Rational Play in Extensive-Form Games
<p>An extensive game with imperfect information.</p> "> Figure 2
<p>The conflict between the backward-induction-based counterfactual and the forward-induction-based counterfactual encoded in Player 2’s strategy.</p> "> Figure 3
<p>The play <math display="inline"><semantics> <mrow> <mi>a</mi> <mi>A</mi> </mrow> </semantics></math> is consistent with the notion of self-confirming equilibrium, even though there is no Nash equilibrium that yields <math display="inline"><semantics> <mrow> <mi>a</mi> <mi>A</mi> </mrow> </semantics></math>.</p> "> Figure 4
<p>The relation <math display="inline"><semantics> <mrow> <mi mathvariant="script">B</mi> <mo>=</mo> <mo>{</mo> <mo>(</mo> <mi>α</mi> <mo>,</mo> <mi>β</mi> <mo>)</mo> <mo>,</mo> <mo>(</mo> <mi>α</mi> <mo>,</mo> <mi mathvariant="normal">γ</mi> <mo>)</mo> <mo>,</mo> <mo>(</mo> <mi>β</mi> <mo>,</mo> <mi>β</mi> <mo>)</mo> <mo>,</mo> <mo>(</mo> <mi>β</mi> <mo>,</mo> <mi mathvariant="normal">γ</mi> <mo>)</mo> <mo>,</mo> <mo>(</mo> <mi mathvariant="normal">γ</mi> <mo>,</mo> <mi>β</mi> <mo>)</mo> <mo>,</mo> <mo>(</mo> <mi mathvariant="normal">γ</mi> <mo>,</mo> <mi mathvariant="normal">γ</mi> <mo>)</mo> <mo>}</mo> </mrow> </semantics></math>.</p> "> Figure 5
<p>The top part reproduces the game of <a href="#games-13-00072-f001" class="html-fig">Figure 1</a> and the bottom part shows a model of it.</p> "> Figure 6
<p>A perfect-information game and a model of it.</p> "> Figure 7
<p>The game of <a href="#games-13-00072-f003" class="html-fig">Figure 3</a> and a model of it.</p> "> Figure 8
<p>A game and four partial models of it (showing only the beliefs of Player 1 at history <span class="html-italic">⌀</span>), two of which violate Condition 5 of Definition 6 and the remaining two do not.</p> "> Figure 9
<p><math display="inline"><semantics> <mrow> <mi mathvariant="normal">γ</mi> <mo>∈</mo> <mi mathvariant="bold">R</mi> <mo>∩</mo> <mi mathvariant="bold">T</mi> <mo>∩</mo> <mi mathvariant="bold">C</mi> <mo>∩</mo> <mi mathvariant="bold">A</mi> </mrow> </semantics></math> but at <math display="inline"><semantics> <mi mathvariant="normal">γ</mi> </semantics></math> Player 1 does not believe that Player 2 is rational.</p> ">
Abstract
:1. Introduction
2. What Is a Rational Solution?
3. Behavioral Models of Games
3.1. Qualitative Beliefs
3.2. Models of Games
- Ω is a set of states.
- is an assignment of a terminal history to each state.
- For every , is a belief relation that satisfies the following properties:
- 1.
- if and only if [beliefs are specified only at reached decision histories and are consistent: consistency means that there is no event such that both and its complement are believed; it is well known that, at state ω, beliefs are consistent if and only if ].
- 2.
- If then for some such that [the active player at history h correctly believes that her information set that contains h has been reached; recall (see Appendix A) that (also written as ) if and only if h and belong to the same information set of player (thus ].
- 3.
- If then (1) and (2) if with then [by (1), beliefs satisfy positive and negative introspection and, by (2), beliefs are the same at any two histories in the same information set; thus one can unambiguously refer to a player’s beliefs at an information set, which is what we do in Figures 5–9].
- 4.
- If and with , then, for every action (note that ), there is an such that .
- 1.
- As a matter of fact, Player 1 plays a, Player 2 plays b and Player 3 plays d.
- 2.
- Player 1 (who chooses at the null history ⌀) believes that if she plays a then Player 2 will also play a (this belief is erroneous since at state Player 2 actually plays b, after Player 1 plays a) and thus her utility will be 2, and she believes that if she plays b then Player 2 will play a and Player 3 will play d and thus her utility will be 1.
- 3.
- Player 2 (who chooses at information set ) correctly believes that Player 1 played a and, furthermore, correctly believes that if he plays b then Player 3 will play d and thus his utility will be 1, and believes that if he plays a his utility will be 2.
- 4.
- Player 3 (who chooses at information set ) erroneously believes that both Player 1 and Player 2 played b; thus, she believes that if she plays c her utility will be 0 and if she plays d her utility will be 1.
3.3. Rationality
- (A)
- We say that, at ω and h, the active player believes that b is better than a if, for all and for all such that (that is, history belongs to the same information set as h), if a is the action taken at history at state , that is, , and b is the action taken at at state , that is, , then . Thus, the active player at history h believes that action b is better than action a if, restricting attention to the states that she considers possible, the largest utility that she obtains if she plays a is less than the lowest utility that she obtains if she plays b.
- (B)
- We say that player is rational at history h at state ω if and only if the following is true: if (that is, is the action played at h at state ω) then, for every , it is not the case that, at state ω and history h, player believes that b is better than a.
3.4. Correct Beliefs
3.5. Self-Confirming Play
- 1.
- if and then ,
- 2.
- , if and then .
- 5.
- Let ω be a state, h a decision history reached at ω () and a and b two actions available at h (). Let and be two decision histories that belong to the same information set of player () and be two actions available at (). Then the following holds (recall that denotes the information set that contains decision history h, that is, if and only if ):
- 1.
- two decision histories and that are reached at ω (that is, ) and belong to i and j, respectively, (that is, and ),
- 2.
- states and ,
- 3.
- decision histories ,
- 1.
- if and with , and , then there exists an such that, for some and , , and
- 2.
- if with with , and then here exists an such that, for some and , .
- (A)
- If z is a Nash play of G then there is a causally restricted model of G and a state in that model such that (1) and (2) .
- (B)
- For any causally restricted model of G and for every state in that model, if then is a Nash play.
4. Further Discussion and Conclusions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. The History-Based Definition of Extensive-Form Game
- 1.
- A set of players denoted by N.
- 2.
- A set of actions, denoted by A.
- 3.
- A set of histories, denoted by , which satisfies the property that, if and is a prefix of h, then . The null history denoted by ⌀, belongs to H and is a prefix of every history. A history such that, for every , , is called a terminal history or play. Z denotes the set of terminal histories and the set of decision histories.
- 4.
- To every decision history is assigned a player, by means of a function . Thus, is the player who moves, or is active, at . For notational simplicity we assume that there is exactly one player who is active active at any decision history; thus, a simultaneous move by, say, Players 1 and 2 is represented in the traditional way by having Player 1 move first followed by Player 2, who is not informed of Player 1’s move. Let denote the set of histories at which player i is active. For every , denotes the set of actions available at h (to player ), that is, if and only if and .
- 5.
- For every player , we postulate an equivalence relation on : if and only if, when choosing an action at history , player i does not know whether she is moving at h or at . The equivalence class of is denoted by and is called an information set of player ; thus . The actions available at an information set are not allowed to differ across histories in that information set, that is, if then . We also assume the property of perfect recall, according to which a player always remembers her own past moves: if , and is a prefix of then, for every such that , there exists an such that is a prefix of .When every information set consists of a single history, the game is said to have perfect information, otherwise it is said to have imperfect information.
Appendix B. Proof of Proposition 1
- .
- is the identity function: .
- For every and define as follows:
- 1.
- If , then .
- 2.
- If then . [That is, if h is on the play generated by s, then at h the active player believes that, for every available action a, if she takes action a then the outcome will be the terminal history reached from by s.]
- 3.
- If , but is not avoided by , then, for all such that , . [That is, at every decision history in an information set crossed by the play generated by s, the player believes that the play has reached history (the history in that is on the play to ) and her beliefs are as given in Point 2.]
- 4.
- If is avoided by , let . Then, for every and every such that , . [That is, at every decision history in an information set that is not crossed by the play generated by s, the player believes that she is at the history selected by , denoted by , and that, for every available action a, if she takes action a then the outcome will be the terminal history reached from by s.]
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Bonanno, G. Rational Play in Extensive-Form Games. Games 2022, 13, 72. https://doi.org/10.3390/g13060072
Bonanno G. Rational Play in Extensive-Form Games. Games. 2022; 13(6):72. https://doi.org/10.3390/g13060072
Chicago/Turabian StyleBonanno, Giacomo. 2022. "Rational Play in Extensive-Form Games" Games 13, no. 6: 72. https://doi.org/10.3390/g13060072
APA StyleBonanno, G. (2022). Rational Play in Extensive-Form Games. Games, 13(6), 72. https://doi.org/10.3390/g13060072