Dynamic games of complete information Flashcards
Perfect-information extensive-form game
Tuple G = (N, A, H, Z, chi, ro, pi, h0, u)
N = {1,…,n} set of players
A = set of all actions
H = set of non-terminal nodes
Z = set of terminal nodes
chi: H -> A is an action function, assigning enabled functions
ro: H -> N is a player function, assigning owner of the node
pi: H x A -> H U Z is the successor function
h0 = root node
u = (u1, …, un) where ui: Z -> R is a payoff action for the player i
Path
A path from h to h’ is a sequence h1,a2,…,ak,hk where h1 = h and hk = h’, and pi(hj-1, aj) = hj for every 0 < j <= k.
Pure strategy in Extensive-form game
A pure strategy of player i in G is a function si: Hi -> A such that for every h we have that si(h) in chi(h)
Subgame
A subgame Gh of G rooted in h is the restriction of G to nodes reachable from h in the game tree. More precisely, Gh = (N, A, Hh, Zh, chih, roh, pih, h, uh)
SPE
A subgame perfect equilibrium in pure strategies is a pure strategy profile s such that for any subgame Gh of G, the restriction of s to Hh is a NE.
Backward induction
Algorithm for cumputing SPE for finite perfect-information extensive-form games
Initially: attach to each terminal node the empty profile and the payoff vector u(z)
1. Let K be the set of all children of h
2. Let hmax from argmax_h’inK u_ro(h)(h’)
3. Attach to h a strategy profile sh shere sh_ro(h)(h) = hmax,
for all i in N and all h’ in Hi \ h define sih(h’) = sih-(h’) where h- in K and h- in Hh- intersection Hi
4. Attach to h the vector of expected payoffs u(h) = u(hmax)
Mixed strategy
A mixed strategy of player i is probability distribution sigma in Delta(Si) over Si
Behavioral strategy
A behavioral strategy of player i in G is a function betai: Hi -> Delta(A), such that for every h in Hi and every a in A: betai(h)(a) iff a in chi(h)
Probability of reaching z
P_beta(z) = Pi_l=1 to k beta_ro(hl-1) (hl)(al) where h0a1…hk is the unique path from root to leaf
Payoff function of behavioral strategy
ui(beta) = sum over z P_beta(z) * ui(z)
Imperfect-information game
Gimp = (Gperf, I)
Gperf = (N, A, H, Z, chi, ro, pi, h0, u]
I = (I1, … In) where for each i in N Ii = {Ii1, Ii2,…,Iimi} is a collection of information sets for player i.
Ii is a partition of Hi
For all h, h’ in Ii,j, we have ro(h) = ro(h’) and chi(h) = chi(h’)
Pure strategy in imperfect-information game
A pure strategy of player i in Gimp is a pure strategy si in Gperf such that for all j = 1,…,k and all h,h’ in Ii,j holds si(h) = si(h’)
Subgame in i-i games
For every Hproper we define a subgame Gimph to be the imperfect-information game (Gperfh, Ih) where Ih is the restriction of I to Hh
Behavioral strategy in Gimp
A behavioral strategy of player i in Gimp is a behavioral strategy betai in Gperf such that for all j = 1,…,ki and all h,h’ in Ii,j: betai(h) = betai(h’)
Kuhns Theorem
Assuming perfect recall, every mixed strategy can be translated to a behavioral strategy (and vice versa) so that the payoff for the resulting strategy is the same in any mixed profile.