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Week 05

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31 views87 pages

Week 05

Game theory

Uploaded by

youngcarreview
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMP323 – Introduction to Computational Game Theory

Extensive Games with Perfect Information

Paul G. Spirakis

Department of Computer Science


University of Liverpool

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 1 / 87


Outline

1 Definition

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria

6 Illustrations

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 2 / 87


Definition

1 Definition
The model
Representation
Finiteness and information
Solutions

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria

6 Illustrations

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 3 / 87


Definition The model

Introduction

The model of a strategic game suppresses the sequential structure of


decision-making:
each decision-maker chooses her plan of action once and for all;
she is committed to this plan, which she cannot modify.
The model of an extensive game allows us to study situations in which
each decision-maker is free to change her mind as events unfold:
the sequential structure of decision-making is explicitly described.
We will study a model in which each decision-maker is always fully
informed about all previous actions.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 4 / 87


Definition The model

The model

To describe an extensive game with perfect information, we need to


specify:
The set of players and their preferences (as for a strategic game);
The order of the players’ moves and the actions each player may take
at each point, by specifying
the set of all sequences of actions that can possibly occur,
the player who moves at each point in each sequence.
Each possible sequence of actions is a terminal history.
The function that gives the player who moves at each point in each
terminal history is the player function

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 5 / 87


Definition The model

Extensive game with perfect information

An extensive game has four components:


1 players;
2 terminal histories;
3 player function;
4 preferences for the players.
Before giving precise definitions, we will give an example illustrating them.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 6 / 87


Definition The model

An example

Example
An incumbent faces the possibility of entry by a challenger.
The challenger may enter or not.
If it enters, the incumbent may either acquiesce or fight.

We may model this situation as an extensive game with perfect


information in which
the terminal histories are (In, Acquiesce), (In, Fight), and Out;
the player function assigns the challenger to the start of the game and
the incumbent to the history In.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 7 / 87


Definition The model

Actions

At the start of an extensive game, and after any sequence of events, a


player chooses an action.
The sets of actions available to the players are not given explicitly.
What is specified is the set of terminal histories and the player
function, from which we can deduce the available sets of actions.
In the entry game example:
the actions available to the challenger at the start of the game are In
and Out, because these actions (and no others) begin terminal
histories;
the actions available to the incumbent are Acquiesce and Fight,
because these actions (and no others) follow In in terminal histories.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 8 / 87


Definition The model

Terminal histories

The terminal histories of a game are specified as a set of sequences.


Not every set of sequences is a legitimate set of terminal histories.
If (C, D) is a terminal history, C should not be specified as a terminal
history: after C is chosen at the start of the game, some player may
choose D, so that the action C does not end the game.
A sequence that is a proper subhistory of a terminal history cannot
itself be a terminal history.
This the only restriction we need to impose on a set of sequences so
that the set be interpretable as a set of terminal histories.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 9 / 87


Definition The model

Subhistories

Define the subhistories of a finite sequence (a1 , a2 , . . . , ak ) of actions to be


1 the empty history consisting of no actions, denoted ∅, and
2 all sequences of the form (a1 , a2 , . . . , am ), where 1 ≤ m ≤ k.
Similarly, define the subhistories of an infinite sequence (a1 , a2 , . . .) of
actions to be
1 the empty history consisting of no actions, denoted ∅,
2 all sequences of the form (a1 , a2 , . . . , am ), where m ≥ 1, and
3 the entire sequence (a1 , a2 , . . .).

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Definition The model

Subhistories

A subhistory not equal to the entire sequence is called a proper


subhistory.
A sequence of actions that is a subhistory of some terminal history is
called simply a history.
In the entry game example:
The subhistories of (In, Acquiesce) are the empty history ∅ and the
sequences In and (In, Acquiesce).
The proper subhistories are the empty history and the sequence In.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 11 / 87


Definition The model

Definition
Definition
An extensive game with perfect information consists of
a set of players;
a set of sequences (terminal histories) with the property that no
sequence is a proper subhistory of any other sequence;
a function (the player function) that assigns a player to every
sequence that is a proper subhistory of some terminal history;
for each player, preferences over the set of terminal histories.

The set of terminal histories is the set of all sequences of actions that
may occur.
The player assigned by the player function to any history h is the
player who takes an action after h.
We may specify a player’s preferences by giving a payoff function that
represents them.
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 12 / 87
Definition The model

Example: entry game

Suppose that
the best outcome for the challenger is that it enters and the
incumbent acquiesces;
the worst outcome for the challenger is that it enters and the
incumbent fights;
the best outcome for the incumbent is that the challenger stays out;
and
the worst outcome for the incumbent is that it enters and there is a
fight.
Then the situation may be modeled as an extensive game with perfect
information.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 13 / 87


Definition The model

Example: entry game

Players The challenger and the incumbent.


Terminal histories (In, Acquiesce), (In, Fight), and Out.
Player function: P(∅) = Challenger and P(In) = Incumbent.
Preferences:
Challenger’s preferences are represented by the payoff function u1 :

u1 (In, Acquiesce) = 2 u1 (Out) = 1 u1 (In, Fight) = 0 .

Incumbent’s preferences are represented by the payoff function u2 :

u2 (In, Acquiesce) = 1 u2 (Out) = 2 u2 (In, Fight) = 0 .

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 14 / 87


Definition Representation

Representation of an extensive game

The entry game is readily illustrated in a diagram:


Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

The small circle at the top represents the empty history (the start of
the game).
The label above a node indicatesthe player who chooses an action.
The branches represent the player’s choices.
The pair of numbers beneath each terminal history gives the players’
payoffs to that history.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 15 / 87


Definition Representation

Actions

The sets of actions available to the players at their various moves are
not directly specified.
These can be deduced from the set of terminal histories and the
player function.
If, for some nonterminal history h, the sequence (h, a) is a history,
then a is one of the actions available to the player who moves after h.
Thus the set of all actions available to the player who moves after h is

A(h) = {a : (h, a) is a history} .

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 16 / 87


Definition Representation

Actions

For example, for the entry game:


Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

The histories are ∅, In, Out, (In, Acquiesce), and (In, Fight).
The set of actions available to the challenger who moves at the start
of the game is A(∅) = {In, Out}.
The set of actions available to the incumbent who moves after the
history In is A(In) = {Acquiesce, Fight}.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 17 / 87


Definition Finiteness and information

Finiteness

Terminal histories are allowed to be infinitely long.


If the length of the longest terminal history is in fact finite, we say
that the game has a finite horizon.
A game with a finite horizon may have infinitely many terminal
histories: some player might have infinitely many actions after some
history.
If a game has a finite horizon and finitely many terminal histories we
say it is finite.
A game that is not finite cannot be represented in a diagram!

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 18 / 87


Definition Finiteness and information

Perfect information

An extensive game with perfect information models a situation in which


each player, when choosing an action,
1 knows all actions chosen previously (has perfect information), and
2 always moves alone (rather than simultaneously with other players).
The model encompasses several situations:
A race (e.g., between firms developing a new technology) is modeled
as an extensive game in which the parties alternately decide how
much effort to expend.
Parlor games such as chess, in which there are no random events, the
players move sequentially, and each player always knows all actions
taken previously, may also be modeled as extensive games with
perfect information.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 19 / 87


Definition Solutions

Backward induction

In the entry game:


Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

The challenger will enter and the incumbent will subsequently


acquiesce.
The challenger can reason that if it enters then the incumbent will
acquiesce, because doing so is better for the incumbent than fighting.
Given that the incumbent will respond to entry in this way, the
challenger is better off entering.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 20 / 87


Definition Solutions

Backward induction

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

This line of argument is called backward induction:

A player who has to move deduces, for each of her possible actions, the
actions that the players (including herself) will subsequently rationally take,
and chooses the action that yields the terminal history she most prefers.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 21 / 87


Definition Solutions

Backward induction
Backward induction cannot be applied to every extensive game with
perfect information:
Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 1

If the challenger enters, the incumbent is indifferent between


acquiescing and fighting.
Backward induction does not tell the challenger what the incumbent
will do in this case.
Games with infinitely long histories present another difficulty for
backward induction.
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 22 / 87
Definition Solutions

Nash equilibrium

Another approach to defining equilibrium takes off from the notion of


Nash equilibrium:
It seeks to model patterns of behavior that can persist in a steady
state.
The resulting notion of equilibrium applies to all extensive games with
perfect information.
In games in which backward induction is well-defined, this approach
turns out to lead to the backward induction outcome, so that there is
no conflict between the two ideas.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 23 / 87


Strategies and outcomes

1 Definition

2 Strategies and outcomes


Strategies
Outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria

6 Illustrations

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 24 / 87


Strategies and outcomes Strategies

Strategies

A player’s strategy specifies the action the player chooses for every history
after which it is her turn to move.
Definition
A strategy of player i in an extensive game with perfect information is a
function that assigns to each history h after which it is player i’s turn to
move (i.e. P(h) = i, where P is the player function) an action in A(h)
(the set of actions available after h).

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 25 / 87


Strategies and outcomes Strategies

Strategies: an example

1
C D
2 2
E F G H

2, 1 3, 0 0, 2 1, 3

Player 1 moves only at the start of the game (i.e. after the empty
history), when the actions available to her are C and D.
Thus she has two strategies: one that assigns C to the empty history,
and one that assigns D to the empty history.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 26 / 87


Strategies and outcomes Strategies

Strategies: an example

1
C D
2 2
E F G H

2, 1 3, 0 0, 2 1, 3

Player 2 moves after both the history C and the history D.


After C the actions available to her are E and F , and after D the
actions available to her are G and H
Thus a strategy of player 2 is a function that assigns either E or F to
the history C , and either G or H to the history D.
That is, player 2 has four strategies: EG , EH, FG , FH.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 27 / 87


Strategies and outcomes Strategies

Strategies: an example

1
C D
2 2
E F G H

2, 1 3, 0 0, 2 1, 3

Each of player 2’s strategies may be interpreted as a plan of action or


contingency plan: it specifies what player 2 does if player 1 chooses
C , and what she does if player 1 chooses D.
A player’s strategy provides sufficient information to determine her
plan of action: the actions she intends to take, whatever the other
players do.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 28 / 87


Strategies and outcomes Outcomes

Outcomes

1
C D
2
1 E F 2, 0
G H 3, 1

1, 2 0, 0

The outcome of the strategy pair (DG , E ) is the terminal history D.


The outcome of (CH, E ) is the terminal history (C , E , H).
Note that the outcome O(s) of the strategy profile s depends only on
the players’ plans of action, not their full strategies.
To determine O(s) we do not need to refer to any component of any
player’s strategy that specifies her actions after histories precluded by
that strategy.
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Nash equilibrium

1 Definition

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria

6 Illustrations

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Nash equilibrium

Nash equilibrium

Nash equilibrium: a strategy profile from which no player wishes to


deviate, given the other players’ strategies.
One way to find the Nash equilibria of an extensive game in which
each player has finitely many strategies is to
1 list each player’s strategies,
2 find the outcome of each strategy profile, and
3 analyze this information as for a strategic game.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 31 / 87


Nash equilibrium

Strategic form

We construct the following strategic game, known as the strategic form of


the extensive game:
Players: the set of players in the extensive game.
Actions: Each player’s set of actions is her set of strategies in the
extensive game.
Preferences: Each player’s payoff to each action profile is her payoff
to the terminal history generated by that action profile in the
extensive game.

The set of Nash equilibria of any extensive game with perfect information
is the set of Nash equilibria of its strategic form.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 32 / 87


Nash equilibrium

Example: the entry game

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

the challenger has two strategies, In and Out


the incumbent has two strategies, Acquiesce and Fight.
Strategic form of the game:
Incumbent
Acquiesce Fight
In (2,1) (0,0)
Challenger
Out (1,2) (1,2)
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 33 / 87
Nash equilibrium

Example: the entry game

Incumbent
Acquiesce Fight
In (2,1) (0,0)
Challenger
Out (1,2) (1,2)
Two Nash equilibria: (In, Acquiesce) and (Out, Fight)
Equilibrium (In, Acquiesce) is the pattern of behavior isolated by
backward induction.
In equilibrium (Out, Fight)
the challenger always chooses Out; this strategy is optimal given the
incumbent’s strategy to fight in the event of entry;
incumbent’s strategy Fight is optimal given the challenger’s strategy,
thus neither player can increase its payoff by choosing a different
strategy, given the other player’s strategy.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 34 / 87


Subgame perfect equilibrium

1 Definition

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium


Definition
Relation to Nash equilibrium
Examples
Interpretation

5 Finding subgame perfect equilibria

6 Illustrations

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 35 / 87


Subgame perfect equilibrium Definition

Subgame perfect equilibrium

The notion of Nash equilibrium ignores the sequential structure of an


extensive game.
It treats strategies as choices made once and for all before play begins.
Subgame perfect equilibrium is a notion of equilibrium that models a
robust steady state.
Each player’s strategy is optimal, given the other players’ strategies,
not only at the start of the game, but after every possible history.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 36 / 87


Subgame perfect equilibrium Definition

Subgames

We first define the notion of a subgame:


For any nonterminal history h, the subgame following h is the part of
the game that remains after h has occurred.
For example, the subgame following the history In in the entry game
is the game in which the incumbent is the only player, and there are
two terminal histories, Acquiesce and Fight.

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 37 / 87


Subgame perfect equilibrium Definition

Subgames
The subgame following the empty history ∅ is the entire game.
Every other subgame is called a proper subgame.
Because there is a subgame for every nonterminal history, the number
of subgames is equal to the number of nonterminal histories.
Example:
1
C D
2 2
E F G H

2, 1 3, 0 0, 2 1, 3

The above game has three nonterminal histories (the empty history, C ,
and D), and hence three subgames: the whole game (the part of the game
following the empty history), the game following the history C , and the
game following the history D.
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 38 / 87
Subgame perfect equilibrium Definition

Subgame perfect equilibrium

In an equilibrium that corresponds to a perturbed steady state in


which every history sometimes occurs, the players’ behavior must
correspond to a steady state in every subgame, not only in the whole
game.

Definition
A subgame perfect equilibrium is a strategy profile s ∗ with the property
that in no subgame can any player i do better by choosing a strategy
different from si∗ , given that every other player j adheres to sj∗ ,

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 39 / 87


Subgame perfect equilibrium Definition

Subgame perfect equilibrium

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

The Nash equilibrium (Out, Fight) of the entry game is not a subgame
perfect equilibrium:
in the subgame following the history In, the strategy Fight is not
optimal for the incumbent, since the incumbent is better off choosing
Acquiesce than it is choosing Fight
The Nash equilibrium (In, Acquiesce) is a subgame perfect equilibrium:
each player’s strategy is optimal, given the other players strategy,
both in the whole game, and in the subgame following the history In.
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 40 / 87
Subgame perfect equilibrium Relation to Nash equilibrium

Subgame perfect equilibrium and Nash equilibrium

In a subgame perfect equilibrium every player’s strategy is optimal, in


particular, after the empty history. Thus:

Every subgame perfect equilibrium is a Nash equilibrium.

A subgame perfect equilibrium generates a Nash equilibrium in every


subgame.
Further, any strategy profile that generates a Nash equilibrium in
every subgame is a subgame perfect equilibrium.

Definition
A subgame perfect equilibrium is a strategy profile that induces a Nash
equilibrium in every subgame.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 41 / 87


Subgame perfect equilibrium Examples

Example: the entry game

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 0

The Nash equilibrium (In, Acquiesce) is a subgame perfect equilibrium


because
1 it is a Nash equilibrium, so that at the start of the game the
challenger’s strategy In is optimal, given the incumbent’s strategy
Acquiesce, and
2 after the history In, the incumbent’s strategy Acquiesce in the
subgame is optimal.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 42 / 87


Subgame perfect equilibrium Examples

Example: variant of the entry game

Challenger
In Out
Incumbent
Acquiesce Fight 1, 2

2, 1 0, 1

Two Nash equilibria, (In, Acquiesce) and (Out, Fight).


Both of these equilibria are subgame perfect equilibria, because after
the history In both Fight and Acquiesce are optimal for the
incumbent.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 43 / 87


Subgame perfect equilibrium Interpretation

Interpretation of subgame perfect equilibria

A subgame perfect equilibrium of an extensive game corresponds to a


steady state in which all players, on rare occasions, take
nonequilibrium actions, so that after long experience each player
forms correct beliefs about the other players’ entire strategies, and
thus knows how the other players will behave in every subgame.
Given these beliefs, no player wishes to deviate from her strategy
either at the start of the game or after any history.
This interpretation does not require a player to know the other
players’ preferences, or to think about the other players’ rationality.
It entails interpreting a strategy as a plan specifying a player’s actions
not only after histories consistent with the strategy, but also after
histories that result when the player chooses arbitrary alternative
actions, perhaps because she makes mistakes or deliberately
experiments.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 44 / 87


Finding subgame perfect equilibria

1 Definition

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria


Backward induction
Existence of subgame perfect equilibrium

6 Illustrations

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 45 / 87


Finding subgame perfect equilibria Backward induction

Finite horizon games

We can find the subgame perfect equilibria by finding the Nash


equilibria and checking whether each of these equilibria is subgame
perfect.
In a game with a finite horizon the set of subgame perfect equilibria
may be found more directly by using an extension of the procedure of
backward induction.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 46 / 87


Finding subgame perfect equilibria Backward induction

Backward induction

The length of a subgame is the length of the longest history in the


subgame.
The procedure of backward induction works as follows:
1 We start by finding the optimal actions of the players who move in
the subgames of length 1 (the “last” subgames).
2 Taking these actions as given, we find the optimal actions of the
players who move first in the subgames of length 2.
3 We continue working back to the beginning of the game, at each
stage k finding the optimal actions of the players who move at the
start of the subgames of length k, given the optimal actions we have
found in all shorter subgames.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 47 / 87


Finding subgame perfect equilibria Backward induction

Backward induction: an example

1
C D
2
E F G H

2,1 3,0 0,2 1,3

Subgames of length 1: The game has two such subgames, in both of


which player 2 moves.
In the subgame following C , player 2’s optimal action is E .
In the subgame following D, her optimal action is H.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 48 / 87


Finding subgame perfect equilibria Backward induction

Backward induction: an example


1
C D
2
E F G H

2,1 3,0 0,2 1,3

Subgames of length 2: The game has one such subgame, namely the
entire game, at the start of which player 1 moves. Given the optimal
actions in the subgames of length 1:
player 1’s choosing C at the start of the game yields her a payoff of 2,
whereas
her choosing D yields her a payoff of 1.
Thus player 1’s optimal action at the start of the game is C .

=⇒ The game has no subgame of length greater than 2, so the procedure


of backward induction yields the strategy pair (C , EH).
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 49 / 87
Finding subgame perfect equilibria Backward induction

Extension of backward induction

In any game in which the procedure selects a single action for the
player who moves at the start of each subgame, the strategy profile
selected is the unique subgame perfect equilibrium of the game (a
complete proof is not trivial!).
What happens in a game in which at the start of some subgames
more than one action is optimal?
An extension of the procedure of backward induction locates all
subgame perfect equilibria.
This extension traces back separately the implications for behavior in
the longer subgames of every combination of optimal actions in the
shorter subgames.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 50 / 87


Finding subgame perfect equilibria Backward induction

Procedure of backward induction

Backward induction may be described compactly for an arbitrary game


as follows.

Step 1.
Find, for each subgame of length 1, the set of optimal actions of the
player who moves first.
Index the subgames by j, and denote by Sj∗ (1) the set of optimal
actions in subgame j.
(If the player who moves first in subgame j has a unique optimal
action, then Sj (1) contains a single action.)

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 51 / 87


Finding subgame perfect equilibria Backward induction

Procedure of backward induction

Step 2.
For each combination of actions consisting of one from each set
Sj∗ (1), find, for each subgame of length two, the set of optimal
actions of the player who moves first.
The result is a set of strategy profiles for each subgame of length two.
Denote by S`∗ (2) the set of strategy profiles in subgame `.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 52 / 87


Finding subgame perfect equilibria Backward induction

Procedure of backward induction

Step 3, 4, . . .
Continue by examining successively longer subgames until reaching
the start of the game.
At each stage k, for each combination of strategy profiles consisting
of one from each set Sp∗ (k − 1) constructed in the previous stage,
find, for each subgame of length k, the set of optimal actions of the
player who moves first, and hence a set of strategy profiles for each
subgame of length k.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 53 / 87


Finding subgame perfect equilibria Existence of subgame perfect equilibrium

Subgame perfect equilibrium and backward induction

The set of strategy profiles that the procedure of backward induction yields
for the whole game is the set of subgame perfect equilibria of the game.
Proposition
The set of subgame perfect equilibria of a finite horizon extensive game
with perfect information is equal to the set of strategy profiles isolated by
the procedure of backward induction.

Note: A complete proof is not trivial.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 54 / 87


Finding subgame perfect equilibria Existence of subgame perfect equilibrium

Existence of subgame perfect equilibrium

Proposition
Every finite extensive game with perfect information has a subgame
perfect equilibrium.

Proof.
A finite game not only has a finite horizon, but also a finite number
of terminal histories.
The player who moves first in any subgame has finitely many actions;
at least one action is optimal.
Thus in such a game the procedure of backward induction isolates at
least one strategy profile.
Using the Proposition stated before, we conclude that every finite
game has a subgame perfect equilibrium. 

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 55 / 87


Finding subgame perfect equilibria Existence of subgame perfect equilibrium

Existence of subgame perfect equilibrium

This existence result does not claim that a finite extensive game has a
single subgame perfect equilibrium.
A finite horizon game in which some player does not have finitely
many ac- tions after some history may or may not possess a subgame
perfect equilibrium.
A simple example of a game that does not have a subgame perfect
equilibrium:
Consider the trivial game in which a single player chooses a number
less than 1 and receives a payoff equal to the number she chooses.
There is no greatest number less than one, so the single player has no
optimal action.
Thus the game has no subgame perfect equilibrium.

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Illustrations

1 Definition

2 Strategies and outcomes

3 Nash equilibrium

4 Subgame perfect equilibrium

5 Finding subgame perfect equilibria

6 Illustrations
The ultimatum game
The holdup game
Stackelberg’s duopoly game
Buying votes
Ticktacktoe and Chess
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Illustrations The ultimatum game

The ultimatum game

Bargaining over the division of a pie may naturally be modeled as an


extensive game:
Two people use the following procedure to split $c:
Person 1 offers person 2 an amount of money up to $c.
If 2 accepts this offer then 1 receives the remainder of the $c.
If 2 rejects the offer then neither person receives any payoff.
Each person cares only about the amount of money she receives, and
(naturally!) prefers to receive as much as possible.
Assume that the amount person 1 offers can be any number, not
necessarily an integral number of cents.
Then the procedure can be modeled by an extensive game, known as
the ultimatum game.

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Illustrations The ultimatum game

The ultimatum game

Players: The two people.


Terminal histories: The set of sequences (x, Z ), where x is a number
with 0 ≤ x ≤ c and Z is either Y (“yes, I accept”) or N (“no, I
reject”).
Player function: P(∅ = 1 and P(x) = 2 for all x.
Preferences: Preferences are represented by payoffs equal to the
amounts of money one receives.
For the terminal history (x, Y ) person 1 receives c − x and person 2
receives x.
For the terminal history (x, N) each person receives 0.

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Illustrations The ultimatum game

The ultimatum game

The game has a finite horizon, so we can use backward induction to find
its subgame perfect equilibria.
Subgames of length 1: person 2 either accepts or rejects an offer of
person 1.
For every possible offer of person 1, there is such a subgame.
In the subgame that follows an offer x of person 1 for which x > 0,
person 2’s optimal action is to accept (if she rejects, she gets
nothing).
In the subgame that follows the offer x = 0, person 2 is indifferent
between accepting and rejecting.
Thus in a subgame perfect equilibrium person 2’s strategy either
accepts all offers (including 0), or accepts all offers x > 0 and rejects
the offer x = 0.

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Illustrations The ultimatum game

The ultimatum game

Now consider the whole game: for each possible subgame perfect
equilibrium strategy of person 2, we need to find the optimal strategy of
person 1.
If person 2 accepts all offers (including 0), then person 1’s optimal
offer is 0 (which yields her the payoff c).
If person 2 accepts all offers except zero, then no offer of person 1 is
optimal!
No offer x > 0 is optimal, because the offer x/2 (for example) is
better, given that person 2 accept both offers.
An offer of 0 is not optimal because person 2 rejects it, leading to a
payoff of 0 for person 1, who is thus better off offering any positive
amount less than c.
Conclusion: The only subgame perfect equilibrium of the game is the
strategy pair in which person 1 offers 0 and person 2 accepts all offers. In
this equilibrium, person 1’s payoff is c and person 2’s payoff is zero.
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Illustrations The holdup game

The holdup game

Before engaging in an ultimatum game in which she may accept or


reject an offer of person 1, person 2 takes an action that affects the
size c of the pie to be divided.
She may exert little effort, resulting in a small pie, of size cL , or great
effort, resulting in a large pie, of size cH
She dislikes exerting effort.
Specifically, assume that her payoff is xE if her share of the pie is x,
where E = L if she exerts little effort and E = H > L if she exerts
great effort.
The extensive game that models this situation is known as the holdup
game.

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Illustrations The holdup game

The holdup game


Subgame perfect equilibrium

Each subgame that follows person 2’s choice of effort is an ultimatum


game, and thus has a unique subgame perfect equilibrium, in which
person 1 offers 0 and person 2 accepts all offers.
Now consider person 2’s choice of effort at the start of the game.
If she chooses L then her payoff, given the outcome in the following
subgame, is L.
If she chooses H then her payoff is H.
Consequently she chooses L
Thus the game has a unique subgame perfect equilibrium, in which
person 2 exerts little effort and person 1 obtains all of the resulting
small pie.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 63 / 87


Illustrations The holdup game

The holdup game


Subgame perfect equilibrium

This equilibrium does not depend on the values of cL , cH , L, and H


(given that H > L).
Even if cH is much larger than cL , but H is only slightly larger than L,
person 2 exerts little effort in the equilibrium, although both players
could be much better off if person 2 were to exert great effort and
person 2 were to obtain some of the extra pie.
No such superior outcome is sustainable in an equilibrium because
person 2, having exerted great effort, may be “held up” for the entire
pie by person 1.

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Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game

Consider a market in which there are two firms, both producing the same
good.
Firm i’s cost of producing qi units of the good is Ci (qi ).
The price at which output is sold when the total output is Q is
Pd (Q).
Each firm’s strategic variable is output, but the firms make their
decisions sequentially, rather than simultaneously: one firm chooses
its output, then the other firm does so, knowing the output chosen by
the first firm.
This situation can be modeled by the Stackelberg’s duopoly game.

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Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game


General model

Players: The two firms.


Terminal histories: The set of all sequences (q1 , q2 ) of outputs for
the firms (each qi is a nonnegative number).
Player function: P(∅) = 1 and P(q1 ) = 2 for all q1 .
Preferences: The payoff of firm i to the terminal history (q1 , q2 ) is
its profit
qi Pd (q1 + q2 ) − Ci (qi ) for i = 1, 2 .
Note:
Firm 1 moves at the start of the game, thus a strategy of firm 1 is
simply an output.
Firm 2 moves after every history in which firm 1 chooses an output,
thus a strategy of firm 2 is a function that associates an output for
firm 2 with each possible output of firm 1.
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 66 / 87
Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game


Backwards induction

The game has a finite horizon, so we may use backward induction:


Suppose that for each output q1 of firm 1 there is one output b2 (q1 )
of firm 2 that maximize its profit. Then in any subgame perfect
equilibrium, firm 2’s strategy is b2 .
Given the strategy of firm 2, when firm 1 chooses the output q1 , firm
2 chooses the output b2 (q1 ), resulting in a total output of
qi + b2 (q1 ), and a price of Pd (q1 + b2 (q1 )). Thus firm 1’s output in a
subgame perfect equilibrium is a value of q1 that maximizes

q1 Pd (q1 + b2 (q1 )) − C1 (q1 ) .

Suppose that there is one such value of q1 , denote q1∗ .

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Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game


Backwards induction

We conclude:
If firm 2 has a unique best response b2 (q1 ) to each output q1 , and
firm 1 has a unique best action q1∗ , given firm 2’s best responses, then
the subgame perfect equilibrium of the game is q1∗ , b2 ).
The output chosen by firm 2, given firm 1’s equilibrium strategy, is
q2∗ = b2 (q1∗ ).
When firm 1 chooses any output q1 , the outcome, given that firm 2
uses its equilibrium strategy, is the pair of outputs (q1 , b2 (q1 )).
As firm 1 varies its output, the outcome varies along firm 2’s best
response function b2
Thus we can characterize the subgame perfect equilibrium outcome
(q1∗ , q2∗ ) as the point on firm 2’s best response function that
maximizes firm 1’s profit.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 68 / 87


Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game


Example: constant unit and linear inverse demand

Suppose that Ci (qi ) = cqi for i = 1, 2, and



a − Q if Q ≤ a
Pd (Q) = ,
0 if Q > a

where 0 < c < a.


Firm 2 has a unique best response to each output q1 of firm 1:
 1
b2 (q1 ) = 2 (a − c − q1 ) if q1 ≤ a − c
.
0 if q1 > a − c

Thus in a subgame perfect equilibrium firm 2’s strategy is b2 and firm


1’s strategy is the output q1 that maximizes

q1 (a − c − (q1 + 1/2(a − c − q1 ))) = 1/2q1 (a − c − q1 ) .

Its maximizer is q1 = 1/2(a − c).


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Illustrations Stackelberg’s duopoly game

Stackelberg’s duopoly game


Example: constant unit and linear inverse demand

We conclude:
The game has a unique subgame perfect equilibrium, in which firm’s
1 strategy is the output 1/2(a − c) and firm’s 2 strategy is b2 .
The outcome of the equilibrium is that firm 1 produces the output
q1∗ = 1/2(a − c)
and frim 2 produces the output
q2∗ = b2 (q1∗ ) = b2 (1/2(a − c)) = 1/4(a − c) .
Firm 1’s profit is
q1∗ (Pd (q1∗ + q2∗ ) − c) = 1/8(a − c)2
and firm 2’s profit is
q2∗ (Pd (q1∗ + q2∗ ) − c) = 1/16(a − c)2 .
Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 70 / 87
Illustrations Buying votes

Buying votes

A legislature has k members, where k is an odd number.


Two rival bills, X and Y , are being considered.
The bill that attracts the votes of a majority of legislators will pass.
Interest group X favors bill X , whereas interest group Y favors bill Y .
Each group wishes to entice a majority of legislators to vote for its
favorite bill.
First interest group X gives an amount of money (possibly zero) to
each legislator, then interest group Y does so. Each interest group
wishes to spend as little as possible.
Group X values the passing of bill X at VX > 0 and the passing of
bill Y at zero, and group Y values the passing of bill Y at VY > 0
and the passing of bill X at zero.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 71 / 87


Illustrations Buying votes

Buying votes

Each legislator votes for the favored bill of the interest group that
offers her the most money; a legislator to whom both groups offer the
same amount of money votes for bill Y (an arbitrary simplifying
assumption).
For example, if k = 3, the amounts offered to the legislators by group
X are x = (100, 50, 0), and the amounts offered by group Y are
y = (100, 0, 50), then legislators 1 and 3 vote for Y and legislator 2
votes for X , so that Y passes.
This situation can be modeled as an extensive game with perfect
information.

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Illustrations Buying votes

Buying votes
Extensive game

Players: The two interest groups, X and Y .


Terminal histories: The set of all sequences (x, y ), where x is a list
of payments to legislators made by interest group X and y is a list of
payments to legislators made by interest group Y (x and y are lists of
k nonnegative integers).
Player function: P(∅) = X and P(x) = Y for all x.
Preferences: The preferences of interest group X are represented by
the payoff function

VX − (x1 + · · · + xk ) if bill X passes
−(x1 + · · · + xk ) if bill Y passes,
where bill Y passes after the terminal history (x, y ) iff the number of
components of y that are at least equal to the corresponding
components of x is at least 1/2(k + 1) (a bare majority). The
preferences of Y are represented by the analogous function.
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Illustrations Buying votes

Buying votes
Example 1

Suppose that k = 3 and VX = VY = 300.


The most group X is willing to pay to get bill X passed is 300.
For any payments it makes to the three legislators that sum to at
most 300, two of the payments sum to at most 200, so that if group
Y matches these payments it spends less than VY = 300 and gets bill
Y passed.
Thus in any subgame perfect equilibrium group X makes no
payments, group Y makes no payments, and (given the tie-breaking
rule) bill Y is passed.

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Illustrations Buying votes

Buying votes
Example 2

Now suppose k = 3, VX = 300, and VY = 100.


By paying each legislator more than 50, group X makes matching
payments by group Y unprofitable: only by spending more than
VY = 100) can group Y cause bill Y to be passed.
However, there is no subgame perfect equilibrium in which group X
pays each legislator more than 50, because it can always pay a little
less and still prevent group Y from profitably matching.
In the only subgame perfect equilibrium group X pays each legislator
exactly 50, and group Y makes no payments. Given group X ’s action,
group Y is indifferent between matching X ’s payments (so that bill Y
is passed), and making no payments.
However, there is no subgame perfect equilibrium in which group Y
matches group X ’s payments, because then group X could increase
its payments a little, making matching payments by group Y
unprofitable.
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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

For arbitrary values of the parameters the subgame perfect equilibrium


outcome takes one of the forms in these two examples:
1 either no payments are made and bill Y is passed, or
2 group X makes payments that group Y does not wish to match,
group Y makes no payments, and bill X is passed.
To find the subgame perfect equilibria in general, we may use backward
induction.

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

First consider group Y ’s best response to an arbitrary strategy x of group


X.
Let µ = 1/2(k + 1) and denote by mx the sum of the smallest µ
components of x.
If mx < VY then group Y can buy off a bare majority of legislators
for less than VY , so that its best response to x is to match group X ’s
payments to the µ legislators to whom group X ’s payments are
smallest. The outcome is that bill Y is passed.
If mx > VY then the cost to group Y of buying off any majority of
legislators exceeds VY , so that group Y ’s best response to x is to
make no payments; the outcome is that bill X is passed.
If mx = VY then both the actions in the previous two cases are best
responses by group Y to x.

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

We conclude that group Y ’s strategy in a subgame perfect equilibrium has


the following properties:
After a history x for which mx < VY , group Y matches group X ’s
payments to the µ legislators to whom X ’s payments are smallest.
After a history x for which mx > VY , group Y makes no payments.
After a history x for which mx = VY , group Y either makes no
payments or matches group X ’s payments to the µ legislators to
whom X ’s payments are smallest.

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

Given the properties of group Y ’s subgame perfect equilibrium strategy,


what should X do?
If it chooses a list of payments x for which mx < VY then group Y
matches its payments to a bare majority of legislators, and bill Y
passes.
If it reduces all its payments, the same bill is passed.
Thus the only list of payments x with mx < VY that may be optimal
is (0, . . . , 0).
If it chooses a list of payments x with mx > VY then group Y makes
no payments, and bill X passes.
If it reduces all its payments a little (keeping the payments to every
bare majority greater than VY ), the outcome is the same.
Thus no list of payments x for which mx > VY is optimal.
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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

Conclusion: In any subgame perfect equilibrium we have


1 either x = (0, . . . , 0) (group X makes no payments)
2 or mx = VY (the smallest sum of group X ’s payments to a bare
majority of legislators is VY ).
Under what conditions does each case occur?

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

If group X needs to spend more than VX to deter group Y from


matching its payments to a bare majority of legislators, then its best
strategy is to make no payments (x = (0, . . . , 0)).
How much does it need to spend to deter group Y ? It needs to pay
more than VY to every bare majority of legislators, so it needs to pay
each legislator more than VY /µ in which case its total payment is
more than kVY /µ.
Thus if VX < kVY /µ, group X is better off making no payments than
getting bill X passed by making payments large enough to deter
group Y from matching its payments to a bare majority of legislators.

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

If VX > kVY /µ, group X can afford to make payments large enough
to deter group Y from matching.
In this case its best strategy is to pay each legislator VY /µ, so that
its total payment to every bare majority of legislators is VY .
Given this strategy, group Y is indifferent between matching group
X ’s payments to a bare majority of legislators and making no
payments.
The game has no subgame perfect equilibrium in which group Y
matches (the argument is similar to the argument that the ultimatum
game has no subgame perfect equilibrium in which person 2 rejects
the offer 0).
Thus in any subgame perfect equilibrium group Y makes no
payments in response to group X ’s strategy.

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

Summing up: if VX = kVY /µ then the game has a unique subgame


perfect equilibrium, in which group Y ’s strategy is
match group X ’s payments to the µ legislators to whom X ’s
payments are smallest after a history x for which mx < VY , and
make no payments after a history x for which mx ≥ VY ,
and group X ’s strategy depends on the relative sizes of VX and VY :
if VX < kVY /µ then group X makes no payments;
if VX > kVY /µ then group X pays each legislator VY /µ.
If VX < kVY /µ then the outcome is that neither group makes any
payment, and bill Y is passed; if VX > kVY /µ then the outcome is that
group X pays each legislator VY /µ, group Y makes no payments, and bill
X is passed. (If VX = kVY /µ then the analysis is more complex.)

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Illustrations Buying votes

Buying votes
Subgame perfect equilibria

Features of the subgame perfect equilibrium:


1 The outcome favors the secon-mover in the game (group Y ): group
X manages to get the bill X passed only if Vx > kVy /µ, which is
close to 2VY when k is large.
2 Group Y never makes any payments! According to its equilibrium
strategy it is prepared to make payments in response to certain
strategies of group X , but given group X ’s equilibrium strategy, it
spends not a cent
3 If group X makes any payments (as it does in the equilibrium for
VX > kVY /µ) then it makes a payment to every legislator.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 84 / 87


Illustrations Ticktacktoe and Chess

Ticktacktoe and Chess

Ticktacktoe, chess, and related games may be modeled as extensive games


with perfect information.
A history is a sequence of moves and each player prefers to win than
to tie than to lose.
Both ticktacktoe and chess may be modeled as finite games, so each
game has a subgame perfect equilibrium.
Both games are strictly competitive games: in every outcome, either
one player loses and the other wins, or the players draw. For such
games all Nash equilibria yield the same outcome. Further, a player’s
Nash equilibrium strategy yields at least her equilibrium payoff,
regardless of the other players’ strategies.
Because any subgame perfect equilibrium is a Nash equilibrium, the
same is true for subgame perfect equilibrium strategies.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 85 / 87


Illustrations Ticktacktoe and Chess

Ticktacktoe and Chess

We conclude that in ticktacktoe and chess:


1 either one of the players has a strategy that guarantees she wins, or
2 each player has a strategy that guarantees at worst a draw.

In ticktacktoe we know that (2) is true.


Chess is more subtle: it is not known whether White has a strategy
that guarantees it wins, or Black has a strategy that guarantees it
wins, or each player has a strategy that guarantees at worst a draw.
The empirical evidence suggests that Black does not have a winning
strategy, but this result has not been proved.
When will a subgame perfect equilibrium of chess be found?

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 86 / 87


Further reading

Martin J. Osborne: An Introduction to Game Theory, Chapters 5, 6


& 7. Oxford University Press, 2004.

Paul G. Spirakis (U. Liverpool) Extensive Games with Perfect Information 87 / 87

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