2 if Player B chooses not to
duel and 0 if Player B chooses to duel. So, for example, if Player A is surly and has
his preferred breakfast of beer and then Player B chooses not to duel, Player A’s
payoff is 1 + 2 = 3. Or, if Player A is a wimp and has his less preferred breakfast
of beer and Player B chooses to duel, Player A’s payoff is 0 + 0 = 0. Player B, on
the other hand, only prefers to duel if Player A is a wimp. If Player A is surly and
Player B chooses to duel, Player B’s payoff is 0, while if Player B chooses not to
duel Player B’s payoff is 1. If Player A is a wimp and Player B chooses to duel,
Player B’s payoff is 2, while if Player B chooses not to duel his payoff is 1.3
don’t don’t
3, 1 duel duel 2, 1
beer AS quiche
[.9]
1, 0 duel duel 0, 0
don’t BB BQ don’t
2, 1 duel duel 3, 1
[.1]
beer AW quiche
0, 2 duel duel 1, 2
In such a game as this, there are two basic types of equilibrium that can arise. In
the first type of equilibrium, called a pooling equilibrium, both types of Player A
choose the same probabilities for having beer and quiche for breakfast. In this case,
Player A’s breakfast gives Player B no information about Player A’s type and thus
Player B’s best estimate of Player A’s type is that Player A is surly with probability
0.9 and a wimp with probability 0.1. In the second type of equilibrium, called a
separating equilibrium, the two types of Player A choose different probabilities for
the breakfasts. In this case, Player B gets some information about Player A’s type
from Player A’s breakfast, and will be able to modify his estimate of Player A’s
type.
You will analyse this game more fully in tutorials. So as not to spoil the fun,
we shall content ourselves with just answering one question about this game here:
Are there any equilibria in which both beer and quiche are played with positive
probability? Before answering this question, note the following facts about the
game:
(1) If bB is such that the surly Player A is willing to have quiche for breakfast
then the wimp Player A strictly wants to have quiche for breakfast (since
quiche is the wimp’s preferred breakfast).
(2) Similarly, if bB is such that the wimp Player A wants to have beer for
breakfast then the surly Player A strictly wants to have beer for breakfast.
Now suppose that in equilibrium the surly pPlayer A plays quiche with positive
probability. Then by fact (1), the wimp Player A plays quiche with probability 1.
Thus either surly Player A plays quiche with probability 1, in which case beer is
not played with positive probability, or surly Player A plays beer with positive
probability. But then µbeer (S) = 1 and thus Player B chooses not to duel after
observing Player A having beer for breakfast, that is, bBB (duel) = 0. But then
surly Player A will not want to play quiche with positive probability.
Suppose, on the other hand, that surly Player A plays beer with probability
1, i.e., bAS (beer) = 1. Then µbeer (S) ≥ 0.9. Then sequential rationality implies
bBB ( duel) = 0. So if wimp Player A plays quiche with positive probability then
µquiche (S) = 0 and µquiche (W ) = 1 and so bBQ (duel) = 1. Thus wimp Player A
chooses beer for sure and quiche is not played with positive probability.
So, we have established that there are no sequential equilibria in which both
beer and quiche are played with strictly positive probability. As you will discover in
tutorials, there are sequential equilibria in which both types of Player A play beer
and there are sequential equilibria in which both types of Player A play quiche.