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Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Extensive Form Games
Lecture 7
Extensive Form Games Lecture 7, Slide 1
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Lecture Overview
1 Perfect-Information Extensive-Form Games
2 Subgame Perfection
3 Backward Induction
Extensive Form Games Lecture 7, Slide 2
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Introduction
The normal form game representation does not incorporate
any notion of sequence, or time, of the actions of the players
The extensive form is an alternative representation that makes
the temporal structure explicit.
Two variants:
perfect information extensive-form games
imperfect-information extensive-form games
Extensive Form Games Lecture 7, Slide 3
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N is a set of n players
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A is a (single) set of actions
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H is a set of non-terminal choice nodes
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H
Action function: χ : H → 2A
assigns to each choice node a set
of possible actions
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H
Action function: χ : H → 2A
Player function: ρ : H → N assigns to each non-terminal node
h a player i ∈ N who chooses an action at h
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H
Action function: χ : H → 2A
Player function: ρ : H → N
Terminal nodes: Z is a set of terminal nodes, disjoint from H
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H
Action function: χ : H → 2A
Player function: ρ : H → N
Terminal nodes: Z
Successor function: σ : H × A → H ∪ Z maps a choice node
and an action to a new choice node or terminal node such
that for all h1, h2 ∈ H and a1, a2 ∈ A, if
σ(h1, a1) = σ(h2, a2) then h1 = h2 and a1 = a2
The choice nodes form a tree, so we can identify a node with
its history.
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Definition
A (finite) perfect-information game (in extensive form) is defined
by the tuple (N, A, H, Z, χ, ρ, σ, u), where:
Players: N
Actions: A
Choice nodes and labels for these nodes:
Choice nodes: H
Action function: χ : H → 2A
Player function: ρ : H → N
Terminal nodes: Z
Successor function: σ : H × A → H ∪ Z
Utility function: u = (u1, . . . , un); ui : Z → R is a utility
function for player i on the terminal nodes Z
Extensive Form Games Lecture 7, Slide 4
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Example: the sharing game
q
q
q
q
q
q
q
q
q
q










HH
HHH
HHH
HH
A
A
A
A
A





A
A
A
A
A





A
A
A
A
A





1
2
2
2
0–2
1–1
2–0
yes
no
yes
no
yes
no
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
(0,0)
Extensive Form Games Lecture 7, Slide 5
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Example: the sharing game
q
q
q
q
q
q
q
q
q
q










HH
HHH
HHH
HH
A
A
A
A
A





A
A
A
A
A





A
A
A
A
A





1
2
2
2
0–2
1–1
2–0
yes
no
yes
no
yes
no
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
(0,0)
Play as a fun game, dividing 100 dollar coins. (Play each partner
only once.)
Extensive Form Games Lecture 7, Slide 5
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies
In the sharing game (splitting 2 coins) how many pure
strategies does each player have?
Extensive Form Games Lecture 7, Slide 6
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies
In the sharing game (splitting 2 coins) how many pure
strategies does each player have?
player 1: 3; player 2: 8
Extensive Form Games Lecture 7, Slide 6
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies
In the sharing game (splitting 2 coins) how many pure
strategies does each player have?
player 1: 3; player 2: 8
Overall, a pure strategy for a player in a perfect-information
game is a complete specification of which deterministic action
to take at every node belonging to that player.
Definition (pure strategies)
Let G = (N, A, H, Z, χ, ρ, σ, u) be a perfect-information
extensive-form game. Then the pure strategies of player i consist
of the cross product
×
h∈H,ρ(h)=i
χ(h)
Extensive Form Games Lecture 7, Slide 6
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies Example
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
What are the pure strategies for player 2?
Extensive Form Games Lecture 7, Slide 7
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies Example
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
What are the pure strategies for player 2?
S2 = {(C, E); (C, F); (D, E); (D, F)}
Extensive Form Games Lecture 7, Slide 7
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies Example
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
What are the pure strategies for player 2?
S2 = {(C, E); (C, F); (D, E); (D, F)}
What are the pure strategies for player 1?
Extensive Form Games Lecture 7, Slide 7
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Pure Strategies Example
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
What are the pure strategies for player 2?
S2 = {(C, E); (C, F); (D, E); (D, F)}
What are the pure strategies for player 1?
S1 = {(B, G); (B, H), (A, G), (A, H)}
This is true even though, conditional on taking A, the choice
between G and H will never have to be made
Extensive Form Games Lecture 7, Slide 7
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Nash Equilibria
Given our new definition of pure strategy, we are able to reuse our
old definitions of:
mixed strategies
best response
Nash equilibrium
Theorem
Every perfect information game in extensive form has a PSNE
This is easy to see, since the players move sequentially.
Extensive Form Games Lecture 7, Slide 8
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
q
q
q
q
q
q
A
A
A



A
A
A



A
A
A



yes
no
yes
no
yes
o
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
q
q
q
q
q
q
A
A
A



A
A
A



A
A
A



yes
no
yes
no
yes
o
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
q
q
q
q
q
q A

A

A

(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
C, E), (C, F), (D, E), (D, F)}
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
this illustrates the lack of compactness of the normal form
games aren’t always this small
even here we write down 16 payoff pairs instead of 5
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
C, E), (C, F), (D, E), (D, F)}
ant to note that we have to include the strategies (A, G) and (A, H), even
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
while we can write any extensive-form game as a NF, we can’t
do the reverse.
e.g., matching pennies cannot be written as a
perfect-information extensive form game
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
C, E), (C, F), (D, E), (D, F)}
ant to note that we have to include the strategies (A, G) and (A, H), even
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
What are the (three) pure-strategy equilibria?
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
C, E), (C, F), (D, E), (D, F)}
ant to note that we have to include the strategies (A, G) and (A, H), even
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
What are the (three) pure-strategy equilibria?
(A, G), (C, F)
(A, H), (C, F)
(B, H), (C, E)
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Induced Normal Form
In fact, the connection to the normal form is even tighter
we can “convert” an extensive-form game into normal form
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
,0)
Figure 5.1 The Sharing game.
at the definition contains a subtlety. An agent’s strategy requires a decision
ice node, regardless of whether or not it is possible to reach that node given
hoice nodes. In the Sharing game above the situation is straightforward—
s three pure strategies, and player 2 has eight (why?). But now consider the
n in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
o define a complete strategy for this game, each of the players must choose
each of his two choice nodes. Thus we can enumerate the pure strategies
rs as follows.
A, G), (A, H), (B, G), (B, H)}
C, E), (C, F), (D, E), (D, F)}
ant to note that we have to include the strategies (A, G) and (A, H), even
CE CF DE DF
AG 3, 8 3, 8 8, 3 8, 3
AH 3, 8 3, 8 8, 3 8, 3
BG 5, 5 2, 10 5, 5 2, 10
BH 5, 5 1, 0 5, 5 1, 0
What are the (three) pure-strategy equilibria?
(A, G), (C, F)
(A, H), (C, F)
(B, H), (C, E)
Extensive Form Games Lecture 7, Slide 9
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Lecture Overview
1 Perfect-Information Extensive-Form Games
2 Subgame Perfection
3 Backward Induction
Extensive Form Games Lecture 7, Slide 10
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Subgame Perfection
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Multi Agent Systems, draft of September 19, 2006
There’s something intuitively wrong with the equilibrium
(B, H), (C, E)
Why would player 1 ever choose to play H if he got to the
second choice node?
After all, G dominates H for him
Extensive Form Games Lecture 7, Slide 11
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Subgame Perfection
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Multi Agent Systems, draft of September 19, 2006
There’s something intuitively wrong with the equilibrium
(B, H), (C, E)
Why would player 1 ever choose to play H if he got to the
second choice node?
After all, G dominates H for him
He does it to threaten player 2, to prevent him from choosing
F, and so gets 5
However, this seems like a non-credible threat
If player 1 reached his second decision node, would he really
follow through and play H?
Extensive Form Games Lecture 7, Slide 11
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Formal Definition
Definition (subgame of G rooted at h)
The subgame of G rooted at h is the restriction of G to the
descendents of H.
Definition (subgames of G)
The set of subgames of G is defined by the subgames of G rooted
at each of the nodes in G.
s is a subgame perfect equilibrium of G iff for any subgame
G0 of G, the restriction of s to G0 is a Nash equilibrium of G0
Notes:
since G is its own subgame, every SPE is a NE.
this definition rules out “non-credible threats”
Extensive Form Games Lecture 7, Slide 12
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Which equilibria are subgame perfect?
q
q
q
q
q
q A

A

A

(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
(0,0)
Figure 5.1 The Sharing game.
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Which equilibria from the example are subgame perfect?
(A, G), (C, F):
(B, H), (C, E):
(A, H), (C, F):
Extensive Form Games Lecture 7, Slide 13
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Which equilibria are subgame perfect?
q
q
q
q
q
q A

A

A

(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
(0,0)
Figure 5.1 The Sharing game.
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Which equilibria from the example are subgame perfect?
(A, G), (C, F): is subgame perfect
(B, H), (C, E):
(A, H), (C, F):
Extensive Form Games Lecture 7, Slide 13
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Which equilibria are subgame perfect?
(0,2)
(0,0)
(1,1)
(0,0)
(2,0)
(0,0)
Figure 5.1 The Sharing game.
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Which equilibria from the example are subgame perfect?
(A, G), (C, F): is subgame perfect
(B, H), (C, E): (B, H) is an non-credible threat; not subgame
perfect
(A, H), (C, F):
Extensive Form Games Lecture 7, Slide 13
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Which equilibria are subgame perfect?
Figure 5.1 The Sharing game.
Notice that the definition contains a subtlety. An agent’s strategy requires a decision
at each choice node, regardless of whether or not it is possible to reach that node given
the other choice nodes. In the Sharing game above the situation is straightforward—
player 1 has three pure strategies, and player 2 has eight (why?). But now consider the
game shown in Figure 5.2.
1
2
2
1
(5,5)
(8,3)
(3,8)
(2,10) (1,0)
A B
C D E F
G H
Figure 5.2 A perfect-information game in extensive form.
In order to define a complete strategy for this game, each of the players must choose
an action at each of his two choice nodes. Thus we can enumerate the pure strategies
of the players as follows.
S1 = {(A, G), (A, H), (B, G), (B, H)}
S2 = {(C, E), (C, F), (D, E), (D, F)}
It is important to note that we have to include the strategies (A, G) and (A, H), even
though once A is chosen the G-versus-H choice is moot.
The definition of best response and Nash equilibria in this game are exactly as they
are in for normal form games. Indeed, this example illustrates how every perfect-
information game can be converted to an equivalent normal form game. For example,
the perfect-information game of Figure 5.2 can be converted into the normal form im-
age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are
Multi Agent Systems, draft of September 19, 2006
Which equilibria from the example are subgame perfect?
(A, G), (C, F): is subgame perfect
(B, H), (C, E): (B, H) is an non-credible threat; not subgame
perfect
(A, H), (C, F): (A, H) is also non-credible, even though H is
“off-path”
Extensive Form Games Lecture 7, Slide 13
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Lecture Overview
1 Perfect-Information Extensive-Form Games
2 Subgame Perfection
3 Backward Induction
Extensive Form Games Lecture 7, Slide 14
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Computing Subgame Perfect Equilibria
Idea: Identify the equilibria in the bottom-most trees, and adopt
these as one moves up the tree
than possibly finding a Nash equilibrium that involves non-credible threats) but also
this procedure is computationally simple. In particular, it can be implemented as a
single depth-first traversal of the game tree, and thus requires time linear in the size
of the game representation. Recall in contrast that the best known methods for finding
Nash equilibria of general games require time exponential in the size of the normal
form; remember as well that the induced normal form of an extensive-form game is
exponentially larger than the original representation.
function BACKWARDINDUCTION (node h) returns u(h)
if h ∈ Z then
return u(h) // h is a terminal node
best util ← −∞
forall a ∈ χ(h) do
util at child ←BACKWARDINDUCTION(σ(h, a))
if util at childρ(h)  best utilρ(h) then
best util ← util at child
return best util
Figure 5.6: Procedure for finding the value of a sample (subgame-perfect) Nash equi-
librium of a perfect-information extensive-form game.
The algorithm BACKWARDINDUCTION is described in Figure 5.6. The variable
util at child is a vector denoting the utility for each player at the child node; util at childρ(h)
denotes the element of this vector corresponding to the utility for player ρ(h) (the
player who gets to move at node h). Similarly best util is a vector giving utilities for
each player.
Observe that this procedure does not return an equilibrium strategy for each of the
n players, but rather describes how to label each node with a vector of n real numbers.
This labeling can be seen as an extension of the game’s utility function to the non-
util at child is a vector denoting the utility for each player
the procedure doesn’t return an equilibrium strategy, but rather
labels each node with a vector of real numbers.
This labeling can be seen as an extension of the game’s utility
function to the non-terminal nodes
The equilibrium strategies: take the best action at each node.
Extensive Form Games Lecture 7, Slide 15
Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction
Computing Subgame Perfect Equilibria
Idea: Identify the equilibria in the bottom-most trees, and adopt
these as one moves up the tree
good news: not only are we guaranteed to find a subgame-perfect equilibrium (rather
than possibly finding a Nash equilibrium that involves non-credible threats) but also
this procedure is computationally simple. In particular, it can be implemented as a
single depth-first traversal of the game tree, and thus requires time linear in the size
of the game representation. Recall in contrast that the best known methods for finding
Nash equilibria of general games require time exponential in the size of the normal
form; remember as well that the induced normal form of an extensive-form game is
exponentially larger than the original representation.
function BACKWARDINDUCTION (node h) returns u(h)
if h ∈ Z then
return u(h) // h is a terminal node
best util ← −∞
forall a ∈ χ(h) do
util at child ←BACKWARDINDUCTION(σ(h, a))
if util at childρ(h)  best utilρ(h) then
best util ← util at child
return best util
Figure 5.6: Procedure for finding the value of a sample (subgame-perfect) Nash equi-
librium of a perfect-information extensive-form game.
The algorithm BACKWARDINDUCTION is described in Figure 5.6. The variable
util at child is a vector denoting the utility for each player at the child node; util at childρ(h)
denotes the element of this vector corresponding to the utility for player ρ(h) (the
player who gets to move at node h). Similarly best util is a vector giving utilities for
each player.
Observe that this procedure does not return an equilibrium strategy for each of the
n players, but rather describes how to label each node with a vector of n real numbers.
This labeling can be seen as an extension of the game’s utility function to the non-
For zero-sum games, BackwardInduction has another name:
the minimax algorithm.
Here it’s enough to store one number per node.
It’s possible to speed things up by pruning nodes that will
never be reached in play: “alpha-beta pruning”.
Extensive Form Games Lecture 7, Slide 15
126 5 Games with Sequential Actions: Reasoning and Computing with the Extensive Form
function ALPHABETAPRUNING (node h, real α, real β) returns u1(h)
if h ∈ Z then
return u1(h) // h is a terminal node
best_util ← (2ρ(h) − 3) × ∞ // −∞ for player 1; ∞ for player 2
forall a ∈ χ(h) do
if ρ(h) = 1 then
best_util ← max(best_util, ALPHABETAPRUNING(σ(h, a), α, β))
if best_util ≥ β then
return best_util
α ← max(α, best_util)
else
best_util ← min(best_util, ALPHABETAPRUNING(σ(h, a), α, β))
if best_util ≤ α then
return best_util
β ← min(β, best_util)
return best_util
Figure 5.7: The alpha-beta pruning algorithm. It is invoked at the root node h as
ALPHABETAPRUNING(h, −∞, ∞).
previously encountered node that their corresponding player (player 1 for α and
player 2 for β) would most prefer to choose instead of h. For example, consider
the variable β at some node h. Now consider all the different choices that player
2 could make at ancestors of h that would prevent h from ever being reached, and
that would ultimately lead to previously encountered terminal nodes. β is the best
value that player 2 could obtain at any of these terminal nodes. Because the players
do not have any alternative to starting at the root of the tree, at the beginning of the
search α = −∞ and β = ∞.
We can now concentrate on the important difference between BACKWARDIN-
DUCTION and ALPHABETAPRUNING: in the latter procedure, the search can back-
track at a node that is not terminal. Let us think about things from the point of view
of player 1, who is considering what action to play at node h. (As we encourage
you to check for yourself, a similar argument holds when it is player 2’s turn to
move at node h.) For player 1, this backtracking occurs on the line that reads “if
best_util ≥ β then return best_util.” What is going on here? We have just ex-
plored some, but not all, of the children of player 1’s decision node h; the highest
value among these explored nodes is best_util. The value of node h is therefore
lower bounded by best_util (it is best_util if h has no children with larger values,
and is some larger amount otherwise). Either way, if best_util ≥ β then player
1 knows that player 2 prefers choosing his best alternative (at some ancestor node
of h) rather than allowing player 1 to act at node h. Thus node h cannot be on
Uncorrected manuscript of Multiagent Systems, published by Cambridge University Press
Revision 1.1 © Shoham  Leyton-Brown, 2009, 2010.

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Lecture 6-1. normal and extensive form of game theory

  • 1. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Extensive Form Games Lecture 7 Extensive Form Games Lecture 7, Slide 1
  • 2. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Lecture Overview 1 Perfect-Information Extensive-Form Games 2 Subgame Perfection 3 Backward Induction Extensive Form Games Lecture 7, Slide 2
  • 3. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Introduction The normal form game representation does not incorporate any notion of sequence, or time, of the actions of the players The extensive form is an alternative representation that makes the temporal structure explicit. Two variants: perfect information extensive-form games imperfect-information extensive-form games Extensive Form Games Lecture 7, Slide 3
  • 4. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N is a set of n players Extensive Form Games Lecture 7, Slide 4
  • 5. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A is a (single) set of actions Extensive Form Games Lecture 7, Slide 4
  • 6. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H is a set of non-terminal choice nodes Extensive Form Games Lecture 7, Slide 4
  • 7. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H Action function: χ : H → 2A assigns to each choice node a set of possible actions Extensive Form Games Lecture 7, Slide 4
  • 8. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H Action function: χ : H → 2A Player function: ρ : H → N assigns to each non-terminal node h a player i ∈ N who chooses an action at h Extensive Form Games Lecture 7, Slide 4
  • 9. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H Action function: χ : H → 2A Player function: ρ : H → N Terminal nodes: Z is a set of terminal nodes, disjoint from H Extensive Form Games Lecture 7, Slide 4
  • 10. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H Action function: χ : H → 2A Player function: ρ : H → N Terminal nodes: Z Successor function: σ : H × A → H ∪ Z maps a choice node and an action to a new choice node or terminal node such that for all h1, h2 ∈ H and a1, a2 ∈ A, if σ(h1, a1) = σ(h2, a2) then h1 = h2 and a1 = a2 The choice nodes form a tree, so we can identify a node with its history. Extensive Form Games Lecture 7, Slide 4
  • 11. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Definition A (finite) perfect-information game (in extensive form) is defined by the tuple (N, A, H, Z, χ, ρ, σ, u), where: Players: N Actions: A Choice nodes and labels for these nodes: Choice nodes: H Action function: χ : H → 2A Player function: ρ : H → N Terminal nodes: Z Successor function: σ : H × A → H ∪ Z Utility function: u = (u1, . . . , un); ui : Z → R is a utility function for player i on the terminal nodes Z Extensive Form Games Lecture 7, Slide 4
  • 12. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Example: the sharing game q q q q q q q q q q HH HHH HHH HH A A A A A A A A A A A A A A A 1 2 2 2 0–2 1–1 2–0 yes no yes no yes no (0,2) (0,0) (1,1) (0,0) (2,0) (0,0) Extensive Form Games Lecture 7, Slide 5
  • 13. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Example: the sharing game q q q q q q q q q q HH HHH HHH HH A A A A A A A A A A A A A A A 1 2 2 2 0–2 1–1 2–0 yes no yes no yes no (0,2) (0,0) (1,1) (0,0) (2,0) (0,0) Play as a fun game, dividing 100 dollar coins. (Play each partner only once.) Extensive Form Games Lecture 7, Slide 5
  • 14. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies In the sharing game (splitting 2 coins) how many pure strategies does each player have? Extensive Form Games Lecture 7, Slide 6
  • 15. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies In the sharing game (splitting 2 coins) how many pure strategies does each player have? player 1: 3; player 2: 8 Extensive Form Games Lecture 7, Slide 6
  • 16. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies In the sharing game (splitting 2 coins) how many pure strategies does each player have? player 1: 3; player 2: 8 Overall, a pure strategy for a player in a perfect-information game is a complete specification of which deterministic action to take at every node belonging to that player. Definition (pure strategies) Let G = (N, A, H, Z, χ, ρ, σ, u) be a perfect-information extensive-form game. Then the pure strategies of player i consist of the cross product × h∈H,ρ(h)=i χ(h) Extensive Form Games Lecture 7, Slide 6
  • 17. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies Example at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even What are the pure strategies for player 2? Extensive Form Games Lecture 7, Slide 7
  • 18. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies Example at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even What are the pure strategies for player 2? S2 = {(C, E); (C, F); (D, E); (D, F)} Extensive Form Games Lecture 7, Slide 7
  • 19. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies Example at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even What are the pure strategies for player 2? S2 = {(C, E); (C, F); (D, E); (D, F)} What are the pure strategies for player 1? Extensive Form Games Lecture 7, Slide 7
  • 20. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Pure Strategies Example at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even What are the pure strategies for player 2? S2 = {(C, E); (C, F); (D, E); (D, F)} What are the pure strategies for player 1? S1 = {(B, G); (B, H), (A, G), (A, H)} This is true even though, conditional on taking A, the choice between G and H will never have to be made Extensive Form Games Lecture 7, Slide 7
  • 21. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Nash Equilibria Given our new definition of pure strategy, we are able to reuse our old definitions of: mixed strategies best response Nash equilibrium Theorem Every perfect information game in extensive form has a PSNE This is easy to see, since the players move sequentially. Extensive Form Games Lecture 7, Slide 8
  • 22. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form q q q q q q A A A A A A A A A yes no yes no yes o (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} Extensive Form Games Lecture 7, Slide 9
  • 23. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form q q q q q q A A A A A A A A A yes no yes no yes o (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 Extensive Form Games Lecture 7, Slide 9
  • 24. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form q q q q q q A A A (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} C, E), (C, F), (D, E), (D, F)} CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 this illustrates the lack of compactness of the normal form games aren’t always this small even here we write down 16 payoff pairs instead of 5 Extensive Form Games Lecture 7, Slide 9
  • 25. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} C, E), (C, F), (D, E), (D, F)} ant to note that we have to include the strategies (A, G) and (A, H), even CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 while we can write any extensive-form game as a NF, we can’t do the reverse. e.g., matching pennies cannot be written as a perfect-information extensive form game Extensive Form Games Lecture 7, Slide 9
  • 26. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} C, E), (C, F), (D, E), (D, F)} ant to note that we have to include the strategies (A, G) and (A, H), even CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 What are the (three) pure-strategy equilibria? Extensive Form Games Lecture 7, Slide 9
  • 27. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} C, E), (C, F), (D, E), (D, F)} ant to note that we have to include the strategies (A, G) and (A, H), even CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 What are the (three) pure-strategy equilibria? (A, G), (C, F) (A, H), (C, F) (B, H), (C, E) Extensive Form Games Lecture 7, Slide 9
  • 28. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Induced Normal Form In fact, the connection to the normal form is even tighter we can “convert” an extensive-form game into normal form (0,2) (0,0) (1,1) (0,0) (2,0) ,0) Figure 5.1 The Sharing game. at the definition contains a subtlety. An agent’s strategy requires a decision ice node, regardless of whether or not it is possible to reach that node given hoice nodes. In the Sharing game above the situation is straightforward— s three pure strategies, and player 2 has eight (why?). But now consider the n in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. o define a complete strategy for this game, each of the players must choose each of his two choice nodes. Thus we can enumerate the pure strategies rs as follows. A, G), (A, H), (B, G), (B, H)} C, E), (C, F), (D, E), (D, F)} ant to note that we have to include the strategies (A, G) and (A, H), even CE CF DE DF AG 3, 8 3, 8 8, 3 8, 3 AH 3, 8 3, 8 8, 3 8, 3 BG 5, 5 2, 10 5, 5 2, 10 BH 5, 5 1, 0 5, 5 1, 0 What are the (three) pure-strategy equilibria? (A, G), (C, F) (A, H), (C, F) (B, H), (C, E) Extensive Form Games Lecture 7, Slide 9
  • 29. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Lecture Overview 1 Perfect-Information Extensive-Form Games 2 Subgame Perfection 3 Backward Induction Extensive Form Games Lecture 7, Slide 10
  • 30. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Subgame Perfection Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Multi Agent Systems, draft of September 19, 2006 There’s something intuitively wrong with the equilibrium (B, H), (C, E) Why would player 1 ever choose to play H if he got to the second choice node? After all, G dominates H for him Extensive Form Games Lecture 7, Slide 11
  • 31. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Subgame Perfection Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Multi Agent Systems, draft of September 19, 2006 There’s something intuitively wrong with the equilibrium (B, H), (C, E) Why would player 1 ever choose to play H if he got to the second choice node? After all, G dominates H for him He does it to threaten player 2, to prevent him from choosing F, and so gets 5 However, this seems like a non-credible threat If player 1 reached his second decision node, would he really follow through and play H? Extensive Form Games Lecture 7, Slide 11
  • 32. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Formal Definition Definition (subgame of G rooted at h) The subgame of G rooted at h is the restriction of G to the descendents of H. Definition (subgames of G) The set of subgames of G is defined by the subgames of G rooted at each of the nodes in G. s is a subgame perfect equilibrium of G iff for any subgame G0 of G, the restriction of s to G0 is a Nash equilibrium of G0 Notes: since G is its own subgame, every SPE is a NE. this definition rules out “non-credible threats” Extensive Form Games Lecture 7, Slide 12
  • 33. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Which equilibria are subgame perfect? q q q q q q A A A (0,2) (0,0) (1,1) (0,0) (2,0) (0,0) Figure 5.1 The Sharing game. Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Which equilibria from the example are subgame perfect? (A, G), (C, F): (B, H), (C, E): (A, H), (C, F): Extensive Form Games Lecture 7, Slide 13
  • 34. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Which equilibria are subgame perfect? q q q q q q A A A (0,2) (0,0) (1,1) (0,0) (2,0) (0,0) Figure 5.1 The Sharing game. Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Which equilibria from the example are subgame perfect? (A, G), (C, F): is subgame perfect (B, H), (C, E): (A, H), (C, F): Extensive Form Games Lecture 7, Slide 13
  • 35. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Which equilibria are subgame perfect? (0,2) (0,0) (1,1) (0,0) (2,0) (0,0) Figure 5.1 The Sharing game. Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Which equilibria from the example are subgame perfect? (A, G), (C, F): is subgame perfect (B, H), (C, E): (B, H) is an non-credible threat; not subgame perfect (A, H), (C, F): Extensive Form Games Lecture 7, Slide 13
  • 36. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Which equilibria are subgame perfect? Figure 5.1 The Sharing game. Notice that the definition contains a subtlety. An agent’s strategy requires a decision at each choice node, regardless of whether or not it is possible to reach that node given the other choice nodes. In the Sharing game above the situation is straightforward— player 1 has three pure strategies, and player 2 has eight (why?). But now consider the game shown in Figure 5.2. 1 2 2 1 (5,5) (8,3) (3,8) (2,10) (1,0) A B C D E F G H Figure 5.2 A perfect-information game in extensive form. In order to define a complete strategy for this game, each of the players must choose an action at each of his two choice nodes. Thus we can enumerate the pure strategies of the players as follows. S1 = {(A, G), (A, H), (B, G), (B, H)} S2 = {(C, E), (C, F), (D, E), (D, F)} It is important to note that we have to include the strategies (A, G) and (A, H), even though once A is chosen the G-versus-H choice is moot. The definition of best response and Nash equilibria in this game are exactly as they are in for normal form games. Indeed, this example illustrates how every perfect- information game can be converted to an equivalent normal form game. For example, the perfect-information game of Figure 5.2 can be converted into the normal form im- age of the game, shown in Figure 5.3. Clearly, the strategy spaces of the two games are Multi Agent Systems, draft of September 19, 2006 Which equilibria from the example are subgame perfect? (A, G), (C, F): is subgame perfect (B, H), (C, E): (B, H) is an non-credible threat; not subgame perfect (A, H), (C, F): (A, H) is also non-credible, even though H is “off-path” Extensive Form Games Lecture 7, Slide 13
  • 37. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Lecture Overview 1 Perfect-Information Extensive-Form Games 2 Subgame Perfection 3 Backward Induction Extensive Form Games Lecture 7, Slide 14
  • 38. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Computing Subgame Perfect Equilibria Idea: Identify the equilibria in the bottom-most trees, and adopt these as one moves up the tree than possibly finding a Nash equilibrium that involves non-credible threats) but also this procedure is computationally simple. In particular, it can be implemented as a single depth-first traversal of the game tree, and thus requires time linear in the size of the game representation. Recall in contrast that the best known methods for finding Nash equilibria of general games require time exponential in the size of the normal form; remember as well that the induced normal form of an extensive-form game is exponentially larger than the original representation. function BACKWARDINDUCTION (node h) returns u(h) if h ∈ Z then return u(h) // h is a terminal node best util ← −∞ forall a ∈ χ(h) do util at child ←BACKWARDINDUCTION(σ(h, a)) if util at childρ(h) best utilρ(h) then best util ← util at child return best util Figure 5.6: Procedure for finding the value of a sample (subgame-perfect) Nash equi- librium of a perfect-information extensive-form game. The algorithm BACKWARDINDUCTION is described in Figure 5.6. The variable util at child is a vector denoting the utility for each player at the child node; util at childρ(h) denotes the element of this vector corresponding to the utility for player ρ(h) (the player who gets to move at node h). Similarly best util is a vector giving utilities for each player. Observe that this procedure does not return an equilibrium strategy for each of the n players, but rather describes how to label each node with a vector of n real numbers. This labeling can be seen as an extension of the game’s utility function to the non- util at child is a vector denoting the utility for each player the procedure doesn’t return an equilibrium strategy, but rather labels each node with a vector of real numbers. This labeling can be seen as an extension of the game’s utility function to the non-terminal nodes The equilibrium strategies: take the best action at each node. Extensive Form Games Lecture 7, Slide 15
  • 39. Perfect-Information Extensive-Form Games Subgame Perfection Backward Induction Computing Subgame Perfect Equilibria Idea: Identify the equilibria in the bottom-most trees, and adopt these as one moves up the tree good news: not only are we guaranteed to find a subgame-perfect equilibrium (rather than possibly finding a Nash equilibrium that involves non-credible threats) but also this procedure is computationally simple. In particular, it can be implemented as a single depth-first traversal of the game tree, and thus requires time linear in the size of the game representation. Recall in contrast that the best known methods for finding Nash equilibria of general games require time exponential in the size of the normal form; remember as well that the induced normal form of an extensive-form game is exponentially larger than the original representation. function BACKWARDINDUCTION (node h) returns u(h) if h ∈ Z then return u(h) // h is a terminal node best util ← −∞ forall a ∈ χ(h) do util at child ←BACKWARDINDUCTION(σ(h, a)) if util at childρ(h) best utilρ(h) then best util ← util at child return best util Figure 5.6: Procedure for finding the value of a sample (subgame-perfect) Nash equi- librium of a perfect-information extensive-form game. The algorithm BACKWARDINDUCTION is described in Figure 5.6. The variable util at child is a vector denoting the utility for each player at the child node; util at childρ(h) denotes the element of this vector corresponding to the utility for player ρ(h) (the player who gets to move at node h). Similarly best util is a vector giving utilities for each player. Observe that this procedure does not return an equilibrium strategy for each of the n players, but rather describes how to label each node with a vector of n real numbers. This labeling can be seen as an extension of the game’s utility function to the non- For zero-sum games, BackwardInduction has another name: the minimax algorithm. Here it’s enough to store one number per node. It’s possible to speed things up by pruning nodes that will never be reached in play: “alpha-beta pruning”. Extensive Form Games Lecture 7, Slide 15
  • 40. 126 5 Games with Sequential Actions: Reasoning and Computing with the Extensive Form function ALPHABETAPRUNING (node h, real α, real β) returns u1(h) if h ∈ Z then return u1(h) // h is a terminal node best_util ← (2ρ(h) − 3) × ∞ // −∞ for player 1; ∞ for player 2 forall a ∈ χ(h) do if ρ(h) = 1 then best_util ← max(best_util, ALPHABETAPRUNING(σ(h, a), α, β)) if best_util ≥ β then return best_util α ← max(α, best_util) else best_util ← min(best_util, ALPHABETAPRUNING(σ(h, a), α, β)) if best_util ≤ α then return best_util β ← min(β, best_util) return best_util Figure 5.7: The alpha-beta pruning algorithm. It is invoked at the root node h as ALPHABETAPRUNING(h, −∞, ∞). previously encountered node that their corresponding player (player 1 for α and player 2 for β) would most prefer to choose instead of h. For example, consider the variable β at some node h. Now consider all the different choices that player 2 could make at ancestors of h that would prevent h from ever being reached, and that would ultimately lead to previously encountered terminal nodes. β is the best value that player 2 could obtain at any of these terminal nodes. Because the players do not have any alternative to starting at the root of the tree, at the beginning of the search α = −∞ and β = ∞. We can now concentrate on the important difference between BACKWARDIN- DUCTION and ALPHABETAPRUNING: in the latter procedure, the search can back- track at a node that is not terminal. Let us think about things from the point of view of player 1, who is considering what action to play at node h. (As we encourage you to check for yourself, a similar argument holds when it is player 2’s turn to move at node h.) For player 1, this backtracking occurs on the line that reads “if best_util ≥ β then return best_util.” What is going on here? We have just ex- plored some, but not all, of the children of player 1’s decision node h; the highest value among these explored nodes is best_util. The value of node h is therefore lower bounded by best_util (it is best_util if h has no children with larger values, and is some larger amount otherwise). Either way, if best_util ≥ β then player 1 knows that player 2 prefers choosing his best alternative (at some ancestor node of h) rather than allowing player 1 to act at node h. Thus node h cannot be on Uncorrected manuscript of Multiagent Systems, published by Cambridge University Press Revision 1.1 © Shoham Leyton-Brown, 2009, 2010.