9 - 5extensive Forms
9 - 5extensive Forms
Sequential games
Strategic form:
Players move simultaneously
There are represented by matrices
Extensive form:
Players move sequentially
There are represented by game trees
Dating game
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
Roy wants to go to a football match, F, but Connie wants to
go to the drama, D.
If they both choose F, then Roy gets a payoff of 20, and
Connie gets 5, and if they both choose D, then Roy gets 5 and
Connie gets 20.
But if they choose different events, both receive a payoff of 0.
Each must purchase their ticket without knowing what the
other is doing. [Connie forgot to charge her cell phone.]
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
Suppose both Roy and Connie decide to go to the football match.
Is that an equilibrium? Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
Given that Connie has chosen F, what happens to Roy if he deviates from F
to D ?
• Answer: He would get 0 instead of 20.
• So, F is Roy's best response to Connie's F.
Given that Roy has chosen F, what happens to Connie if she deviates from
F to D ?
• Answer: She would get 0 instead of 5.
• So, F is Connie's best response to Roy's F.
Result: the strategy profile (F, F) IS an equilibrium!
Likewise, (D, D) is also an equilibrium.
Suppose Roy goes to football and Connie goes to the drama (F, D).
Is (F, D) an equilibrium?
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
Given that Connie has chosen, D, what happens to Roy if he deviates from
F to D?
Answer: he would get 5 instead of 0,
so he would deviate.
F is NOT Roy's best response to Connie's D.
Therefore, (F, D) is not an equilibrium!
We do not have to ask if Connie would also deviate.
Likewise, (D, F) is NOT an equilibrium.
Previously, we have analyzed static games where all players move
simultaneously.
• Roy wants to attend a football match, F, but Connie wants to
participate in the drama D.
• If they both do F, then Roy gets payoff 20, and Connie gets 5,
and if they both do D, then Roy gets 5, and Connie gets 20.
• But if they do different things, then both get 0.
Both must choose their strategies simultaneously, without
knowing what the other has done.
There are two Nash equilibria: (F, F) and (D, D).
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
We will examine dynamic games in which players move at
different times.
Suppose that the players move at different times, first one and
then the other.
For example, suppose that.
Roy moves first: He buys a ticket for the football match or the
drama.
He shows Connie his ticket so she knows what he has done.
Then Connie moves: she buys her ticket for the football match or
the drama.
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
What would happen in this game?
Connie
Football Drama
Football (20,5) (0,0)
Roy
The answer is clear! Drama (0,0) (5,20)
Roy (the selfish (自私) beast) will choose football F ...
and “force” (强迫) Connie to choose football F.
(F, F) still looks like a Nash equilibrium.
We know they won't choose (D, D), but is (D, D) still an
equilibrium?
To find out, we must model strategies properly.
If Roy moves first, and Connie sees the result before she moves, ...
... then the matrix above does not correctly represent the game.
A strategy is a complete plan of action that specifies what a
player will do in every circumstance that Roy can observe.
Connie
Football Drama
Football (20,5) (0,0)
Roy
Drama (0,0) (5,20)
Connie
Always F Copy Opposite Always D
Roy F (20,5) (20,5) (0,0) (0,0)
D (0,0) (5,20) (0,0) (5,20)
In the Battle of the Sexes example, Roy purchases his ticket first. However, if Connie
declares that she will attend the drama regardless of Roy's decision, then wouldn't Roy
feel “compelled” (被迫) to purchase a drama ticket? In this case, (D, Always D) is a Nash
equilibrium!
• Roy suspects that if he chooses F, Connie will change her mind about Always D.
• He thinks Connie might choose Always D when she plans her strategy at the beginning of
the game.
• But when it's her turn to buy a ticket, Connie may be unwilling to follow the Always D
plan if I have chosen F.
• Always D may be an “idle threat” (無謂的威脅) (that Connie will not carry out), a threat
that Roy doesn't believe.
A New Kind of Equilibrium
Connie Connie
Football Drama Football Drama
Roy
Football Drama
Connie Connie
Football Drama Football Drama
Roy
Football Drama
Connie Connie
Football Drama Football Drama
We break the game into subgames. Roy has one subgame ( , ) , the
whole thing because he cannot
Connie has two subgames:
move after he finds out what
(F) and (D) Connie did.
Each of Connie's subgames An equilibrium is subgame-
corresponds to the game he faces perfect if and only if it creates a
after discovering what Roy did. Nash equilibrium in every
subgame.
Finding the Subgame-Perfect (,)
Equilibrium
We work backwards from the last
time period to find a subgame- (F) (D)
perfect equilibrium.
This method is called backwards
induction.
What would Connie do in subgame
(F)?
• She would buy F and get 5.
• F is the Nash equilibrium of
subgame (F). We can see Connie's equilibrium
strategy (complete plan) if we look at
What would Connie do in (D)? the two subgames together.
• She would buy D and get 20. Her equilibrium strategy is Copy.
• D is the Nash equilibrium of Why?
subgame (D).
(,)
Roy can predict that if Connie is
rational, her strategy must be Copy.
So, what does Roy do in his subgame (F) (D)
(,)?
Connie
Football Drama
Roy Roy
Football Drama Football Drama
Connie
Football Drama
Roy Roy
Football Drama Football Drama
Connie
Football Drama
Roy Roy
Football Drama Football Drama
Connie
Football Drama
Connie Connie
Football Drama Football Drama
Roy
Football Drama
Connie Roy
Football Drama Football Drama
Modified rock-paper-scissors
Column player
Rock Scissors
Row Rock (0,0) (1,-1)
player Paper (1,-1) (-1,1)
Modified rock-paper-scissors
Modified rock-paper-scissors
Column player
Rock Scissors
Row Rock (0,0) (1,-1)
player Paper (1,-1) (-1,1)
Modified rock- Rock
Column player
Scissors
Column Row
Rock Scissors Rock Paper
(1,-1) (1,-1) (0,0) (-1,1)
Rock Paper Rock Paper Rock Scissors Rock Scissors
Peter John
Confess Deny Confess Deny
I
Leave Stay
II
(1,1)
Centipede game
I
Leave Stay
II
(1,1) Leave Stay
(1-1,1+3)=(0,4)
Centipede game
I
Leave Stay
II
(1,1) Leave Stay
I
(0,4) Leave Stay
(0+3,4-1)=(3,3)
Centipede game
I
Leave Stay
II
(1,1) Leave Stay
I
(0,4) Leave Stay
(3,3) (3-1,3+3)=(2,6)
Centipede game
Red: Nodes and moves of Player I
Green: Nodes and moves of Player II
Blue: Terminal nodes
Centipede game
Centipede game
Payoffs: (1,1)
((3,3) or (2,6) look much better.)
Imperfect information
Perfect information:
All players know all the moves by all
players that have taken place.
Imperfect information:
Players need to learn some of the
moves of other players.
There may be chance moves.
A game with imperfect information is a type of
game where some information is hidden from
players.
This means that each player, when making any
decision, may not be perfectly informed about
some (or all) of the events that have already
occurred.
Here are some examples of games with imperfect information:
Poker: In poker, each player’s cards are hidden from other players.
While the objectives are known, the exact state of the game (i.e.,
the other players’ hands) is not.
Bridge: Similar to poker, in bridge, each player’s cards are hidden
from other players. The objectives are known, but the exact state of
the game is not.
Ticket to Ride: In this board game, players’ resources and moves
are known to all, but their objectives (which routes they seek to
complete) are hidden.
Pluto
Information sets Moves Number
{V1} O (Out), E (Enter) 2
{V4, V5} T, A 2
Number of strategies = 2 × 2 = 4
Venus
Information sets Moves Number of moves
{V3} T, A 2
Number of strategies = 2
Jack Two
SS
SC
CS
CC 2/3
Monty Hall game
Jack Two
SS
SC 1/3
CS
CC 2/3
Monty Hall game
Jack Two
SS 1/3
SC 1/3
CS
CC 2/3
Monty Hall game
Jack Two
SS 1/3 1/3
SC 1/3
CS
CC 2/3
Monty Hall game
Jack Two
SS 1/3 1/3
SC 1/3
CS 2/3
CC 2/3
Monty Hall game
Jack Two
SS 1/3 1/3
SC 2/3 1/3
CS 1/3 2/3
CC 2/3 2/3
Monty Hall game
Host
Jack Two
SS 1/3 1/3
Player SC 2/3 1/3
CS 1/3 2/3
CC 2/3 2/3
Maximin strategy of Player: CC
Minimax strategy of Host: Any
Expected payoff: 2/3
Bluffing game
Both players put $1 into the pot. Player I is dealt a winning card with a
probability of 1/4 and a losing card with a probability of 3/4.
Player I sees this card but keeps it hidden from Player II.
(Player II does not get a card.) Player I then checks or bets.
If he checks, his card is inspected. Player I wins $1 from Player II if he
has a winning card; otherwise, he loses $1 to Player II.
If Player I bets, he puts $2 more into the pot and Player II, not knowing
what card Player I have, must fold or call.
If Player II folds, he loses $1 to Player I, no matter what card Player I
has. If Player II calls, he adds $2 to the pot.
Then Player I wins $3 from Player II if he has a winning card and loses
$3 to Player II otherwise.
Bluffing game
兩位玩家都向底池下注 $1 元。玩家 I 得到一張概率為 1/4 的獲勝
牌和一張概率為 3/4 的失敗牌。
玩家 I 看到了這張牌,但對玩家 II 隱藏起來。
(玩家 II 沒有得到一張牌。)然後玩家 I 過牌(Check)或下注(Bet)。
如果他檢查,他的卡將被檢查。如果玩家 I 有一張贏牌,玩家 I 會
從玩家 II 那裡贏得 $1 元,否則他會從玩家 II 那裡輸掉 $1 元。
如果玩家 I 下注,他會再向底池中投入 $ 2 元,玩家 II 在不知道玩
家 I 有什麼牌的情況下必須棄牌 (Fold) 或跟注 (Call)。
如果玩家 II 棄牌,無論玩家 I 有什麼牌,他都會輸給玩家 I $ 1 元。
如果玩家 II 跟注,他會向底池增加 $ 2 元。
然後,如果玩家 I 有贏牌,則玩家 I 從玩家 II 那裡贏得 $ 3 元,否
則就輸給玩家 II $3 元。
Bluffing game
Player I Player II
Check
Bet
Player I Player II
Bet Fold
Player I Player II
If Player II Folds, Player II pays $1 to Player I.
Bluffing game
Bet Call
Strategy Meaning
BB Bet for winning and losing card
BC Bet for winning card and Check for losing card
CB Check for winning card and Bet for losing card
CC Check for winning and losing card
Call Fold
1 3 3 1 3
BB × 3 + × −3 = − ×1+ ×1=1
4 4 2 4 4
1 3 1 3 1
BC × 3 + × −1 = 0 × 1 + × −1 = −
4 4 4 4 2
1 3 1 3
CB × 1 + × −3 = −2 ×1+ ×1=1
4 4 4 4
1 3 1 1 3 1
CC × 1 + × −1 = − × 1 + × −1 = −
4 4 2 4 4 2
Bluffing game
Call Fold
BB −1.5 1
BC 0 −0.5
CB −2 1
CC −0.5 −0.5
CB and CC are dominant strategies and can be
removed. This is unsurprising because Player I
has no reason to check if he has a winning card.
Bluffing game
−1.5 1
𝐴𝐴 =
0 −0.5
Bluffing game
A Terran has one $10 note, one $20 note in the left pocket,
one $10 note, and three $20 notes in the right pocket. The
Terran chooses one pocket at his will and randomly picks a
note from the pocket.
$10 note $20 note
Left 1 1
Right 1 3
A Martian, who knows the note’s value, must guess which
pocket the Terran has chosen. If the Martian is correct, the
Terran pays an amount equal to the value of the note to the
Martian. The payoff is only fair if the Martian is correct.
Pocket game
一個火星人,知道撿到的鈔票的價值,必須猜測人族選擇
了哪個口袋。如果火星人是正確的,人族支付與火星人票
據價值相等的金額。如果火星人錯了,就沒有回報。
Pocket game
Left
Right
Terran Martian
Pocket game
Left
or
Right
Terran Martian
Pocket game
Right
Left
Right
Terran Martian
Pocket game
Result Payoff
Correct Pays the note
Wrong No payoff
Terran Martian
Pocket game
Player Information sets Strategies
Terran Initial Left, Right
Martian $10, $20 LL, LR, RL, RR
Pocket game
−15 −5 −10 0
𝐴𝐴 =
0 −15 −2.5 −17.5
−15 −5 −10 0
𝐴𝐴 =
0 −15 −2.5 −17.5
Pocket game