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Extensive-form game

An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as 'moves by nature'. An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as 'moves by nature'. Some authors, particularly in introductory textbooks, initially define the extensive-form game as being just a game tree with payoffs (no imperfect or incomplete information), and add the other elements in subsequent chapters as refinements. Whereas the rest of this article follows this gentle approach with motivating examples, we present upfront the finite extensive-form games as (ultimately) constructed here. This general definition was introduced by Harold W. Kuhn in 1953, who extended an earlier definition of von Neumann from 1928. Following the presentation from Hart (1992), an n-player extensive-form game thus consists of the following: A play is thus a path through the tree from the root to a terminal node. At any given non-terminal node belonging to Chance, an outgoing branch is chosen according to the probability distribution. At any rational player's node, the player must choose one of the equivalence classes for the edges, which determines precisely one outgoing edge except (in general) the player doesn't know which one is being followed. (An outside observer knowing every other player's choices up to that point, and the realization of Nature's moves, can determine the edge precisely.) A pure strategy for a player thus consists of a selection—choosing precisely one class of outgoing edges for every information set (of his). In a game of perfect information, the information sets are singletons. It's less evident how payoffs should be interpreted in games with Chance nodes. It is assumed that each player has a von Neumann–Morgenstern utility function defined for every game outcome; this assumption entails that every rational player will evaluate an a priori random outcome by its expected utility. The above presentation, while precisely defining the mathematical structure over which the game is played, elides however the more technical discussion of formalizing statements about how the game is played like 'a player cannot distinguish between nodes in the same information set when making a decision'. These can be made precise using epistemic modal logic; see Shoham & Leyton-Brown (2009, chpt. 13) for details. A perfect information two-player game over a game tree (as defined in combinatorial game theory and artificial intelligence) can be represented as an extensive form game with outcomes (i.e. win, lose, or draw). Examples of such games include tic-tac-toe, chess, and infinite chess. A game over an expectminimax tree, like that of backgammon, has no imperfect information (all information sets are singletons) but has moves of chance. For example, poker has both moves of chance (the cards being dealt) and imperfect information (the cards secretly held by other players). (Binmore 2007, chpt. 2)

[ "Sequential game", "Normal-form game", "Repeated game", "Non-cooperative game", "Nim", "Outcome (game theory)", "equilibrium finding", "Self-confirming equilibrium", "Quasi-perfect equilibrium" ]
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