Subgame
In game theory, a subgame is a subset of an extensive-form game that begins at a specific non-terminal node and includes all subsequent nodes, branches, information sets, and terminal payoffs, allowing it to be analyzed as a standalone game with the same rules and structure as the original.[1][2] This structure ensures that the subgame has a unique starting point where the history up to that node is fully specified, and any information set containing a node in the subgame must be entirely included to preserve player beliefs and decision-making.[1] Subgames are fundamental to refining solution concepts in dynamic games, particularly through the notion of subgame perfection, which requires strategies to form a Nash equilibrium not only in the full game but in every subgame as well.[2] The concept of a subgame, introduced in the context of extensive-form games by Harold W. Kuhn in the 1950s, enables the elimination of non-credible threats or promises by applying backward induction starting from subgame endpoints.[3] For instance, in sequential games like the centipede game, multiple subgames exist at each decision node, allowing analysis of player incentives at every stage.[2] This refinement leads to subgame-perfect Nash equilibria (SPNE), which are more robust than standard Nash equilibria because they account for off-equilibrium behaviors in subgames.[2] Subgames apply primarily to perfect-information games but extend to imperfect-information settings where information sets are respected, influencing applications in economics, political science, and computer science for modeling multi-stage interactions.[1]Basic Concepts
Extensive-Form Games
Extensive-form games provide a foundational representation in game theory for modeling sequential decision-making processes, where the order of moves and potential information asymmetries are explicitly captured. These games are depicted as tree diagrams, with non-terminal nodes representing decision points for players, branches illustrating possible actions available at each node, and terminal nodes specifying the payoffs received by each player upon reaching the end of a play path. This structure allows for the analysis of dynamic interactions, including games with perfect information, where players observe all prior actions, and imperfect information, where some history may be hidden. The key components of an extensive-form game include a set of players, sequences of actions leading to histories, and payoff assignments. In cases of imperfect information, information sets partition the decision nodes, grouping those indistinguishable to the acting player based on their available observations. A strategy in this framework is defined as a complete contingent plan for a player, specifying an action for every information set at which that player moves, ensuring the representation accounts for all possible decision contingencies. The extensive form was formalized by Harold W. Kuhn in his 1953 paper "Extensive Games and the Problem of Information," which introduced the tree-based approach to handle informational aspects in sequential games. Formally, such a game is denoted as \Gamma = (N, A, H, P, u), where N is the set of all nodes in the tree, A the set of feasible actions, H the set of histories (finite sequences of actions leading to nodes), P: H \setminus Z \to I the player function assigning a player i \in I to each non-terminal history (with Z denoting terminal histories), and u: Z \to \mathbb{R}^I the payoff function mapping terminal histories to payoff vectors for the players. Subgame perfect equilibrium serves as a primary solution concept for refining outcomes in these games by eliminating non-credible threats.Definition of a Subgame
In extensive-form games, a subgame is a self-contained subset that begins at a non-terminal decision node and encompasses all subsequent nodes, actions, and outcomes, effectively forming an independent game embedded within the larger structure.[2] This core definition ensures that the subgame inherits the original game's rules, payoffs, and player roles from that starting point onward, allowing it to be analyzed separately without altering the strategic incentives.[4] Unlike mere histories or paths, which represent specific sequences of actions leading to particular outcomes, subgames must be "closed" under the game's structure, meaning they include every possible continuation from the initial node rather than selective trajectories, thereby preserving the full decision-making environment as a standalone extensive-form game.[5] The formal criteria for identifying a subgame are threefold: first, it must contain a single initial non-terminal node; second, it includes all possible future actions, branches, and terminal payoffs reachable from that node; and third, in games with imperfect information, it respects the information partitions by ensuring that no information set is split—every information set containing a successor of the initial node must consist entirely of successors of that node.[4] This last condition is crucial for maintaining the integrity of players' beliefs and strategies within the subgame, preventing scenarios where partial observability from the parent game disrupts the subgame's coherence.[5] For illustration, in perfect-information extensive-form games represented as trees, every non-terminal node initiates a subgame because there are no overlapping information sets to complicate containment.[2] In contrast, imperfect-information games restrict subgames to those nodes where all associated information sets are fully contained within the successors, excluding nodes that would fragment players' uncertainty across the boundary.[4]Formal Properties
Conditions for Subgame Identification
To identify a subgame within an extensive-form game, a candidate portion must satisfy several necessary conditions rooted in the game's tree structure. First, it requires a unique starting node, from which the subgame consists of the entire subtree including all descendant nodes and the associated actions, ensuring no truncation of paths.[6] Second, the subgame must preserve the original payoff structure, meaning terminal nodes within it yield the same payoffs as in the full game, without alteration or external dependencies.[6] These conditions ensure the subgame is a self-contained strategic environment that mirrors the broader game's mechanics at its conclusion. In games with imperfect information, an additional rule applies to maintain informational consistency: no information set intersecting the subgame can contain nodes both inside and outside it. Formally, for every information set I in the game, if I intersects the subtree rooted at the starting node x, then I must be entirely contained within that subtree. This requirement, often referred to as Kuhn's condition for subgame initiation, prevents the subgame from inheriting unresolved uncertainty from the parent game, as players must be able to distinguish the subgame's context without links to external histories. Violation of this rule disqualifies a candidate, as it would imply players in the subgame face information sets that are incomplete or contaminated by prior branches. Common pitfalls in subgame identification arise particularly in imperfect-information settings, where information sets span multiple branches. For instance, if a proposed subgame rooted at node x includes only part of an information set—such as one node from a set linking to both included and excluded paths—the structure fails, as the set cannot be split without distorting player knowledge.[7] Another frequent error occurs when overlooking non-terminal nodes whose successors straddle information sets; even if the node appears isolated, any intersecting set not fully included invalidates the subgame, leading to analyses that overlook strategic spillovers.[7] An algorithmic check provides a systematic way to verify subgame status in a game tree:- Select a candidate starting node x (non-terminal).
- Construct the subtree T_x as all nodes reachable from x, including actions and terminal payoffs.
- For each information set I in the full game, test intersection: if any node in I belongs to T_x, confirm all nodes in I are also in T_x.
- If the test passes for all relevant I, and payoffs are unchanged, T_x qualifies as a subgame; otherwise, reject.[8] This process, applicable to both perfect and imperfect information, highlights why many imperfect-information games lack proper subgames beyond the whole tree.[8]