Game Theory¶
Job: model strategic interaction; characterize equilibria and refinements for noncooperative and cooperative games; link to optimization, probability, and learning dynamics.
Core¶
A game is a rule for payoffs as functions of multi-agent actions. Solution concepts (Nash, SPNE, correlated eq., core, Shapley) select strategy profiles with stability or axiomatic properties. Finite games always have mixed NE (Nash); structure (zero-sum, potential, supermodular) yields sharper predictions.
| Layer | Content |
|---|---|
| Normal form | pure/mixed strategies; best replies; NE |
| Zero-sum | von Neumann minmax; LP duality |
| Extensive form | trees, information sets; SPNE; sequential eq. |
| Incomplete info | Harsanyi types; Bayesian NE; mechanisms |
| Cooperative | TU games; core; Shapley value |
| Dynamics | best-reply / fictitious play; ESS (pointer) |
Reading map¶
| Page | Focus |
|---|---|
| Foundations | normal/extensive form; Nash thm; zero-sum; dominance; cooperative pointer |
| Mechanism Design | revelation principle, Myerson optimal auction, VCG, Maskin, Arrow |
| Repeated & Folk | discount \(\delta\), folk theorem, grim trigger, stochastic Shapley, APS |
| Learning & No-Regret | no-regret→correlated Aumann, fictitious play, replicator/ESS |
| Cooperative & Combinatorial | core/Shapley, Nash bargaining, Gale–Shapley matching, PPAD |
Dependency order¶
- Convex analysis / fixed points (Kakutani) + multilinear algebra on mixed strategies
- Probability for mixed strategies and Bayesian games
- Foundations
- Optimization (LP duality, variational inequalities)
- Learning / dynamical systems for evolutionary and online play
Where it appears¶
- Optimization: saddle points, KKT, variational inequalities
- Probability: mixed strategies; common prior
- Economics / CS: auctions, mechanism design, algorithmic GT
- Multi-agent RL: equilibrium concepts vs empirical play
Signature results¶
| Result | Content |
|---|---|
| Nash existence | finite games \(\Rightarrow\) mixed NE (Kakutani on best-reply) |
| von Neumann | two-player zero-sum: \(\max\min=\min\max\) |
| Zermelo / backward induction | finite perfect-info games: pure SPNE |
| Kuhn | perfect recall \(\Rightarrow\) behavioral \(\leftrightarrow\) mixed |
| Revelation principle | focus on direct incentive-compatible mechanisms |
See it¶
Matching pennies. Unique NE is both mix \((1/2,1/2)\); value \(0\). No pure NE. Illustrates why mixed strategies are not a “tie-break” ornament but the existence vehicle for competitive games.
Prisoner's dilemma. Unique NE is mutual defect, Pareto-dominated by mutual cooperate — equilibrium \(\neq\) group optimality; repeated games / folk theorems restore cooperation under patient discounting (pointer).
Check¶
Sketch Nash existence for finite games.
Mixed strategy profiles form a simplex product (compact convex). Best-reply correspondence is nonempty, convex-valued, upper hemicontinuous \(\Rightarrow\) Kakutani fixed point \(=\) NE.
Why need refinements of NE in extensive form?
NE can rely on non-credible threats off the path of play. SPNE (and sequential/perfect Bayesian refinements under imperfect info) require optimality in every subgame / consistent beliefs.
Pitfalls¶
- NE is static: best-reply dynamics need not converge (Shapley cycles).
- Multiple equilibria: coordination games; selection criteria (risk-dominance, trembling-hand, ESS).
- Correlated equilibrium can improve on NE via public randomization (Aumann).
- Continuous games need quasiconcavity/compactness (Glicksberg); discontinuous payoffs need Reny-type theorems.
Refs¶
Osborne–Rubinstein; Fudenberg–Tirole; Myerson; von Neumann–Morgenstern; Nisan et al., Algorithmic Game Theory.
Next¶
Foundations · Optimization · Probability · Dynamical systems · Linear algebra · Mechanism Design · Repeated & Folk · Learning & No-Regret · Cooperative & Combinatorial