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Repeated game

A repeated game in is a model of strategic interactions in which a fixed set of repeatedly play the same stage game—a one-shot —over multiple periods, with payoffs accumulated across periods, either finitely or infinitely many times. This framework contrasts with single-stage games by incorporating history dependence, where ' strategies can condition actions on past outcomes, enabling phenomena like and that are impossible in isolated plays. In finitely repeated games, typically implies that rational players will play of the stage game in every period, replicating one-shot Nash outcomes, assuming and of (with uniqueness yielding a unique subgame-perfect payoff profile). However, infinitely repeated games, or those with where future payoffs are valued less than immediate ones, allow for a broader set of subgame-perfect equilibria due to the threat of future punishments for deviations. is often modeled by a common discount factor , where the total payoff for player i is \sum_{t=1}^\infty \delta^{t-1} g_i(a_t), with g_i the stage-game payoff and a_t the action profile at time t. A of repeated is the folk theorem, which states that if players are sufficiently patient (i.e., \delta close to 1), any feasible payoff vector that is individually rational—meaning each player's payoff exceeds their value in the stage —can be achieved as the average payoff of a subgame-perfect . An early version of this result was established by (1971) for discounted infinitely repeated games with Nash threats, showing that sufficiently patient players can sustain feasible payoffs above the stage game's Nash payoff. Subsequent work, such as Fudenberg and Maskin (1986), extended the folk theorem to subgame-perfect equilibria in discounted games, achieving any strictly individually rational feasible payoff. This result explains how repetition sustains outcomes like in oligopolies or in the , where defection dominates in the one-shot version. The study of repeated games originated in the mid-20th century, with early explorations of supergames—repeated plays with —in Luce and Raiffa's foundational text, which analyzed temporal repetition in non-zero-sum settings like the to illustrate reprisal and quasi-equilibria. Subsequent developments, including the formalization of non-cooperative equilibria in supergames, built on this to characterize sustainable under repeated interactions. Repeated games have since become essential in for modeling dynamic phenomena such as stability, effects, and long-term contracting, with extensions to imperfect monitoring and incomplete information further enriching the theory.

Fundamentals

Definition and Setup

A repeated game in is an consisting of multiple plays of a fixed underlying game, known as the stage game, where the number of repetitions may be finite or infinite. Unlike one-shot games, where interactions occur only once and players cannot condition their actions on prior outcomes, repeated games allow players' strategies to depend on the history of previous plays, enabling more complex behavioral patterns. The basic components of a repeated game are derived from the stage game, which involves a set of , each with their own sets and payoff functions that map joint actions to individual payoffs. In the repeated setting, the total payoff for each player is the aggregate of stage-game payoffs across all periods: for finite repetitions, it is the undiscounted ; for infinite repetitions, it is a discounted that weights future payoffs less heavily to reflect impatience. The in a repeated game is the sequence of profiles observed up to the current period, which players use to inform their strategies. Information sets distinguish between perfect , where all actions are publicly observable after each stage, and imperfect , where players receive only noisy or private signals about others' actions, introducing into the . Repetition introduces long-term incentives absent in games, as players can build reputations through consistent behavior and enforce via the threat of future punishments, fostering outcomes that align with joint interests over time.

Stage Game and Payoffs

In repeated games, the stage game refers to the underlying one-shot strategic interaction among a of players, typically represented in normal form as G = \langle N, (A_i)_{i \in N}, (u_i)_{i \in N} \rangle, where N is the set of players, A_i is the of actions available to player i, and u_i: A \to \mathbb{R} is player i's payoff function, with A = \prod_{i \in N} A_i denoting the set of action profiles. This bimatrix (for two players) or multimatrix form captures strategies, outcomes, and payoffs for zero-sum or non-zero-sum interactions in each period. Payoffs in repeated games accumulate from the stage game outcomes across periods. In finite repetitions over T periods, each player's total payoff is the undiscounted sum U_i = \sum_{t=1}^T u_i(a_t), where a_t \in A is the action profile chosen in period t. In infinite repetitions, payoffs are aggregated as the discounted sum U_i = \sum_{t=1}^\infty \delta^{t-1} u_i(a_t), where \delta \in (0,1) is the common discount factor reflecting or the probability of continuation. Often, the normalized () payoff is considered as (1-\delta) U_i to align with per-period stage payoffs. The feasible payoff set in repeated games consists of all payoff vectors achievable as convex combinations of stage game payoff profiles, formally the V = \mathrm{co} \{ u(a) \mid a \in A \}, where u(a) = (u_i(a))_{i \in N}. Payoffs are individually rational if each player's component exceeds their value, defined as v_i^* = \min_{a_{-i} \in A_{-i}} \max_{a_i \in A_i} u_i(a_i, a_{-i}), ensuring no player receives less than what they can secure unilaterally against worst-case opponents. A canonical example is the as the stage , where two players choose to (C) or (D), with payoffs illustrating the tension between mutual and individual temptation to :
CD
C3, 30, 5
D5, 01, 1
Here, mutual yields (3,3), but dominates for each player in the one-shot , leading to (1,1); in repetitions, this setup highlights potential for sustained .

Finite Repeated Games

Backward Induction

Backward induction is a fundamental solution concept used to analyze finite repeated games, where players interact over a known, fixed number of periods. The method involves solving the game recursively by beginning at the final period and working backward to the initial period, determining optimal strategies in each subgame. In the last period, since no future play follows, players revert to the Nash equilibrium of the underlying stage game, selecting actions that maximize their immediate payoffs given others' responses. For each preceding period, players anticipate rational play in all subsequent subgames and choose actions accordingly, ensuring subgame perfect equilibrium. This process guarantees that the strategy profile is robust to deviations at any decision point, as it constitutes a Nash equilibrium for every subgame. The application of backward induction relies on several key assumptions: all players possess perfect information about past actions, rationality is common knowledge among players, and the finite horizon T is publicly known to everyone. Under these conditions, the solution eliminates any incentives for non-equilibrium behavior, as players can perfectly foresee outcomes from any point onward. Perfect information ensures that histories are observable, allowing precise anticipation of future subgames, while common knowledge of rationality implies that no player expects others to err in future decisions. The finite horizon T is crucial, as it provides a clear terminal point where stage-game incentives dominate. These assumptions align the repeated game with the structure of extensive-form games, enabling the recursive solution. Historically, the concept of backward induction traces back to John von Neumann's 1928 work on zero-sum games of strategy, where he formalized the minimax theorem and implicit recursive reasoning for finite extensive games. This approach was later extended to non-zero-sum games by Harold W. Kuhn in 1953, who proved that every finite extensive-form game with perfect information admits a subgame perfect equilibrium via backward induction, establishing its general applicability. Kuhn's theorem underpins the use of backward induction in repeated games, confirming the existence of pure-strategy equilibria that solve the game completely. A prominent illustration of occurs in the finitely repeated , where mutual would yield higher joint payoffs but dominates in the stage game. In the final period, rational players , achieving the stage-game . Anticipating this, players in the penultimate period also , as would be exploited without future reciprocity. This logic unravels inductively: becomes optimal in every period, leading to the unique of universal across all T rounds. Thus, despite the potential for sustained in infinite settings, finite repetition under precludes it entirely.

Equilibria and Unraveling

In finite repeated games, the subgame perfect (SPNE) refines the concept by requiring that the strategy profile induces a in every subgame. This ensures sequential rationality, eliminating non-credible threats or promises that might sustain suboptimal outcomes in coarser equilibria. In the context of finitely repeated games with a known horizon, —applied to the extensive-form representation—yields the SPNE. When the stage game has a unique , the finite repetition admits a unique SPNE in which players follow myopic play, replicating the stage-game in every period regardless of history. This outcome arises because, in the final period, players have no future to consider and thus play the stage ; anticipating this, no incentive exists for cooperation in the penultimate period, and the logic unravels backward to the first period. This phenomenon, known as the unraveling theorem, demonstrates that for generic stage games—those with a unique and generic payoffs—sustained cooperation fails in finite repetitions with a fixed horizon, as deviations become rational starting from the end. In the classic stage game, for instance, the unique SPNE yields mutual defection every period, resulting in total payoffs of T \times (d, d) for horizon T, compared to the cooperative outcome of T \times (r, r) (where d < r) that would require credible future enforcement, which unravels. Exceptions occur in non-generic stage games with multiple Nash equilibria, where additional SPNE can support cooperation in early periods by leveraging less grim punishments in later subgames. Benoit and Krishna (1985) show that, under such conditions, any feasible and individually rational payoff vector can be approximated arbitrarily closely by SPNE payoffs as the horizon lengthens, partially mitigating unraveling. Similarly, small noise or payoff perturbations can sustain approximate cooperation through trembling-hand perfect equilibria, where minor errors prevent exact unraveling but allow near-efficient outcomes in sufficiently long horizons.

Infinite Repeated Games

Discounting and Patience

In infinite repeated games, the discount factor \delta \in [0, 1) captures players' impatience by weighting future payoffs less than immediate ones, with higher values of \delta indicating greater patience and a willingness to prioritize long-term outcomes over short-term gains. This factor relates to the continuous-time discount rate r \geq 0 through the formula \delta = \frac{1}{1+r}, where a lower r (slower discounting) yields a \delta closer to 1, fostering behaviors that emphasize sustained cooperation or strategic depth across periods. Player i's normalized payoff, which represents the long-run average per-period utility adjusted for discounting, is given by u_i(\sigma) = (1 - \delta) \sum_{t=0}^{\infty} \delta^t g_i(a_t), where g_i(a_t) denotes the stage-game payoff from action profile a_t at time t, and \sigma is the strategy profile. This formulation ensures payoffs are bounded and comparable across different \delta values, with the factor (1 - \delta) normalizing the infinite sum to reflect an effective average utility. The degree of patience encoded by \delta profoundly influences equilibrium outcomes: as \delta \to 1, the discrete-time model converges to a continuous-time framework, where the granularity of periods diminishes and players can credibly commit to future-oriented actions. In contrast, low \delta promotes myopic play, where players effectively revert to one-shot stage-game strategies, as the shadow of the future carries little weight. Unlike finite repetitions, where backward induction unravels cooperation regardless of patience, infinite horizons with sufficiently high \delta enable non-myopic equilibria. A canonical illustration arises in the Prisoner's Dilemma stage game, where mutual cooperation yields payoffs of 3 each, defection against cooperation gives 5 to the defector and 0 to the cooperator, and mutual defection yields 1 each; here, a grim trigger strategy—cooperating until deviation, then defecting forever—sustains cooperation in equilibrium if \delta > \frac{1}{2}, as the discounted value of ongoing cooperation exceeds the one-time gain from defection.

Folk Theorem

The Folk Theorem provides a foundational characterization of the equilibrium payoffs achievable in infinitely repeated games under discounting. Formulated by Fudenberg and Maskin (1986), the theorem states that if players are sufficiently patient—meaning the common discount factor \delta is close enough to 1—then any feasible and individually rational payoff vector can be approximated arbitrarily closely by payoffs of the repeated game. Here, a payoff vector is feasible if it lies in the of the stage game's payoff set (accounting for mixed strategies), and it is individually rational if each player's payoff strictly exceeds their value, defined as the lowest payoff they can be forced to by others' optimal punishing strategies in the stage game. The applies to with perfect monitoring, where actions are publicly observed each period, and assumes a finite stage game with a finite action space for each . For two-player , the result holds without additional restrictions, but for three or more , the stage game's feasible payoff set must satisfy a full-dimensionality : it must contain a nonempty open ball in \mathbb{R}^n, where n is the number of , ensuring that punishments can be tailored precisely to deter deviations by any subset of . Fudenberg and Maskin (1986) prove the for uniformly discounted payoffs, where each player's total payoff is the sum \sum_{t=0}^\infty \delta^t g_i(a_t) with g_i denoting stage payoffs and the same \delta applying across periods and players. An alternative formulation uses the limit-of-means criterion, where payoffs are evaluated as \lim_{T \to \infty} \frac{1}{T} \sum_{t=1}^T g_i(a_t); under this undiscounted average, a similar folk holds for patient play (approximated by low discounting or long horizons), yielding the same set of sustainable outcomes provided the full-dimensionality condition is met. A sketch of the proof involves constructing strategies that sustain the target payoff vector v. Players cooperate by cycling through a finite sequence of stage-game action profiles (possibly mixed) over blocks of lengths chosen to increase with \delta, ensuring the discounted average converges to v. Upon detecting any deviation (via perfect monitoring), all players permanently revert to a Nash equilibrium of the stage game that minimaxes the deviator's payoff. To verify , the one-period gain from unilateral deviation must not exceed the present-value loss from subsequent punishment: for player i, if d is the deviation gain and m_i is i's payoff, then d \leq \frac{\delta}{1-\delta} (v_i - m_i). As \delta \to 1, the right-hand side grows without bound, making sustainable for any feasible, individually rational v. Off-path punishments are credible because reversion to the static equilibrium is itself . The has limitations inherent to its assumptions. It requires perfect public monitoring; under imperfect or private information, fewer payoffs may be sustainable. Additionally, the result covers only payoffs achievable for [\delta](/page/Delta) sufficiently close to 1; for lower [\delta](/page/Delta), the set of perfect equilibria shrinks, often reverting toward static payoffs as impatience increases.

Cooperation Mechanisms

Trigger Strategies

strategies are a class of perfect equilibrium strategies in repeated games designed to sustain by conditioning future play on the history of actions, particularly responding to deviations with punishments. These strategies were first formalized by in his analysis of supergames, where he demonstrated that trigger equilibria can enforce non- outcomes that approximate payoffs under sufficient patience. A prominent example is the strategy, in which players in the initial period and continue cooperating as long as no deviation has occurred; upon detecting any deviation, all players revert permanently to a phase, typically the strategy of the stage game, for all subsequent periods. In contrast, forgive-once variants, such as limited triggers, impose a temporary reversion to the strategy for a fixed number of periods before returning to , thereby allowing recovery from isolated mistakes while still deterring persistent . For these strategies to be incentive compatible and sustainably enforce cooperation, the one-period cooperation payoff must satisfy g_i(a) \geq (1 - \delta) g_i(a_i', a_{-i}) + \delta g_i(a^{NE}), where a is the cooperative action profile, a_i' is the deviating action, and a^{NE} is the Nash punishment action profile; higher patience (larger \delta) expands the set of enforceable outcomes by making punishments more credible. Grim trigger strategies using punishments are optimal in the sense that they achieve feasible and individually rational payoff vectors as per the folk theorem, ensuring the highest possible sustainable cooperation levels without unnecessary inefficiency. However, such permanent punishments can be vulnerable to renegotiation, as rational players may collectively prefer to abandon inefficient punishment phases; renegotiation-proof refinements thus favor strategies with milder, reversible punishments to avoid these credibility issues while preserving . Other variants include stick-and-carrot strategies, which combine punishments for deviations (the "stick") with explicit rewards or reversion to superior payoffs for sustained cooperation (the "carrot"), providing balanced incentives in settings where pure punishment may be overly harsh. The development of trigger strategies traces back to Friedman's 1971 seminal work, which established their role in selection for infinitely repeated supergames, influencing subsequent refinements in game-theoretic literature.

Examples in Finite Settings

In finite repeated games, can persist despite the unraveling predicted by when small probabilities of accidental deviations—known as "trembling hands"—allow to build reputations for behavior. Kreps, Milgrom, Roberts, and Wilson (1982) demonstrate this in the finitely repeated , where even a tiny chance of unintended creates about a player's type, enabling rational to cooperate early to signal and sustain higher payoffs until near the end. This reputation effect counters full unraveling by making costly if it risks damaging a image. Experimental studies reveal a of , where often endures longer than theory predicts, even in known finite horizons. Murnighan and Roth (1983) conducted laboratory experiments on the finitely repeated with 10 periods, finding that defection typically begins only in the last two or three rounds rather than unraveling immediately from the end; when the horizon was shortened mid-game, collapsed faster, confirming the role of anticipated future play. This persistence suggests players anticipate mutual or overlook full in terminal stages. In the repeated battle of the sexes—a where players prefer different joint actions but value matching—alternating between the two pure-strategy equilibria can sustain in finite settings if the horizon is uncertain or approximately known. Experiments show subjects frequently converge to stable alternation patterns, achieving higher joint payoffs than non-cooperative play, particularly when the exact end is not salient, allowing implicit agreements to hold until late rounds. Such behavior approximates subgame perfection under bounded foresight. Recent experiments highlight as a key driver of in finite repeated games, where players deviate from full due to cognitive limits. Aoyagi, Fréchette, and Yuksel (2024) analyzed formation in finitely repeated prisoner's dilemmas, finding that subjects update slowly and overweight early signals, leading to sustained play beyond theoretical unraveling points in games up to 20 periods. These findings underscore how cognitive frictions enable finite-horizon without relying on .

Analysis Methods

Solving Approaches

Solving repeated games involves a range of theoretical and algorithmic methods tailored to finite and horizons, leveraging fixed-point theorems, dynamic programming, and characterization techniques. In discounted repeated games, the existence and computation of equilibria often rely on fixed-point theorems applied to mappings of the value function operator. Specifically, the discounted payoff structure ensures that the operator mapping current payoffs plus discounted future values to new value estimates is a with δ < 1, guaranteeing a unique fixed point that represents the value function via the . This approach, foundational in stochastic and repeated game analysis, enables iterative value function updates to converge to equilibria. For finite repeated games, which unfold as extensive-form games with perfect recall, the sequence form provides an efficient representation for computing behavioral strategies and equilibria. In the sequence form, strategies are encoded as probability distributions over sequences of actions rather than full strategy trees, reducing exponential complexity to linear size in the number of sequences, allowing formulation as a linear program (LP) for zero-sum cases or quadratic program for general-sum. This method exploits the game's tree structure to solve for subgame-perfect equilibria without enumerating all pure strategies, making it scalable for moderate horizons. Dynamic programming forms a core tool across both finite and infinite settings, particularly for characterizing functions under optimal or equilibrium play. The captures this recursively: for a s, the V(s) satisfies V(s) = \max_a \left[ g(a) + \delta V(s') \right], where g(a) is the stage payoff from action a, δ is the discount factor, and s' is the resulting ; in multi-player non-zero-sum contexts, maximization is replaced by computation over actions. iteration applies this equation repeatedly, converging to the fixed point in infinite discounted games due to the contraction property, while in finite games, solves the system period-by-period from the terminal stage. Equilibrium computation in repeated games centers on finding strategy profiles that satisfy incentive constraints, ensuring no profitable one-shot deviations in any subgame, as per the one-shot deviation principle. These constraints form a system of inequalities bounding continuation values against deviation payoffs, solvable via linear or nonlinear programming for symmetric or restricted strategy spaces. However, computational complexity escalates with horizon length: in finite games, the extensive-form tree grows exponentially (O(|A|^T) for T periods and |A| actions), rendering exact solution NP-hard or PPAD-complete even for approximate equilibria in general cases. Post-2010 advances address these scalability issues through techniques that compress large state-action spaces while preserving near-optimal equilibria. Methods like counterfactual minimization with best-response (CFR-BR) iteratively refine abstract strategies in extensive-form representations of repeated games, achieving ε-equilibria with bounded and reducing effective size by orders of magnitude for long-horizon or high-action games. These approaches, building on sequence-form LPs, enable computation in previously intractable settings like multi-stage security games modeled as repeated interactions.

Computational Tools

Computational tools play a crucial role in analyzing repeated games by enabling the of strategies, of equilibria, and of solution sets, particularly when analytical solutions are intractable due to the complexity of infinite horizons or large state spaces. These tools range from specialized software libraries to numerical algorithms that implement dynamic programming principles. The library is a widely used suite for equilibria in finite and extensive-form games, including repeated games modeled as extensive forms. It supports solving for Nash equilibria in finitely repeated settings through algorithms like Lemke-Howson and supports file formats for importing stage games to construct repeated structures. For infinite repeated games, toolboxes such as the Repeated Games Solver provide implementations of dynamic programming methods, including the Abreu-Sannikov algorithm for subgame-perfect equilibria in two-player discounted games. This toolbox wraps Java-based solvers to handle continuous-time s and payoff calculations. Numerical methods for solving repeated games often rely on iterative techniques derived from dynamic programming. Value iteration, an , computes value functions by repeatedly applying the Bellman operator to estimate optimal strategies in infinite-horizon games with , converging to the true solution under suitable conditions. For stochastic variants, methods simulate multiple playouts of the game to estimate expected payoffs and strategy values, particularly useful in high-dimensional state spaces where exact enumeration is infeasible, as demonstrated in applications to repeated games. A key application of these tools is in verifying the Folk theorem by computing the set of feasible and individually rational payoffs. This involves formulating the feasible payoff set as a of stage-game payoffs and solving a problem to identify sustainable payoffs, such as minimizing deviations while ensuring ; for instance, in belief-free equilibria, a two-stage procedure optimizes over strategy supports and continuation values to bound achievable payoffs. Recent advancements integrate techniques, notably , to learn strategies in repeated games without explicit model specification. Post-2020 research has shown that algorithms can approximate Nash equilibria and even sustain consistent with the Folk theorem in discounted settings, as in analyses of strategy profiles emerging from in repeated variants. These methods leverage neural networks for policy representation, enabling scalable computation in complex environments like network games. As of 2025, further progress includes using large language models (LLMs) to simulate human-like strategies in finitely repeated games, enhancing empirical analysis of strategic interactions.

Extensions

Incomplete Information

In repeated games with incomplete information, players possess private types drawn from known prior distributions, which influence their payoffs or strategies but are not directly observable by opponents. These types introduce uncertainty, leading players to update beliefs based on observed actions, akin to signaling in dynamic Bayesian games. A (PBE) refines the analysis by requiring that strategies and beliefs are sequentially rational at every information set, ensuring consistency between actions and posterior beliefs derived via Bayes' rule where possible. In such settings, actions serve as signals that convey information about private types over time, potentially enabling or separation of types in equilibria. Seminal work establishes that the set of PBE payoffs expands beyond static Bayesian outcomes due to repeated interactions allowing for gradual revelation. Reputation models extend this to finite-horizon repeated , where a small probability of facing an opponent with an "" or type (from a of possible types) can sustain cooperative outcomes that unravel under . In these models, the long-run player builds a for toughness or by mimicking the commitment type early on, deterring as the horizon shortens, even though backward predicts defection in finite complete-information . This effect arises because incomplete prevents immediate unraveling, allowing payoffs close to the cooperative frontier for sufficiently patient players. The foundational insight traces to early analyses of zero-sum with incomplete on one side, where non-revealing strategies preserve value, but reputation models generalize to non-zero-sum settings with infinite type spaces. Key results show that any feasible, individually rational payoff can be approximated in if the prior on commitment types is positive and the game satisfies a full-dimensionality condition on payoffs. Imperfect monitoring further complicates incomplete information by introducing noisy signals of actions or payoffs, which may be (observed by all) or (observed only by the affected ). Under , receive a common noisy signal of the action profile, enabling coordination but limiting punishment precision compared to perfect . , where each observes only their own payoff or a signal thereof, exacerbates the in sustaining cooperation, as deviations are harder to detect and attribute. Communication equilibria address this by allowing cheap talk alongside signals, where publicly announce messages to correlate actions or reveal information, subject to . In perfect communication equilibria, full revelation is achievable if signals are sufficiently informative, expanding the feasible payoff set toward the complete-information folk theorem limits. Recent extensions characterize bounds on payoffs under discounting and , showing that communication can restore efficiency in some cases but not others depending on signal structure. Advancements in the 2020s have incorporated learning dynamics into these models, where players update type beliefs via from noisy signals and adapt strategies accordingly. In settings with short-run players entering periodically, learning enables the informed player to extract value by gradually revealing information, achieving the value of the complete-information game in the limit. These results highlight how or recursive estimation can converge to PBE in incomplete-information environments, bridging theoretical equilibria with behavioral observations. More recent works (2023–2025) explore rationality of learning algorithms in such games and applications of large models (LLMs), which develop strategies like in imperfect information settings, enhancing understanding of AI-driven interactions.

Stochastic Variants

Stochastic games extend repeated games by incorporating a dynamic space that evolves probabilistically based on players' , capturing environments where outcomes depend on exogenous or endogenous uncertainties beyond mere action histories. Formally, a features a finite space S, finite sets A_i for each player i, state-dependent payoff functions r_i(s, a) for joint a = (a_1, \dots, a_n), and transition probabilities P(s' \mid s, a) that determine the probability of moving to s' \in S after a in s. These models generalize Markov decision processes to multiple interacting agents, allowing payoffs and to vary systematically with the current . The primary equilibrium concept in stochastic games is the Markov perfect equilibrium (MPE), a subgame-perfect where strategies depend only on the current state, ensuring consistency across subgames and avoiding non-credible threats. In two-player zero-sum discounted games, Shapley (1953) proved the existence of a unique value and stationary MPE, where policies are state-independent in form but constant over time. For non-zero-sum settings, extensions of the folk theorem apply to discounted games with perfect monitoring: as the discount factor approaches 1, the set of MPE payoffs approaches the feasible, individually rational payoff set, provided the game is irreducible and monitoring is public. (1995) established this result, showing that sustainable outcomes mirror those in standard repeated games but account for state transitions. Recent extensions include folk theorems for irreducible games with imperfect public monitoring (Hörner et al., 2022), broadening applicability. Stochastic games find key applications in economic modeling, such as resource problems where the represents remaining levels, actions are extraction rates, payoffs reflect revenues minus costs, and transitions model depletion or replenishment processes. In these settings, MPE often leads to over- compared to outcomes, highlighting tragedy-of-the-commons under . Similarly, in models, the might capture market conditions like demand shocks or inventory levels, with actions as production quantities; transitions then reflect how joint outputs influence future market states, enabling analysis of collusive equilibria in volatile industries. For large populations of interacting agents, mean-field games provide an approximation to stochastic games by treating the aggregate behavior as a distribution over states and actions, reducing while preserving strategic interactions. Emerging in the late , this framework models repeated stochastic interactions among many players—such as in crowd dynamics or financial markets—where each agent's payoff depends on the mean field of others' strategies, leading to coupled systems of Hamilton-Jacobi-Bellman and Fokker-Planck equations for equilibrium. Lasry and Lions (2007) laid the foundational theory for these non-zero-sum stochastic differential games, with extensions to discrete-time repeated settings facilitating for high-dimensional populations.

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