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Extensive Form Games Mihai Manea MIT Extensive-Form Games N : finite set of players; nature is player 0 N tree: order of moves payoffs for every player at the terminal nodes information partition actions available at


  1. Extensive Form Games Mihai Manea MIT

  2. Extensive-Form Games ◮ N : finite set of players; nature is player 0 ∈ N tree: order of moves ◮ ◮ payoffs for every player at the terminal nodes ◮ information partition ◮ actions available at every information set ◮ description of how actions lead to progress in the tree ◮ random moves by nature Courtesy of The MIT Press. Used with permission. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 2 / 33

  3. Game Tree ◮ ( X , > ) : tree ◮ X : set of nodes ◮ x > y : node x precedes node y ◮ φ ∈ X : initial node, φ > x , ∀ x ∈ X \ { φ } ◮ > transitive ( x > y , y > z ⇒ x > z ) and asymmetric ( x > y ⇒ y ≯ x ) ◮ every node x ∈ X \ { φ } has one immediate predecessor: ∃ x ′ > x s.t. x ′′ > x & x ′′ � x ′ ⇒ x ′′ > x ′ ◮ Z = { z | ∄ x , z > x } : set of terminal nodes ◮ z ∈ Z determines a unique path of moves through the tree, payoff u i ( z ) for player i Mihai Manea (MIT) Extensive-Form Games March 2, 2016 3 / 33

  4. Information Partition ◮ information partition: a partition of X \ Z ◮ node x belongs to information set h ( x ) ◮ player i ( h ) ∈ N moves at every node x in information set h ◮ i ( h ) knows that he is at some node of h but does not know which one ◮ same player moves at all x ∈ h , otherwise players might disagree on whose turn it is ◮ i ( x ) := i ( h ( x )) Mihai Manea (MIT) Extensive-Form Games March 2, 2016 4 / 33

  5. Actions ◮ A ( x ) : set of available actions at x ∈ X \ Z for player i ( x ) ◮ A ( x ) = A ( x ′ ) =: A ( h ) , ∀ x ′ ∈ h ( x ) (otherwise i ( h ) might play an infeasible action) ◮ each node x � φ associated with the last action taken to reach it ◮ every immediate successor of x labeled with a different a ∈ A ( x ) and vice versa ◮ move by nature at node x : probability distribution over A ( x ) Mihai Manea (MIT) Extensive-Form Games March 2, 2016 5 / 33

  6. Strategies ◮ H i = { h | i h ( ) = i } ◮ S i = � h ∈ H i A ( h ) : set of pure strategies for player i ◮ s i ( h ) : action taken by player i at information set h ∈ H i under s i ∈ S i ◮ S = � i N S i : strategy profiles ∈ ◮ A strategy is a complete contingent plan specifying the action to be taken at each information set. ◮ Mixed strategies: σ i ∈ ∆( S i ) ◮ mixed strategy profile σ ∈ � i ∈ N ∆( S i ) → probability distribution O ( σ ) ∈ ∆( Z ) ◮ u i ( σ ) = E O ( σ ) ( u i ( z )) Mihai Manea (MIT) Extensive-Form Games March 2, 2016 6 / 33

  7. Strategic Form ◮ The strategic form representation of the extensive form game is the normal form game defined by ( N , S , u ) ◮ A mixed strategy profile is a Nash equilibrium of the extensive form game if it constitutes a Nash equilibrium of its strategic form. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 7 / 33

  8. Grenade Threat Game Player 2 threatens to explode a grenade if player 1 doesn’t give him $1000. ◮ Player 1 chooses between g and ¬ g . ◮ Player 2 observes player 1’s choice, then decides whether to explode a grenade that would kill both. ❆ ( −∞ , −∞ ) 2 g � ( − 1000 , 1000 ) 1 ❆ ( −∞ , −∞ ) ¬ g 2 � ( 0 , 0 ) Mihai Manea (MIT) Extensive-Form Games March 2, 2016 8 / 33

  9. Strategic Form Representation ❆ ( −∞ , −∞ ) 2 g ( − 1000 , 1000 ) � 1 ❆ ( −∞ , −∞ ) ¬ g 2 ( 0 , 0 ) � ❆ , ❆ ❆ , � � , ❆ � , � − 1000 , 1000 ∗ g −∞ , −∞ −∞ , −∞ − 1000 , 1000 0 , 0 ∗ 0 , 0 ∗ ¬ g −∞ , −∞ −∞ , −∞ Three pure strategy Nash equilibria. Only ( ¬ g , � , � ) is subgame perfect. ❆ is not a credible threat. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 9 / 33

  10. Behavior Strategies ◮ b i ( h ) ∈ ∆( A ( h )) : behavior strategy for player i ( h ) at information set h ◮ b i ( a | h ) : probability of action a at information set h ◮ behavior strategy b i ∈ � h H i ∆( A ( h )) ∈ ◮ independent mixing at each information set ◮ b i outcome equivalent to the mixed strategy � σ i ( s i ) = b i ( s i ( h ) | h ) (1) h ∈ H i ◮ Is every mixed strategy equivalent to a behavior strategy? ◮ Yes, under perfect recall. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 10 / 33

  11. Perfect Recall No player forgets any information he once had or actions he previously chose. ◮ If x ′′ ∈ h ( x ′ ) , x > x ′ , and the same player i moves at both x and x ′ (and thus at x ′′ ), then there exists x ˆ ∈ h ( x ) (possibly x ˆ = x ) s.t. ˆ > x ′′ and the action taken at x along the path to x ′ is the same as x ˆ along the path to x ′′ . the action taken at x ◮ x ′ and x ′′ distinguished by information i does not have, so he cannot have had it at h ( x ) ◮ x ′ and x ′′ consistent with the same action at h ( x ) since i must remember his action there ◮ Equivalently, every node in h ∈ H i must be reached via the same sequence of i ’s actions. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 11 / 33

  12. Equivalent Behavior Strategies ◮ R i ( h ) = { s i | h is on the path of ( s i , s − i ) for some s − i } : set of i ’s pure strategies that do not preclude reaching information set h ∈ H i ◮ Under perfect recall, a mixed strategy σ i is equivalent to a behavior strategy b i defined by � σ i ( s i ) { i ∈ R i ( h ) | s i ( h )= a s } i a | h ) ( = b (2) � i ( s i ) σ s i ∈ R i ( h ) when the denominator is positive. Theorem 1 (Kuhn 1953) In extensive form games with perfect recall, mixed and behavior strategies are outcome equivalent under the formulae (1) & (2) . Mihai Manea (MIT) Extensive-Form Games March 2, 2016 12 / 33

  13. Proof ◮ h 1 , . . . , h k ¯ : player i ’s information sets preceding h in the tree ◮ Under perfect recall, reaching any node in h requires i to take the same action a k at each h k , ¯ } . R i ( h ) = { s i | s i ( h k ) = a k , ∀ k = 1 , k ◮ Conditional on getting to h , the distribution of continuation play at h is given by the relative probabilities of the actions available at h under the restriction of σ i to R i ( h ) , � σ i ( s i ) 1 , ¯ { s i | s i ( h k )= a k , ∀ k = k & s i ( h )= a } b i ( a h ) = | . � σ i ( s i ) a k , ∀ k = 1 , ¯ { s i | s i ( h k )= k } Mihai Manea (MIT) Extensive-Form Games March 2, 2016 13 / 33

  14. Example Courtesy of The MIT Press. Used with permission. Figure: Different mixed strategies can generate the same behavior strategy. ◮ S 2 = { ( A , C ) , ( A , D ) , ( B , C ) , ( B , D ) } ◮ Both σ 2 = 1 / 4 ( A , C ) + 1 / 4 ( A , D ) + 1 / 4 ( B , C ) + 1 / 4 ( B , D ) and σ 2 = 1 / 2 ( A , C ) + 1 / 2 ( B , D ) generate—and are equivalent to—the behavior strategy b 2 with b 2 ( A | h ) = b 2 ( B | h ) = 1 / 2 and b 2 ( C | h ′ ) = b 2 ( D | h ′ ) = 1 / 2. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 14 / 33

  15. Example with Imperfect Recall Courtesy of The MIT Press. Used with permission. Figure: Player 1 forgets what he did at the initial node. ◮ S 1 = { ( A , C ) , ( A , D ) , ( B , C ) , ( B , D ) } ◮ σ 1 = 1 / 2 ( A , C ) + 1 / 2 ( B , D ) → b 1 = ( 1 / 2 A + 1 / 2 B , 1 / 2 C + 1 / 2 D ) ◮ b 1 not equivalent to σ 1 ◮ ( σ 1 , L ) : prob. 1 / 2 for paths ( A , L , C ) and ( B , L , D ) ◮ ( b 1 , L ) : prob. 1 / 4 to paths ( A , L , C ) , ( A , L , D ) , ( B , L , C ) , ( B , L , D ) Mihai Manea (MIT) Extensive-Form Games March 2, 2016 15 / 33

  16. Imperfect Recall and Correlations � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �� � � � � � � ◮ Since both A vs. B and C vs. D are choices made by player 1, the strategy σ 1 under which player 1 makes all his decisions at once allows choices at different information sets to be correlated ◮ Behavior strategies cannot produce this correlation, because when it comes time to choose between C and D , player 1 has forgotten whether he chose A or B . Mihai Manea (MIT) Extensive-Form Games March 2, 2016 16 / 33

  17. Absent Minded Driver Piccione and Rubinstein (1997) ◮ A drunk driver has to take the third out of five exits on the highway (exit 3 has payoff 1, other exits payoff 0). ◮ The driver cannot read the signs and forgets how many exits he has already passed. ◮ At each of the first four exits, he can choose C (continue) or E (exit). . . imperfect recall: choose same action. ◮ C leads to exit 5, while E leads to exit 1. ◮ Optimal solution involves randomizing: probability p of choosing C maximizes p 2 ( 1 − p ) , so p = 2 / 3. ◮ “Beliefs” given p = 2 / 3: ( 27 / 65 , 18 / 65 , 12 / 65 , 8 / 65 ) ◮ E has conditional “expected” payoff of 12 / 65, C has 0. Optimal strategy: E with probability 1, inconsistent. Mihai Manea (MIT) Extensive-Form Games March 2, 2016 17 / 33

  18. Conventions ◮ Restrict attention to games with perfect recall, so we can use mixed and behavior strategies interchangeably. ◮ Behavior strategies are more convenient. ◮ Drop notation b for behavior strategies and denote by σ i ( a | h ) the probability with which player i chooses action a at information set h . Mihai Manea (MIT) Extensive-Form Games March 2, 2016 18 / 33

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