CS711: Introduction to Game Theory and Mechanism Design

86
CS711: Introduction to Game Theory and Mechanism Design Teacher: Swaprava Nath Correlated Equilibrium, Extensive Form Games

Transcript of CS711: Introduction to Game Theory and Mechanism Design

Page 1: CS711: Introduction to Game Theory and Mechanism Design

CS711: Introduction to Game Theoryand Mechanism Design

Teacher: Swaprava Nath

Correlated Equilibrium, Extensive Form Games

Page 2: CS711: Introduction to Game Theory and Mechanism Design

Recap

We have seen games with different types of equilibria and finally arrived atthe mixed strategy Nash equilibrium (MSNE) which was the weakest andmost general

The most special property of MSNE is that it always exists for any finitegame and can be found by solving a finite number of (potentially non-linear)equations

However, calculating an MSNE is computationally difficult

Another equilibrium notion called correlated equilibrium (CE) which is weakerthan MSNE

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Page 3: CS711: Introduction to Game Theory and Mechanism Design

Recap

We have seen games with different types of equilibria and finally arrived atthe mixed strategy Nash equilibrium (MSNE) which was the weakest andmost general

The most special property of MSNE is that it always exists for any finitegame and can be found by solving a finite number of (potentially non-linear)equations

However, calculating an MSNE is computationally difficult

Another equilibrium notion called correlated equilibrium (CE) which is weakerthan MSNE

1 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 4: CS711: Introduction to Game Theory and Mechanism Design

Recap

We have seen games with different types of equilibria and finally arrived atthe mixed strategy Nash equilibrium (MSNE) which was the weakest andmost general

The most special property of MSNE is that it always exists for any finitegame and can be found by solving a finite number of (potentially non-linear)equations

However, calculating an MSNE is computationally difficult

Another equilibrium notion called correlated equilibrium (CE) which is weakerthan MSNE

1 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 5: CS711: Introduction to Game Theory and Mechanism Design

Recap

We have seen games with different types of equilibria and finally arrived atthe mixed strategy Nash equilibrium (MSNE) which was the weakest andmost general

The most special property of MSNE is that it always exists for any finitegame and can be found by solving a finite number of (potentially non-linear)equations

However, calculating an MSNE is computationally difficult

Another equilibrium notion called correlated equilibrium (CE) which is weakerthan MSNE

1 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

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Correlated Equilibrium: Motivation

In a Nash equilibrium, each player chooses his strategy independent of theother player, which may not always lead to the best outcome

If the players can have a trusted third-party agent, who randomizes over thestrategy profiles and suggests the individual strategies to the concernedplayers, the outcomes can be significantly better

Such a strategy is called correlated strategy

Note: a correlated strategy is not a strategy of the players, rather it is astrategy of the third-party agent

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Correlated Equilibrium: Motivation

In a Nash equilibrium, each player chooses his strategy independent of theother player, which may not always lead to the best outcome

If the players can have a trusted third-party agent, who randomizes over thestrategy profiles and suggests the individual strategies to the concernedplayers, the outcomes can be significantly better

Such a strategy is called correlated strategy

Note: a correlated strategy is not a strategy of the players, rather it is astrategy of the third-party agent

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Page 8: CS711: Introduction to Game Theory and Mechanism Design

Correlated Equilibrium: Motivation

In a Nash equilibrium, each player chooses his strategy independent of theother player, which may not always lead to the best outcome

If the players can have a trusted third-party agent, who randomizes over thestrategy profiles and suggests the individual strategies to the concernedplayers, the outcomes can be significantly better

Such a strategy is called correlated strategy

Note: a correlated strategy is not a strategy of the players, rather it is astrategy of the third-party agent

2 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 9: CS711: Introduction to Game Theory and Mechanism Design

Correlated Equilibrium: Motivation

In a Nash equilibrium, each player chooses his strategy independent of theother player, which may not always lead to the best outcome

If the players can have a trusted third-party agent, who randomizes over thestrategy profiles and suggests the individual strategies to the concernedplayers, the outcomes can be significantly better

Such a strategy is called correlated strategy

Note: a correlated strategy is not a strategy of the players, rather it is astrategy of the third-party agent

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Page 10: CS711: Introduction to Game Theory and Mechanism Design

Motivation (contd.)

Example: a busy crossing of two roads

I if the traffic of both roads move at the same time – it is dangerous/chaoticI if both stops, it is wastefulI mediated movement – trusted third party: traffic lights/police

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Motivation (contd.)

Example: a busy crossing of two roadsI if the traffic of both roads move at the same time – it is dangerous/chaotic

I if both stops, it is wastefulI mediated movement – trusted third party: traffic lights/police

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Motivation (contd.)

Example: a busy crossing of two roadsI if the traffic of both roads move at the same time – it is dangerous/chaoticI if both stops, it is wasteful

I mediated movement – trusted third party: traffic lights/police

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Motivation (contd.)

Example: a busy crossing of two roadsI if the traffic of both roads move at the same time – it is dangerous/chaoticI if both stops, it is wastefulI mediated movement – trusted third party: traffic lights/police

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DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Page 15: CS711: Introduction to Game Theory and Mechanism Design

DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Page 16: CS711: Introduction to Game Theory and Mechanism Design

DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Page 17: CS711: Introduction to Game Theory and Mechanism Design

DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Page 18: CS711: Introduction to Game Theory and Mechanism Design

DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Page 19: CS711: Introduction to Game Theory and Mechanism Design

DefinitionsFirst we need to define correlated strategy

Definition

A correlated strategy is a mapping π : S 7→ [0, 1] such that∑s∈S

π(s) = 1 where

S = S1 × S2 × · · · × Sn and Si represents the strategy set of player i.

Hence, a correlated strategy π is a joint probability distribution over thestrategy profiles

A correlated strategy is a correlated equilibrium if it becomes self-enforcing,i.e., no player ‘gains’ by deviating from the suggested strategy

Note: Here the suggested strategy π is a common knowledge

Definition

A correlated equilibrium (CE) is a correlated strategy π such that ∀si ∈ Si and∀i ∈ N,∑

s−i∈S−i

π(si, s−i)ui(si, s−i) >∑

s−i∈S−i

π(si, s−i)ui(s′i, s−i) ∀s′i ∈ Si. (1)

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Comments on CE

Player i does not gain any advantage in the expected utility if he deviatesfrom the suggested correlated strategy π, assuming all other players followthe suggested strategy.

Another way to interpret a correlated equilibrium is that π is a singlerandomization device (a dice e.g.) which gives a random outcome which is astrategy profile, and a specific player only observes the strategy correspondingto her.

Given that observation, she computes her expected utility, and if that doesnot improve if she picks another strategy (and it happens for every player)then that randomization device is a correlated equilibrium.

Few examples to follow

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Page 21: CS711: Introduction to Game Theory and Mechanism Design

Comments on CE

Player i does not gain any advantage in the expected utility if he deviatesfrom the suggested correlated strategy π, assuming all other players followthe suggested strategy.

Another way to interpret a correlated equilibrium is that π is a singlerandomization device (a dice e.g.) which gives a random outcome which is astrategy profile, and a specific player only observes the strategy correspondingto her.

Given that observation, she computes her expected utility, and if that doesnot improve if she picks another strategy (and it happens for every player)then that randomization device is a correlated equilibrium.

Few examples to follow

5 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 22: CS711: Introduction to Game Theory and Mechanism Design

Comments on CE

Player i does not gain any advantage in the expected utility if he deviatesfrom the suggested correlated strategy π, assuming all other players followthe suggested strategy.

Another way to interpret a correlated equilibrium is that π is a singlerandomization device (a dice e.g.) which gives a random outcome which is astrategy profile, and a specific player only observes the strategy correspondingto her.

Given that observation, she computes her expected utility, and if that doesnot improve if she picks another strategy (and it happens for every player)then that randomization device is a correlated equilibrium.

Few examples to follow

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Comments on CE

Player i does not gain any advantage in the expected utility if he deviatesfrom the suggested correlated strategy π, assuming all other players followthe suggested strategy.

Another way to interpret a correlated equilibrium is that π is a singlerandomization device (a dice e.g.) which gives a random outcome which is astrategy profile, and a specific player only observes the strategy correspondingto her.

Given that observation, she computes her expected utility, and if that doesnot improve if she picks another strategy (and it happens for every player)then that randomization device is a correlated equilibrium.

Few examples to follow

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Example 1: Game Selection Problem

Cricket or Football game

1 \2 C FC 2,1 0,0F 0,0 1,2

In MSNE, we saw that the expected utility of each player was 23

Is π(C,C) = 12 = π(F, F ) a CE?

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Page 25: CS711: Introduction to Game Theory and Mechanism Design

Example 1: Game Selection Problem

Cricket or Football game

1 \2 C FC 2,1 0,0F 0,0 1,2

In MSNE, we saw that the expected utility of each player was 23

Is π(C,C) = 12 = π(F, F ) a CE?

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Page 26: CS711: Introduction to Game Theory and Mechanism Design

Example 1: Game Selection Problem

Cricket or Football game

1 \2 C FC 2,1 0,0F 0,0 1,2

In MSNE, we saw that the expected utility of each player was 23

Is π(C,C) = 12 = π(F, F ) a CE?

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Page 27: CS711: Introduction to Game Theory and Mechanism Design

Example 2: Crossroad Collision Problem

Chicken game

1 \2 Stop GoStop 0,0 1,2Go 2,1 -10,-10

Consider a correlated strategy π such that π(S,G) = π(S, S) = π(G,S) = 13

Is this a CE?

Other CEs?

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Page 28: CS711: Introduction to Game Theory and Mechanism Design

Example 2: Crossroad Collision Problem

Chicken game

1 \2 Stop GoStop 0,0 1,2Go 2,1 -10,-10

Consider a correlated strategy π such that π(S,G) = π(S, S) = π(G,S) = 13

Is this a CE?

Other CEs?

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Page 29: CS711: Introduction to Game Theory and Mechanism Design

Example 2: Crossroad Collision Problem

Chicken game

1 \2 Stop GoStop 0,0 1,2Go 2,1 -10,-10

Consider a correlated strategy π such that π(S,G) = π(S, S) = π(G,S) = 13

Is this a CE?

Other CEs?

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Page 30: CS711: Introduction to Game Theory and Mechanism Design

Example 2: Crossroad Collision Problem

Chicken game

1 \2 Stop GoStop 0,0 1,2Go 2,1 -10,-10

Consider a correlated strategy π such that π(S,G) = π(S, S) = π(G,S) = 13

Is this a CE?

Other CEs?

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Page 31: CS711: Introduction to Game Theory and Mechanism Design

Another Interpretation

Another way to interpret a CE is that it is a distribution over the strategyprofiles such that if a strategy which has a non-zero probability of occurrencefor Player i is suggested to i, the player can compute the posteriordistribution of the strategies suggested to other players

Player i’s expected payoff according to that distribution will be maximized byfollowing the suggestion if other players follow their respective suggestions aswell. More formally, let s̄i be the strategy suggested to Player i, then it is aCE if ∀i ∈ N :∑

s−i∈S−i

π(s−i|s̄i)ui(s̄i, s−i) >∑

s−i∈S−i

π(s−i|s̄i)ui(s′i, s−i), ∀s′i ∈ Si

⇒∑

s−i∈S−i

π(s̄i, s−i)ui(s̄i, s−i) >∑

s−i∈S−i

π(s̄i, s−i)ui(s′i, s−i), ∀s′i ∈ Si.

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Page 32: CS711: Introduction to Game Theory and Mechanism Design

Another Interpretation

Another way to interpret a CE is that it is a distribution over the strategyprofiles such that if a strategy which has a non-zero probability of occurrencefor Player i is suggested to i, the player can compute the posteriordistribution of the strategies suggested to other players

Player i’s expected payoff according to that distribution will be maximized byfollowing the suggestion if other players follow their respective suggestions aswell. More formally, let s̄i be the strategy suggested to Player i, then it is aCE if ∀i ∈ N :∑

s−i∈S−i

π(s−i|s̄i)ui(s̄i, s−i) >∑

s−i∈S−i

π(s−i|s̄i)ui(s′i, s−i), ∀s′i ∈ Si

⇒∑

s−i∈S−i

π(s̄i, s−i)ui(s̄i, s−i) >∑

s−i∈S−i

π(s̄i, s−i)ui(s′i, s−i), ∀s′i ∈ Si.

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Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ S

π(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ NWe also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

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Page 34: CS711: Introduction to Game Theory and Mechanism Design

Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ Sπ(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑

s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ NWe also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

9 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 35: CS711: Introduction to Game Theory and Mechanism Design

Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ Sπ(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑

s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ N

We also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

9 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 36: CS711: Introduction to Game Theory and Mechanism Design

Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ Sπ(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑

s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ NWe also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

9 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 37: CS711: Introduction to Game Theory and Mechanism Design

Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ Sπ(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑

s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ NWe also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

9 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 38: CS711: Introduction to Game Theory and Mechanism Design

Computing the Correlated EquilibriumTo find a CE, we need to solve a set of linear equations with the variables asπ(s), s ∈ Sπ(s) is a CE if ∀si ∈ Si, and ∀i ∈ N∑

s−i∈S−i

π(s)ui(si, s−i) ≥∑

s−i∈S−i

π(s)ui(s′i, s−i)∀s′i ∈ Si. (2)

The total number of inequalities here are O(nm2), assuming|Si| = m,∀i ∈ NWe also need to ensure that π(s) is a valid probability distribution. Therefore

π(s) ≥ 0, ∀s ∈ S mn inequalities (3)∑s∈S

π(s) = 1 (4)

The inequalities together represent a feasibility LP which is easier to computethan an MSNE

For computing MSNE, the number of support profiles are O(2mn), which isexponentially larger than the number of inequalities to find a CE (O(mn)).Therefore computing a CE is a much simpler problem than a MSNE.

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Finishing the Equilibrium Space

TheoremFor every mixed strategy Nash equilibrium σ∗, there exists a correlated equilibriumπ∗ of the same game

Proof hint: π∗(s1, . . . , sn) =∏

i∈N σ∗i (si).

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Finishing the Equilibrium Space

TheoremFor every mixed strategy Nash equilibrium σ∗, there exists a correlated equilibriumπ∗ of the same game

Proof hint: π∗(s1, . . . , sn) =∏

i∈N σ∗i (si).

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Page 41: CS711: Introduction to Game Theory and Mechanism Design

Finishing the Equilibrium Space

TheoremFor every mixed strategy Nash equilibrium σ∗, there exists a correlated equilibriumπ∗ of the same game

Proof hint: π∗(s1, . . . , sn) =∏

i∈N σ∗i (si).

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Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

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Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

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Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

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Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 46: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 47: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 48: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 49: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 50: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 51: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 52: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 53: CS711: Introduction to Game Theory and Mechanism Design

Summary of Normal Form Games

1. basic definitions of normal form games

2. rationality, intelligence, common knowledge

3. strategy and action

4. dominance – strict and weak

5. SDSE, WDSE – examples of (non)existence

6. unilateral deviation from a profile – PSNE

7. nonexistence of PSNE – MSNE

8. existence guarantee of MSNE – Nash’s theorem

9. characterization result of MSNE

10. computational hardness and more practical considerations

11. trusted mediator/third party – correlated strategies

12. correlated equilibrium – computational efficiency

11 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 54: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form Games

12 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 55: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form GamesRepresentation format more appropriate for multi-stage games

Players interact in a sequence and the sequence of actions is called history

Perfect Information Extensive Form Games (PIEFG) – every playerobserves the exact moves of the other player

Chocolate Division Game: Suppose a mother gives his elder son two(indivisible) chocolates to share between him and his younger sister. She alsowarns that if there is any dispute in the sharing, she will take the chocolatesback and nobody will get anything. The brother can propose the followingsharing options: (2-0): brother gets two, sister gets nothing, or (1-1): bothgets one each, or (0-2): both chocolates to the sister. After the brotherproposes the sharing, his sister may “Accept” the division or “Reject” it.

Brother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

13 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 56: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form GamesRepresentation format more appropriate for multi-stage games

Players interact in a sequence and the sequence of actions is called history

Perfect Information Extensive Form Games (PIEFG) – every playerobserves the exact moves of the other player

Chocolate Division Game: Suppose a mother gives his elder son two(indivisible) chocolates to share between him and his younger sister. She alsowarns that if there is any dispute in the sharing, she will take the chocolatesback and nobody will get anything. The brother can propose the followingsharing options: (2-0): brother gets two, sister gets nothing, or (1-1): bothgets one each, or (0-2): both chocolates to the sister. After the brotherproposes the sharing, his sister may “Accept” the division or “Reject” it.

Brother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

13 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 57: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form GamesRepresentation format more appropriate for multi-stage games

Players interact in a sequence and the sequence of actions is called history

Perfect Information Extensive Form Games (PIEFG) – every playerobserves the exact moves of the other player

Chocolate Division Game: Suppose a mother gives his elder son two(indivisible) chocolates to share between him and his younger sister. She alsowarns that if there is any dispute in the sharing, she will take the chocolatesback and nobody will get anything. The brother can propose the followingsharing options: (2-0): brother gets two, sister gets nothing, or (1-1): bothgets one each, or (0-2): both chocolates to the sister. After the brotherproposes the sharing, his sister may “Accept” the division or “Reject” it.

Brother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

13 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 58: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form GamesRepresentation format more appropriate for multi-stage games

Players interact in a sequence and the sequence of actions is called history

Perfect Information Extensive Form Games (PIEFG) – every playerobserves the exact moves of the other player

Chocolate Division Game: Suppose a mother gives his elder son two(indivisible) chocolates to share between him and his younger sister. She alsowarns that if there is any dispute in the sharing, she will take the chocolatesback and nobody will get anything. The brother can propose the followingsharing options: (2-0): brother gets two, sister gets nothing, or (1-1): bothgets one each, or (0-2): both chocolates to the sister. After the brotherproposes the sharing, his sister may “Accept” the division or “Reject” it.

Brother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

13 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 59: CS711: Introduction to Game Theory and Mechanism Design

Extensive Form GamesRepresentation format more appropriate for multi-stage games

Players interact in a sequence and the sequence of actions is called history

Perfect Information Extensive Form Games (PIEFG) – every playerobserves the exact moves of the other player

Chocolate Division Game: Suppose a mother gives his elder son two(indivisible) chocolates to share between him and his younger sister. She alsowarns that if there is any dispute in the sharing, she will take the chocolatesback and nobody will get anything. The brother can propose the followingsharing options: (2-0): brother gets two, sister gets nothing, or (1-1): bothgets one each, or (0-2): both chocolates to the sister. After the brotherproposes the sharing, his sister may “Accept” the division or “Reject” it.

Brother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

13 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 60: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, where

I N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ H

I Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 61: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of players

I A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ H

I Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 62: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)

I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ H

I Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 63: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 64: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ H

F if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 65: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to H

F a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.(a(0), a(1), . . . , a(T−1), a(T )) ∈ H

I Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 66: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ H

I Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 67: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal histories

I X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 68: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection function

I P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 69: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player function

I ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 70: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 71: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 72: CS711: Introduction to Game Theory and Mechanism Design

Notation

We formally denote a PIEFG by the tuple 〈N,A,H,X , P, (ui)i∈N 〉, whereI N : set of playersI A : set of all possible actions (of all players)I H : set of all sequences of actions (histories) satisfying

F empty sequence ∅ ∈ HF if h ∈ H, any initial continuous sub-sequence h′ of h belongs to HF a history h = (a(0), a(1), . . . , a(T−1)) is terminal if @ a(T ) ∈ A s.t.

(a(0), a(1), . . . , a(T−1), a(T )) ∈ HI Z ⊆ H : set of all terminal historiesI X : H \ Z 7→ 2A : action set selection functionI P : H \ Z 7→ N : player functionI ui : Z 7→ R : utility function of player i

The strategy of a player in an EFG is a sequence of actions at every historywhere the player plays. Formally Si =×{h∈H:P (h)=i} X (h)

It is a complete contingency plan of the player. It enumerates potentialactions a player can take at every node where he can play, even though somesequence of actions may never be executed together.

14 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 73: CS711: Introduction to Game Theory and Mechanism Design

Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}

H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}

Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}

X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 74: CS711: Introduction to Game Theory and Mechanism Design

Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}

H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}

Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}

X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

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Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}

Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}

X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

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Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}

X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

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Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}

X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

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Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 79: CS711: Introduction to Game Theory and Mechanism Design

Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 80: CS711: Introduction to Game Theory and Mechanism Design

Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 81: CS711: Introduction to Game Theory and Mechanism Design

Representing the Chocolate Division GameBrother

Sister

2-0 1-1 0-2

A R A R A R

(2; 0) (0; 0) (1; 1) (0; 2)(0; 0) (0; 0)

N = {1 (brother), 2 (sister)}, A = {2− 0, 1− 1, 0− 2, A,R}H = {∅, (2− 0), (1− 1), (0− 2), (2− 0, A), (2− 0, R), (1− 1, A),

(1− 1, R), (0− 2, A), (0− 2, R)}Z = {(2− 0, A), (2− 0, R), (1− 1, A), (1− 1, R), (0− 2, A), (0− 2, R)}

X (∅) = {(2− 0), (1− 1), (0− 2)}X (2− 0) = X (1− 1) = X (0− 2) = {A,R}

P (∅) = 1, P (2− 0) = P (1− 1) = P (0− 2) = 2

u1(2− 0, A) = 2, u1(1− 1, A) = 1, u2(1− 1, A) = 1, u2(0− 2, A) = 2

u1(0− 2, A) = u1(0− 2, R) = u1(1− 1, R) = u1(2− 0, R) = 0

u2(0− 2, R) = u2(1− 1, R) = u2(2− 0, R) = u2(2− 0, A) = 0

S1 = {2− 0, 1− 1, 0− 2}S2 = {A,R} × {A,R} × {A,R} = {AAA,AAR,ARA,ARR,RAA,RAR,RRA,RRR}

15 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 82: CS711: Introduction to Game Theory and Mechanism Design

Representing PIEFG as NFGGiven S1 and S2, we can represent the game as an NFG, which can bewritten in the form of matrix.

For the given example, we can express the utility function as in the followingtable:

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

Observe that there are many PSNEs in the given game, some of which leadsto quite nonintuitive solutions. The PSNEs are marked in Bold.

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

PSNE like {2-0,RRA} is not a reasonable guarantee and {2-0,RRR} is not acredible threat – PSNE is not good enough for this game

The representation is very wasteful and the EFG representation is succinct forsuch cases

16 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 83: CS711: Introduction to Game Theory and Mechanism Design

Representing PIEFG as NFGGiven S1 and S2, we can represent the game as an NFG, which can bewritten in the form of matrix.

For the given example, we can express the utility function as in the followingtable:

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

Observe that there are many PSNEs in the given game, some of which leadsto quite nonintuitive solutions. The PSNEs are marked in Bold.

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

PSNE like {2-0,RRA} is not a reasonable guarantee and {2-0,RRR} is not acredible threat – PSNE is not good enough for this game

The representation is very wasteful and the EFG representation is succinct forsuch cases

16 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 84: CS711: Introduction to Game Theory and Mechanism Design

Representing PIEFG as NFGGiven S1 and S2, we can represent the game as an NFG, which can bewritten in the form of matrix.

For the given example, we can express the utility function as in the followingtable:

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

Observe that there are many PSNEs in the given game, some of which leadsto quite nonintuitive solutions. The PSNEs are marked in Bold.

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

PSNE like {2-0,RRA} is not a reasonable guarantee and {2-0,RRR} is not acredible threat – PSNE is not good enough for this game

The representation is very wasteful and the EFG representation is succinct forsuch cases

16 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 85: CS711: Introduction to Game Theory and Mechanism Design

Representing PIEFG as NFGGiven S1 and S2, we can represent the game as an NFG, which can bewritten in the form of matrix.

For the given example, we can express the utility function as in the followingtable:

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

Observe that there are many PSNEs in the given game, some of which leadsto quite nonintuitive solutions. The PSNEs are marked in Bold.

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

PSNE like {2-0,RRA} is not a reasonable guarantee and {2-0,RRR} is not acredible threat – PSNE is not good enough for this game

The representation is very wasteful and the EFG representation is succinct forsuch cases

16 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games

Page 86: CS711: Introduction to Game Theory and Mechanism Design

Representing PIEFG as NFGGiven S1 and S2, we can represent the game as an NFG, which can bewritten in the form of matrix.

For the given example, we can express the utility function as in the followingtable:

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

Observe that there are many PSNEs in the given game, some of which leadsto quite nonintuitive solutions. The PSNEs are marked in Bold.

B \ S AAA AAR ARA ARR RAA RAR RRA RRR2-0 (2,0) (2,0) (2,0) (2,0) (0,0) (0,0) (0,0) (0,0)1-1 (1,1) (1,1) (0,0) (0,0) (1,1) (1,1) (0,0) (0,0)0-2 (0,2) (0,0) (0,2) (0,0) (0,2) (0,0) (0,2) (0,0)

PSNE like {2-0,RRA} is not a reasonable guarantee and {2-0,RRR} is not acredible threat – PSNE is not good enough for this game

The representation is very wasteful and the EFG representation is succinct forsuch cases

16 / 16 Game Theory and Mechanism Design Correlated Equilibrium, Extensive Form Games