Extensive Form Games
Normal Form Games do not reflect time:
- other players - your opponents - know that you will do, and all actions happen simultaneously
Perfect-Information Game
$A$ - is a (finite) perfect-information game in extensive form
$A$ is defined by $(N, A, H, Z, \chi, \rho, \sigma, u)$
- $N$ - a set of players
- $A$ - a set of actions
- $H$ - a set of non-terminal choice nodes
- $\chi$ - set of actions available for player in $h \in H$
- $\rho$ - assigns to each $h \in H$ a player $i \in N$ who chooses an action $a$ in this $h$
- $Z$ - terminal nodes, where a game ends
- $\sigma$ - defines a tree (how to get from node h \in H to next note \h_i \in H
- $u$ - utility function, defined $\forall z \in Z$
The Sharing Game
- a brother and a sister decide how they want to share 2 dollars
- $p_1$ is the brother, $p_2$ is the sister
- brother may suggest 2 dollars, 1 dollar and 0 dollars
- sister accepts or rejects
- if she accepts, she gets it, the brother gets the rest
- if she rejects, both get 0
Strategies
- the brother has 3 strategies
- the sister 8 - she may choose $2 \times 2 \times 2$ ways to behave
Strategies
A set of strategies consists of the cross product of all possible actions for all nodes
- these strategies are called the ‘‘pure strategies’’
Example
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- for player 2 pure strategies are $(C, D) \times (E, F)$
- for player 1: $(A, B) \times (G, H)$
- each has 4 strategy
Mixed strategy
- same as for Normal Form Game
- but we define the probability distribution over the pure strategies
- in this case the best response notion is the same as for Normal Form Games
- we want to maximize the Expected Utility
- so the Best Response is a mixed strategy that maximized the utility
- a strategy profile where each agent best-responds to every other agent is called a Nash Equilibrium
Translation to Normal Form Game
- Extensive form game can be converted into a Normal Form Game
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- pure strategies for each agent:
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- the result is called Induced Normal Form Game
- Although, this form is not compact
- and we can’t always perform the reverse transformation
Subgame Perfection
- subgame of $G$ rooted at $H$
- restriction of $G$ to the descendents of $H$
- i.e. subtree
- subgames of $G$
- all possible subgames of $G$
- plus $G$ itself
- subgame perfect equilibrium
- definition
- s is a subgame perfect equilibrium
- if for any subgame $G’$ of $G$
- the restriction of $s$ to $G’$ is a NE of $G’$
- rules out all non-credible threats
- i.e. when player $i$ will never go down that edge
- but is anyway threatened that if goes, $j$ will pick up bad route
- example
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- (A, G), (F, G) is subgame perfect
- <img src=”
- definition
Backward Induction
- a way of computing a subgame perfect equilibrium
- idea: find it in the bottom-most tree, and go up the tree
- function BackwardIndution
- if h \in Z
- return u(z)
- best_util = -\inf
- foreach a \in \chi
- util_at_child = BackwardInduction(\sigma (h, a))
- if (util_at_child > best_util)
- best_util = util_at_chile
- return best_util
- if h \in Z
- so it propagates best utility up top
Example: Centipede Game
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- start from the end:
- $p_1$ would go $D$ rather then $A$ (4 vs 3)
- $p_2$ would go $D$ (4 vs 3)
- $p_1$ would go $D$ (3 vs 2)
- $p_2$ would go $D$ (2 vs 1)
- $p_1$ would go $D$ (1 vs 0)
- so although going would be better, both prefer $D$
Example: Ultimatum Bargaining
- 10 units to be split between 2 players
- p1 offers $x \in {0, 1, … 10}$ to pl2
- p2 accepts or rejects
- p1 gets 10-x, p2 gets x if pl1 accepts
- otherwise both get 0
- tree (pic)
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- so, p1 should offer $x > 0$, as p2 will accept any possible amount
- in fact
- player may not act this way
- p2 may expect payoff at least 5
- subgame perfection doesn’t always match the data
- <img src=”
Imperfect-Information
- poker
- moves are sequential
- but there is some uncertainty about moves
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hidden information - you sometimes don’t see what others are doing, but it affects your payoff - so we create equivalent classes for some choices - 2 choices are in $I_1$, two in $I_2$, last three in $I_3$ <img src=”
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- for items in those classes set of possible actions is the same
- however payoffs may be different
; definition
- $A$ is defined by $(N, A, H, Z, \chi, \rho, \sigma, u, I)$
-
where $I = {I_1, … I_n}$ - set of equivalent classes
- pure strategies
- product of all possible action of different equality classes
- example
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- $p_1$ has 4 pure strategies: $Ll, Rr, Lr, Rr$
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- any normal form game can be represented this way
- Prisoners’ Dilemma <img src=”
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- Prisoners’ Dilemma <img src=”