Extensive Form Games2017
Extensive Form Games2017
February 2017
are not allowed: since there are two branches in the left node
and three in the right, they are easily distinguishable.
Mark Voorneveld Game theory SF2972, Extensive form games 4/64
We call an extensive form game finite if it has finitely many nodes.
An extensive form game has
perfect information if each information set consists of only
one node.
perfect recall if each player recalls exactly what he did in the
past.
Formally: on the path from the initial node to a decision node
x of player i, list in consecutive order which information sets
of i were encountered and what i did there. Call this list the
experience Xi (x) of i in node x. The game has perfect recall if
nodes in the same information set have the same experience.
otherwise, the game has imperfect information/recall.
Convention: we often characterize nodes in the tree by describing
the sequence of actions that leads to them. For instance:
the initial node of the tree is denoted by ∅;
node (a1 , a2 , a3 ) is reached after three steps/branches/actions:
first a1 , then a2 , then a3 .
Mark Voorneveld Game theory SF2972, Extensive form games 5/64
Imperfect recall: absentminded driver
Two crossings on your way home. You need to (C)ontinue on the
first, (E)xit on the second. But you don’t recall whether you already
passed a crossing.
Different experiences in the two nodes of information set {(L, C ), (R, C )}:
For later, think about the following: pure, mixed, and behavioral
strategies specify what happens in all information sets of a player.
Even in those information sets that cannot possibly be reached if
those strategies are used. Why do you think that is the case?
a b
This game (from previous lecture) has strategic form: A 4, −4 0, 0
B 3, −3 1, −1
Dominance solvable, unique Nash equilibrium (B, b).
Mark Voorneveld Game theory SF2972, Extensive form games 22/64
On the definition of strategies
I asked you to think about the following: pure, mixed, and behavioral
strategies specify what happens in all information sets of a player.
Even in those information sets that cannot possibly be reached if
those strategies are used. Why do you think that is the case?
Main reason: Nash equilibrium: does each player choose a best reply
to the others’ strategies?
If a player were to deviate, ending up in a different part of the game
tree, we need to know what happens there!
Strategic form:
C D
AE 1, 3 1, 3
AF 1, 3 1, 3
BE 2, 1 0, 2
BF 2, 1 1, 0
Pure Nash equilibria: (AE , D), (AF , D), and (BF , C ).
Subgame perfect equilibrium: (BF , C )
Using backward induction, if there are only finitely many nodes, the
first player to move — conditioning on the optimal behavior in the
smaller subgames — is optimizing over a finite set: an optimum will
always exist. Using this and induction on the ‘depth’ of the tree,
one can show:
Theorem (Existence of subgame perfect equilibria)
In a finite extensive form game with perfect information, there is
always a subgame perfect equilibrium in pure strategies.
Theorem
In a finite extensive form game with perfect information, subgame
perfect equilibria and those found by backward induction are
identical.
Difficult! Main step is the ‘one-deviation property’: a strategy profile
is subgame perfect if and only if for each subgame the first player to
move cannot obtain a better outcome by changing only the initial
action.
It is tempting to continue the game if you can be sure that the other
player does so as well: the longer the game goes on, the higher the
payoffs.
But in the unique subgame perfect equilibrium, players choose (S)top
in each node. In particular, the game ends immediately in the initial
node.
Reason: in the final node, player 2’s best reply is to (S)top. Given
that 2 (S)tops in the final round, 1’s best reply is to stop one period
earlier, etc.
There are other Nash equilibria, but they all lead to the same out-
come: player 1 ends the game immediately.
Mark Voorneveld Game theory SF2972, Extensive form games 35/64
Subgame perfect equilibrium in games with imperfect
information
Subgame perfect equilibria in games with perfect information
require each player to play a best reply to other players’
strategies in each subgame — regardless of whether that
subgame is reached or not.
It is possible to extend the notion of subgame perfect
equilibria to games with imperfect information. But the
definition of subgames is trickier: information sets must lie
entirely outside the subgame or entirely inside the subgame.
Formally, let x be a (non-end) node and let V x be the nodes
of the tree that can be reached from x. A well-defined
subgame starts at x if and only if each information set h of
the original game is a subset of V x or is a subset of its
complement.
Since extensive form games with imperfect information need
not have proper subgames, the notion of subgame perfection
typically has little ‘bite’.
Mark Voorneveld Game theory SF2972, Extensive form games 36/64
Homework exercise 2
for every info set h with Pb (h) > 0 and every node x ∈ h.
consistent if there is a sequence of weakly consistent
assessments (b m , β m )m∈N with each b m completely mixed (all
actions in all info sets have positive prob) and
limm→∞ (b m , β m ) = (b, β).
Note: (b, β) consistent ⇒ (b, β) weakly consistent.
Mark Voorneveld Game theory SF2972, Extensive form games 42/64
Consistency: example
In the game above, where payoffs are omitted since they are irrele-
vant to the question:
(a) Find all weakly consistent assessments (b, β).
(b) Find all consistent assessments (b, β).
consistent.
2 If p = 0, 2’s information set is reached with zero probability
and 2 is allowed any belief α2 ∈ [0, 1] over the nodes in the
1
information set. Bayes’ Law only dictates that 1 α1 = 2 .
Conclude: all (p, q, α1 , α2 ) ∈ {0} × [0, 1] × 2 × [0, 1] are
weakly consistent.
Mark Voorneveld Game theory SF2972, Extensive form games 44/64
(b) Every completely mixed profile of behavioral strategies leads
to α1 = α2 = 12 .
Indeed, in 2’s information set, both nodes are reached with
equal probability 21 p.
Conclude: consistent are all
(p, q, α1 , α2 ) ∈ [0, 1] × [0, 1] × 12 × 12 .