Extensive-form game
An extensive-form game is a fundamental representation in game theory that models strategic interactions as a sequential process, specifying the players, the order and timing of their moves, the choices available at each decision point, the information each player possesses when acting, and the payoffs resulting from all possible outcomes, typically illustrated via a directed tree structure with nodes and branches.[1] This representation was pioneered by John von Neumann and Oskar Morgenstern in their 1944 book A Theory of Games and Economic Behavior, where they formalized games with sequential moves to capture dynamic decision-making beyond simultaneous choices.[2] Unlike the normal-form game, which abstracts interactions into a payoff matrix assuming simultaneous strategy selection and hides sequential structure, the extensive form explicitly reveals timing and information flow, allowing for the analysis of concepts like commitment and foresight.[3] Any extensive-form game can be converted to an equivalent normal form by enumerating all possible strategies, but the reverse often loses critical details about move order.[1] Key elements of an extensive-form game include a finite set of players (possibly including "Nature" for chance moves), a game tree with non-terminal decision nodes assigned to players and terminal payoff nodes, information sets partitioning nodes to reflect what players know (singleton sets for perfect information, multiple nodes for imperfect information), and payoff functions at terminals convertible to utilities.[1] Games may feature perfect information, as in chess where every prior move is known, or imperfect information, as in poker with hidden cards.[3] Strategies in extensive-form games are complete plans specifying actions for every information set, often analyzed via behavioral strategies for simplicity in imperfect-information cases.[3] Central to solving extensive-form games is the subgame perfect equilibrium (SPE), a refinement of Nash equilibrium introduced by Reinhard Selten in 1965, which requires strategies to form a Nash equilibrium in every subgame—defined as a portion of the tree starting from any node—thus eliminating non-credible threats or promises.[4] SPEs are computed via backward induction in finite games of perfect information, starting from terminal nodes and working upwards, guaranteeing existence in finite settings.[3] These concepts enable applications in economics, political science, and computer science, modeling phenomena like bargaining, auctions, and AI decision-making under uncertainty.[1]Fundamentals
Definition and Representation
An extensive-form game models strategic interactions where players make decisions sequentially over time, capturing the order of moves, available information, and potential outcomes in a structured manner. This representation is particularly useful for analyzing games with a temporal dimension, such as negotiations or competitive entries into markets, by explicitly detailing who acts when and under what circumstances.[1] The game is graphically depicted as a game tree, a directed acyclic graph where nodes and branches encode the game's progression. Non-terminal nodes represent either decision points for players or chance events, while branches emanating from these nodes denote possible actions or probabilistic outcomes. Terminal nodes, or leaves, specify the payoff profiles—vectors of numerical payoffs assigned to each player based on the path taken to reach that endpoint, reflecting their preferences or utilities. Players are the rational agents alternating or simultaneously deciding at their respective nodes, with payoffs typically assuming higher values are preferred.[5] Key components include information sets, which group nodes that a player cannot distinguish between due to limited observability, ensuring the model accounts for imperfect knowledge without revealing the full history. Chance nodes, marked by circles or similar, introduce uncertainty via Nature's moves, assigning probabilities to outgoing branches to model exogenous events like random draws. These elements collectively provide a comprehensive framework for sequential decision-making, distinguishing extensive-form games from simultaneous-move representations like normal-form games.[1] The concept originated with John von Neumann's 1928 work on the theory of strategy games, where he first outlined a tree-like structure to analyze sequential play in zero-sum contexts like poker. This foundational approach was extended and formalized by Harold W. Kuhn in 1953, incorporating information sets to handle imperfect information and broader applicability beyond perfect information scenarios.[6] A representative example is the entry deterrence game, a two-player sequential model of market competition. The tree begins at the root with the potential entrant (Player 1) choosing to Enter or Stay Out. If Stay Out, the game ends with payoffs (0 for entrant, 2 for incumbent). If Enter, control passes to the incumbent (Player 2), who decides to Accommodate (payoffs: 1 for entrant, 1 for incumbent) or Fight (payoffs: -1 for entrant, 0 for incumbent). This structure highlights sequential incentives, with branches labeled by actions and nodes by players, illustrating how early choices constrain later options.[7]Relation to Normal-Form Games
Normal-form games represent situations of simultaneous strategic interaction, where each player's strategy set is listed, and payoffs are specified for every combination of strategies as a matrix or tuple of utilities. In this representation, players choose actions without observing others' choices, and the focus is on the strategic interdependence captured by the payoff structure.[8] To convert an extensive-form game to its normal-form equivalent, one identifies each player's pure strategies, which are complete contingent plans specifying an action for every possible history (or information set) reachable by that player. The strategy space expands accordingly: for a player with multiple decision points, the number of pure strategies is the product of the number of actions at each of their information sets. The resulting normal-form game has rows (or columns) corresponding to these pure strategies for each player, with payoffs computed as the expected utilities from the terminal nodes reached under each strategy profile. This process embeds the sequential structure into a simultaneous-choice framework, preserving all possible outcomes and equilibria of the original game.[8][1] A simple example is the sequential Prisoner's Dilemma, where Player 1 chooses first to Cooperate (C) or Defect (D), observed by Player 2, who then chooses C or D. Standard payoffs are: (C, C) yields (3, 3); (D, D) yields (1, 1); (D, C) yields (5, 0); (C, D) yields (0, 5). Player 1 has two strategies: C or D. Player 2, facing two information sets (after P1's C or D), has four strategies: (C after C, C after D) denoted CC; (C after C, D after D) as CD; (D after C, C after D) as DC; (D after C, D after D) as DD. The normal-form payoff matrix is:| Player 1 \ Player 2 | CC | CD | DC | DD |
|---|---|---|---|---|
| C | (3,3) | (3,3) | (0,5) | (0,5) |
| D | (5,0) | (1,1) | (5,0) | (1,1) |