A DIRECT PROOF OF THE EXISTENCE OF SEQUENTIAL EQUILIBRIUM AND A BACKWARD INDUCTION CHARACTERIZATION S. K. CHAKRABARTI1 AND I. TOPOLYAN 2 1 Department of Economics, IUPUI, 425 University Blvd, Indianapolis, IN 46202, USA; [email protected] 2 Department of Economics, University of Cincinnati, Cincinnati, OH 45221, USA; [email protected] Abstract. We give an example that shows that the set of perfect and hence sequential equilibrium points is a strict subset of the set of equilibrium points of the Agent normal form. We then provide a direct proof of the existence of a sequential equilibrium for finite games that relies solely on the structure of the sequential game. We also show that in the case of sequential games with perfect recall that have simple information structures, the sequential equilibria can be found by using the backward induction method. Most sequential games in economics have this simple information structure and thus can be solved using this backward induction method. JEL classification: C7 Keywords: Sequential equilibrium, Perfect Bayesian equilibrium, sequential games, imperfect information, backward induction, information sets, consistent assessment, beliefs. Date: January 18, 2011. An early draft of the paper was presented at the Midwest Theory Conference, Northwestern University, May 2010. We acknowledge very useful conversations with the late C. D. Aliprantis on this topic and would also like to thank Will Geller for some very useful comments. Some parts of this paper have been drawn from I. Topolyan’s Ph. D. dissertation, Purdue University, 2009. The usual disclaimer applies. 2 1. Introduction Sequential equilibrium is one of the most widely accepted equilibrium concepts for sequential games with imperfect and/or incomplete information. As such it plays a central role in the analysis of many games in economics, finance and other disciplines in which players have imperfect or incomplete information at the time they make their choices. Thus an understanding of the regularity conditions under which sequential equilibrium exists and finding efficient methods for computing sequential equilibria are extremely important. In [8], in which the concept of sequential equilibrium is first developed and discussed, the question of existence of sequential equilibrium for finite sequential games with perfect recall is addressed by using the observation that every trembling hand perfect equilibrium is a sequential equilibrium, and that a trembling hand perfect equilibrium always exists for finite sequential games with perfect recall as argued in [13]. The proof of the existence of trembling hand perfect equilibrium in [13], however, relies on the observation that a perfect equilibrium of the agent normal form is a trembling hand perfect equilibrium of the extensive form, and that a perfect equilibrium of the agent normal form always exists. This approach to the question of existence of a sequential equilibrium thus relies on the use of the agent normal form to analyze the extensive form game. But the use of the agent normal to find a sequential equilibrium of a game opens up the possibility that many details of the structure of the game tree and the sequential nature of the game are not fully utilized. Indeed, it is not hard to find examples of sequential games in which the equilibrium of the agent normal form is not an equilibrium of the sequential game and therefore not a perfect equilibrium and hence not a sequential equilibrium of the game. The set of sequential equilibrium is thus a strict subset of the set of equilibrium points of the agent normal form of a sequential game and the issue then is whether this strict subset is nonempty. An argument that uses the Agent normal form to establish the existence of a perfect equilibrium or a sequential equilibrium therefore would need to independently verify that one of the equilibrium points of the Agent normal form is a perfect or a sequential equilibrium. Further, the use of the agent normal form to analyze the sequential game does not provide any immediate intuition as to how one should go about computing a sequential equilibrium. Therefore, a direct proof of the existence of a sequential equilibrium that relies solely on the structure of the sequential game would be both more useful and insightful. We show here that the issue of existence of a sequential equilibrium in finite games with perfect recall can be 3 addressed more transparently by using a much more direct approach. This consists of first finding the best response strategy of a player in the entire game by using a dynamic programming approach, and then finding an equilibrium in these best response strategies. This approach of using the entire game tree to analyze the best response strategies and the resulting equilibrium points provides some direct intuition as how one can proceed to actually compute a sequential equilibrium. This direct approach to the question of the existence of a sequential equilibrium also indicates that frequently the best way to find and compute the sequential equilibria of a sequential game is to use the backward induction process. As is well-known, the backward induction procedure works extremely well for sequential games with perfect information. For sequential or extensive form games with imperfect information, the issue is more subtle as one has to deal with beliefs at the information sets of the players. The optimal choice at a given information set in these cases depends on the beliefs at the information set, and these beliefs in turn depend on the strategies used by the players who choose at nodes and information sets that precede that given information set. This is unlike the case for sequential games with perfect information in which the players know exactly which node they are at when making choices. What we show here is that in many cases of interest it is still possible to use a general backward induction process to find the set of sequential equilibria of games with incomplete or imperfect information. Thus one can look at the optimal responses of a player for each possible belief at the information set and then use these responses to find the optimal choices of the players at the information sets in the preceding stage of the game, again for each possible belief at these information sets. Proceeding in this manner one can work back to the initial information set. If one uses such a method one should be able to find not just one sequential equilibrium of the game but possibly the entire set of sequential equilibrium. We illustrate this idea here by using backward induction to find the sequential equilibria of the game of Figure 1. The optimal behavior strategy of player 3 at the information set {C, D} is given by b3 ⎧ if μ(C) > 14 ⎨ b3 (l) = 1 b (l) ∈ [0, 1] if μ(C) = 14 ⎩ 3 b3 (l) = 0 if μ(C) < 14 . where b3 (l) denotes the probability with which player 3 chooses l when the behavior strategy of player 3 is given by b3 . 4 (0, 0, 3) * l C X XXX * r XX z (3, 2, 2) L 3 A : (0, 0, 0) γ l 1 @ @ 3H R@ L DHHH r HH @ R @ j (4, 4, 1) 2 Z BZ Z RZZ ~ (1, 1, 1) Z Figure 1 Now given the optimal behavior strategy b3 of player 3, and the behavior strategy b1 of player 1 at node A, the optimal behavior strategy b2 of player 2 is given by ⎧ b (R ) = 1 if b1 (L) > 14 so that μ(C) > 14 ⎪ ⎪ ⎨ 2 b2 (R ) = 1 if b1 (L) = 14 so that μ(C) = 14 , and if b3 (l) > 14 ⎪ b2 (R ) ∈ [0, 1] if b1 (L) = 14 so that μ(C) = 14 , and b3 (r) = 14 ⎪ ⎩ b (L ) = 1 otherwise. 2 Given these optimal behavior strategies of players 2 and 3, the optimal choice of player 1 at the node A is then b1 (R) = 1 as in that case μ(C) = 0 and b2 (L ) = 1 and b3 (r) = 1 and the payoff of player 1 is 4. In the backward induction procedure used to find the sequential equilibrium, the information sets of a player in the game play the same role as the decision nodes in the standard backward induction method used to solve sequential games with perfect information. Thus, the first step is to find the optimal choices of player 3 at his information set {C, D} and then work back to the optimal choices of player 2, and finally, find the optimal choices of player 1. An interesting feature of this procedure is that it also clearly indicates that in the game of Figure 1, the only sequential equilibrium of the game is the one given by the consistent assessment (μ , b ) where μ (C) = 0 and (b1 (R) = 1, b2 (L ) = 1, b3 (r) = 1). This shows that this procedure can often be used to find not just a sequential equilibrium of a sequential game but the entire set of sequential equilibria of the game. This procedure can be used quite effectively to find the sequential equilibria of finite sequential games with perfect recall that have what we refer to here as a simple information structure. Roughly speaking 5 this means that the nodes in the information sets do not interlock, that is, the information set of a player either unambiguously follows or succeeds that of another player or the information sets are independent of each other. We show here that if this condition, that the game have a simple information structure, holds, then the backward induction process yields very good results. The condition that a sequential game have a simple information structure is quite broad and easily verifiable. Indeed, it seems that the majority of the sequential games used in applications in Economics, Finance and other disciplines have a simple information structure. These include various models of sequential bargaining (see for instance [2, 9]), Entry Deterrence Game (see for example [9]), various signaling games (for instance, Beer-Quiche Game in [4]), Joint Venture Entry Game [9], limit-pricing games [11], as well as various models of cheap talk games. One may also refer to [12] and [5] for other examples. The paper is organized as follows. In Section 2 we describe the notation and give all the definitions regarding sequential games and sequential equilibrium. In Section 3 we present an example that shows that the sequential equilibrium points of a sequential game may be a strict subset of the set of equilibrium points of the agent normal form of the game. In Section 4 we provide a direct proof of the existence of a sequential equilibrium that relies solely on the structure of the game tree and the information sets. In Section 5 we define sequential games with simple information structures and games with complex information structures. In Section 6 we show that the backward induction process will identify all the sequential equilibria of a finite sequential game with perfect recall that has a simple information structure. In Section 7 we conclude. 2. Definitions and Methodology As usual, a reflexive, antisymmetric and transitive binary relation on a set X is called a partial order. Definition 2.1. A pograph is a pair (X, ), where X is a finite set of nodes, and is a partial order on X. The arbitrary node of X will be denoted by t. Intuitively, the binary relation designates precedence, and the notation t1 t2 informs us that t2 is among the successors of t1 . Definition 2.2. If y x, then y is a predecessor of x, and x is a successor of y. 6 Definition 2.3. A node t = x is an immediate predecessor (or a parent) of x if t x and there is no other node s such that t s x. In this case x is called an immediate successor, or a child of t. A node with nonempty set of children would be referred to as a decision node, while a node having no children would be called a terminal node. A node with no parent would be called a root. Denote the set of all decision nodes by Y , the set of all terminal nodes by Z, and the set of roots by W . Clearly, W ⊆ Y and X = Y ∪ Z. Definition 2.4. If x y, then a path from x to y is a chain x = x1 x2 . . . xn = y such that xi−1 is an immediate predecessor of xi for each i = 1, . . . , n. Definition 2.5. A frame T is a pograph such that for every non-root node x there exists a unique root w such that: (1) there exists a unique path from w to x, and (2) for any y ∈ W different from w, there is no path from y to x. Note that this definition implies that every non-root node has exactly one parent. A frame is called finite if the set of nodes X is finite. In this paper we consider only finite frames. Definition 2.6. An n-player extensive form (or sequential) game G is a finite game in extensive form, which is a tuple (T, P, U, C, H), whose elements are interpreted as follows. A finite frame T is as described in Definition 2.5. We work with frames instead of trees to account for the possibility of multiple roots. Denote by P a player partition, P = {P0 , P1 , . . . Pn }. Each Pi is called player i’s set and is a set of all nodes at which player i is decisive. Player 0 incorporates a random mechanism that may determine the game path, and may be inactive, An information partition is denoted by U, which is a refinement of the player partition P. It partitions each set Pi into information sets u. Denote the set of all information sets of player i by Ui . Each u ∈ Ui has the property that: (1) if a, b ∈ u, then a b, and (2) for every a ∈ u the set of choices available at a is the same. Given a decision node x ∈ Y , we will denote the information set containing x by U(x). An information partition has a property that there is an information set IW , called the root information set, which consists of nodes that 7 have no predecessors, i.e., it is the set {w ∈ W }. A probability measure ρ on IW is specified. Denote by C a choice partition that partitions the (finite) set of all choices available throughout the game, M into the subsets Cx , x ∈ X, where Cx represents the set of all choices (actions) available at decision node x. It satisfies the following condition: for every u ∈ U and x, y ∈ u, we have Cx = Cy . Thus we can introduce another partition C , which partitions the set of all choices for the game into the subsets Cu , each of those containing all choices available at the information set u. To each choice c available at a decision node x there corresponds a unique edge originating from x, and vice versa. A payoff function H is a vector-valued function that assigns to every terminal node z ∈ Z a vector H(z) = (H1 (z), H2 (z), · · · , Hn (z)), whose components are the payoffs of players 1, · · · , n at the terminal node z. Definition 2.7. Given a sequential game G = (T, P, U, C, H), the quadruple Ξ = (T, P, U, C) is called an extensive form of the game G. We consider extensive games with perfect recall only. Let us introduce the following notation. Let D be a subset of X × X consisting of all (x, y) ∈ X × X such that x y. Let α : D → → M be a function defined as α(x, y) = c, where c ∈ Cx is the choice at x that lies on the path from x to y. Definition 2.8. An extensive game G is called an extensive game with perfect recall if for every player i the following condition is satisfied: for every u, v ∈ Ui , z, t ∈ u and x, y ∈ v, if z x and t y, then α(z, x) = α(t, y). Definition 2.9. Given an information set u ∈ Ui of player i, define a local strategy biu to be a probability distribution over Cu . Denote the set of all local strategies of player i at u by Biu = Δdu , where du is a cardinality of Cu (the number of choices available at u), and Δdu is a unit (d(u) − 1)-simplex. ◦ , i.e., if A local strategy biu is called completely mixed if biu ∈ Biu every choice at Cu is played with some positive probability. Definition 2.10. A behavior strategy bi of player i is a tuple (biu )u∈Ui , i.e., an assignment of some local strategy biu to every u ∈ U i . The set of all behavior strategies of player i is denoted by Bi , B = u∈Ui Biu . 8 Definition 2.11. A behavior strategy combination b = (b1 , · · · , bn ) is an n-tuple whose ith component is a behavior strategy of player i. We will call a behavior strategy bi completely mixed if for each u ∈ Ui , biu is completely mixed. A behavior strategy combination b is completely mixed if each bi is completely mixed. Fix a behavior strategy combination b ∈ B. It induces a probability measure P on Z as follows. Fix a terminal node z ∈ Z, without loss of generality let w ∈ W be the unique root predecessor of z, and w x1 · · · xr−1 xr = z be the path from w to z. Given a non-root node x, denote by b(x) the probability assigned by b to the edge connecting x with its parent (recall that in a frame every nonroot node has exactly one parent). Then the realization probability of z given b ∈ B is: P (z|b) = ρ(w) · r b(xj ). j=1 Now we can define the expected payoff of player i given a behavior strategy combination b. Assume without loss of generality the set of terminal nodes is Z = {z1 , . . . , zm }. Then the expected payoff of player i can be calculated as follows: Ei = m Hi (zj )P (zj ). j=1 Definition 2.12. A system of beliefs μ is a function that prescribes to every non-singleton information set u ∈ U a probability measure over the nodes in u. Given a sequential game G with perfect recall, the set of all beliefs systems will be denoted by M. Definition 2.13. An assessment is a pair (μ, b), where μ ∈ M is a system of beliefs and b ∈ B is a behavior strategy combination. Fix a completely mixed behavior strategy profile b ∈ B ◦ . Then, every node of the extensive form is reached with some positive probability. As Kreps and Wilson [8] argue, given b ∈ B ◦ reasonable beliefs are those computed from b via Bayes’ rule. That is, given a non-root decision node x, μ(x) = P (x|b) P (x|b) = . P (u(x)|b) y∈u(x) P (y|b) (2.1) 9 Denote by Ψ◦ ⊆ B ◦ × M the set of all assessments (μ, b) such that b is a completely mixed behavior strategy profile and μ is computed from b via the above formula. Let Ψ be the closure of Ψ◦ in B × M. Definition 2.14. An assessment (μ, b) is consistent if (μ, b) ∈ Ψ (i.e., (μ, b) is a limit point of some sequence (μk , bk ) ⊆ Ψ0 ). Definition 2.15. A belief correspondence φ : B → → M is defined for each b ∈ B as φ(b) = {μ ∈ M : (μ, b) ∈ Ψ}. Clearly, φ is nonempty-valued and closed (i.e., has a closed graph). Note that it is a function on B ◦ (because for any completely mixed behavior strategy profile, every information set is reached with some positive probability, so that the ratio in Equation 2.1 is well-defined for each non-root decision node). For each information set u ∈ U, denote by Z(u) ⊆ Z the set of all terminal successors of u. A node z ∈ Z belongs to Z(u) if and only if some node x ∈ u is among the predecessors of z. Given an assessment (μ, b), for every terminal node z and every information set u ∈ U we can calculate the conditional probability of reaching z given that the information set u is reached, as follows: Pu (z|μ, b) = μ(pm (z)) · m−1 l=0 b(λ(pl (z))) if z ∈ Z(u) 0 otherwise Then, we can define the expected payoff of player i starting from an information set u ∈ U, given an assessment (μ, b) as follows: Ei (u, b, μ) = Hi (z)Pu (z|μ, b). z∈Z(u) Definition 2.16. An assessment (μ, b) is sequentially rational if for each player i and each u ∈ Ui , Ei (u, b, μ) ≥ Ei (u, (bi , b−i ), μ) for every bi ∈ Bi . Definition 2.17. An assessment (μ, b) is called a sequential equilibrium if it is both consistent and sequentially rational. 3. An Example: The sequential equilibrium points are a strict subset of the set of equilibrium points of the agent normal form The example here shows that an equilibrium of the agent normal form of a sequential game may fail to be an equilibrium of the sequential game. 10 1 2 a O 1 b X E T F L R B Y T 2 B L R 1 1 G L R H L 1 R (1, 1) (0, 0) (0, 0) (1, 1) (1, 2) (3, 0) (3, 1) (2, 1) Figure 2. A sequential game In the sequential game in Figure 2, player 1 has three information sets, namely, I11 = {O}, I12 = {E, F } and I13 = {G, H}, while player 2 has one, namely, I21 = {X, Y }. If player 1 is represented by an agent at each of the three information sets, where each agent has the same payoff as player 1, then the sequential game reduces to a strategic form game with four players, namely agents 1, 2 and 3 of player 1 and player 2. The strategy set of agent 1 is {a, b}, the strategy set of agent 2 is {L, R} and the strategy set of agent 3 is {L , R }. We observe that the strategy profile (a, L, L , T ) is a Nash equilibrium of the four player strategic form game with the payoffs (1, 1, 1, 1). This can be verified by observing that if agent 1 deviates to b, then the payoff is still 1. If agent 2 deviates to R, then the payoff falls from 1 to 0. If agent 3 deviates to R the payoff remains 1 and if player 2 deviates to B then the payoff falls to 0. We claim that the strategy profile {(a, L, L ), T } is not an equilibrium of the sequential game. Consider the deviation by player 1 to the strategy (b, L, R ), so that player 1 coordinates a change of choices at two information sets. Player 1 gets a payoff of 3 rather than 1. This shows that the strategy profile {(a, L, L ), T } is not an equilibrium of the sequential game and, hence, not a sequential equilibrium of the game of figure 2. What goes wrong here is the fact that a player’s strategy involves choices at each information set and that a player could gain by coordinating choices at two or more information sets as happens in this case. While the example suggests that the agent normal form approach to finding a sequential equilibrium may be inadequate, it does not imply that the game does not have a sequential equilibrium. Indeed, a sequential equilibrium can be found by looking at the optimal choices of the players at the information sets, starting with the information sets {E, F } and {G, H}, and then working backwards. 11 Let μ(E) denote player 1 s belief that node E has been reached. Then, the expected payoff of player 1 is Eu1 (L) = μ(E) if he chooses L and Eu1 (R) = 1 − μ(E) if he chooses R. Thus, player 1 s optimal choice at {E, F } is: ⎧ ⎨ L if μ(E) ≥ 12 ⎩ R if μ(E) ≤ 12 . At the information set {G, H}, if μ(G) denotes player 1 s belief that node G has been reached, then the expected payoff of player 1 is Eu1 (L ) = μ(G) + 3(1 − μ(G)) if he chooses L and Eu1 (R ) = 3μ(G) + 2(1 − μ(G)) if he chooses R . Therefore, player 1 s optimal choices are given by: ⎧ ⎨ L if μ(G) ≤ 13 ⎩ R if μ(G) ≥ 13 . Player 2 now observes that if he chooses T , then his expected payoff is: 1 if player 1 chooses a at {O}, 0 if player 1 chooses b at {O}. And if he chooses B at {X, Y }, then the expected payoff of player 2 is 1 if player 1 chooses a at {O}, 0 if player 1 chooses b at {O}. Player 2 also knows that if he chooses so that prob.(T ) = 13 and prob.(B) = 23 then his expected payoff is 43 , if player 1 chooses b at {O} and L at {G, H}. Note here that the choice L by player 1 is optimal if player 2 s choice is given by prob.(T ) = 13 . It can now be verified that the strategy profile {(b, L, L ), (prob.(T ) = 13 , prob.(B) = 23 )} with the belief system {(μ1 (E) = 13 , μ1 (G) = 13 ), (μ2 (Y ) = 1)} is a sequential equilibrium of the game. The example highlights two important facts. First, using the agent normal form to look for sequential equilibrium may often be unsatisfactory and inadequate and a more direct approach to the question of existence is necessary. In fact, the example shows that finding a perfect equilibrium point of the agent normal form may not be enough as one has to then check independently whether any of these is a sequential equilibrium point. Indeed, it seems from the example that a direct proof of the existence of a perfect equilibrium of the sequential game and, hence, a sequential equilibrium is needed. Second, in actually trying to compute the sequential equilibrium, an approach that relies on analyzing the optimal choices of the players at information sets, and 12 then using some form of backward induction, seems to yield good results. In what follows we provide a proof of the existence of sequential equilibrium using a direct approach that relies only on the game tree. We also provide a characterization of sequential equilibrium for a class of games that validates the backward induction approach to finding the sequential equilibria. 4. Existence of Sequential Equilibrium Here we present the result that shows that every finite sequential game with perfect recall has a sequential equilibrium. The existence proof that we present here is a proof that does not rely on the agent normal form of the game but works directly with the structure of the sequential game itself. We start with a definition. Definition 4.1. A behavior strategy profile b = (b1 , · · · , bn ) is said to be -bounded if, for > 0, the behavior strategy bi of every player i satisfies the condition that bi (c) ≥ for every choice (edge) c at each information set of player i. It should be noted that an -bounded behavior strategy profile is a completely mixed behavior strategy profile as it imposes the constraint that every choice in the sequential game is made with a positive probability. Because of this, every information set in the game is reached with positive probability. Hence, a unique belief system consistent with the behavior strategy profile is induced on every information set by an -bounded behavior strategy profile. We now move onto the next result which is on the existence of a sequential equilibrium. In order to prove the theorem we need to recall some notation. Recall from Section 2 that Ei (Ii , b, μ) is the expected payoff of player i at the information set Ii when the strategy profile b is played and μ is the belief at Ii that is induced by the strategy profile π. We further recall that Δ(C(Ij )) is the set of probability distributions over the choices C(Ij ) of player j at the information set Ij . For an -bounded behavior strategy profile b , the probability distributions over the choices at any C(Ij ) is bounded below by > 0 so that the choices are given by a probability distribution in a closed subset Δ (C(Ij )) of Δ(C(Ij )). 13 Now consider any strategy profile b−i of players other than i. It is not hard to check that this is gives us an element of K j Πj=i (Πk=1 Δ (C(Ij )). Similarly, the strategy bi of player i gives us an element of i ΠK k=1 Δ (C(Ii ). Therefore, Ei (b−i , bi ) = Ei (p−i , pi ) where Ei (p−i , pi ) is the expected payoff of player i when players make choices at the information sets according to the probability distributions given by (p−i , pi ), which are induced on the choices at the information sets by the strategy profile (b−i , bi ). In a sequential game with imperfect information a player may have multiple information sets with some information sets preceding other information sets. Thus, some information sets of a player will be reached at earlier stages of the game. Let Li ≥ 1 denote the number of stages at which player i has an information set. Then given any bi and, hence, probability distributions pi , one can split pi as pi = (pi,s< , pi,s≥) where pi,s< are the probability distributions at information sets in stages that precede stage , where 1 ≤ ≤ Li . Note also that since any -bounded strategy profile is in the interior of the strategy space, it induces a unique belief system at each information set. For every strategy profile b , we will indicate this unique belief system by μ(b ). As this belief system is induced by the probability distributions p we will often write μ(p ). We will write Ei (Ii , (p−i , pi ), μ(p−i , pi )) for the expected payoff of player i at the information set Ii when the probability distributions induced by the strategy profile is given by (p−i , pi ), and the resulting unique belief system by μ(p−i , pi ). Given p−i , the probability distributions of players other than i on the choices at their information sets, the optimal response of player i involves the choice of a behavior strategy, and hence, probability distributions pi on the choices at the information sets of player i, that maximizes Ei (p−i , pi ). In general, this cannot be done by choosing a probability distribution pi (Iiki ) independently at each information set Iiki of player i so as to 14 maximize Ei (Iiki , (p−i , pi ), μ(p−i , pi )) given the distributions pi (Ii ) at Ii = Iiki . This is because a probability distribution pi (Iiki ) at an information set Iiki determines the beliefs at all the information sets that succeed Iiki , and a distribution over choices that are optimal for one set of beliefs will not, in general, be optimal for another set of beliefs. Further, a player can conceivably increase his expected payoff in a sequential game by changing the distribution on choices simultaneously at two or more information sets. Therefore, the optimal behavior strategy of player i, given p−i , is best determined by a backward induction process in which the optimal probability distributions are first determined at information sets of player i at the last stage Li as a function of the distributions chosen at stages 1 through Li − 1. Next, the optimal distributions at stages Li − 1 and Li are then determined as functions of the distributions at stages 1 through Li − 2, and so on.1 In the next result we use this approach to find the optimal behavior strategy of player i given the behavior strategy of the players other than i. The following result shows there is an -bounded strategy profile such that if each player uses only -bounded strategies then each player maximizes his expected payoff given the -bounded strategy profile of the other players. In other words, the result shows that there is an equilibrium in -bounded strategies. Lemma 4.2. For every > 0, there is an -bounded behavior strategy profile b, and a system of beliefs μ, consistent with b, such that for ever player i , , , Ei (I, (b, −i , bi ), μ ) ≥ Ei (I, (b−i , bi ), μ ) at each information set and for every -bounded behavior strategy of player i and belief system μ induced by the strategy profile (b, −i , bi ). Proof: Given b−i and, hence, distributions p−i on choices C(I) at information sets I of players other than i, and distributions (pi,s )s<Li at all information sets in stages 1 through Li − 1, there is a unique belief system induced at each information set in stage Li of player i. Then, because the expected payoffs Ei (I, p , μ (p )) are continuous on kL the compact sets Δ (C(I)), there is a p̂i (Ii i ) that maximizes kL Ei (Ii i , (p−i , (pi,s )s≤Li ), μ (p−i , (pi,s )s≤Li )) 1Readers would correctly observe here that player i has to solve a finite-horizon dynamic programming problem in order to determine the optimal behavior strategy. 15 kL at each information set Ii i at stage Li of player i. Define the correspondence kLi Φi K k : Πj=i Πkjj=1 Δ (C(Ij j )) × Π<Li Δ (C(Iik )) as kL → → kL Δ (C(Ii i )) kL Φi i ((p−i , (pi,s )s<Li ) = {(p̂i (Ii i ))kLi }. The correspondence thus gives the optimal probability distributions on the choices at the information sets at stage Li of player i, given the distributions at the other information sets of player i and the information sets of the players other than i. It is not hard to verify that the graph of this correspondence denoted by G kLi is closed because of Berge’s Φi maximum theorem (see [1, Theorem 17.31, p. 570]) and, therefore, GΦLi = ∪kLi G i kL i Φi kL is also closed, where ΦLi i (p−i , (pi,s )s<Li ) = ∪kLi Φi i ((p−i , (pi,s )s<Li ) defines the correspondence ΦLi i . kL −1 Further, the expected payoff function at each information set Ii i at stage Li of player i kLi −1 Eimax Li (Ii kLi −1 = Ei (Ii , (p−i , (pi,s )s<Li ), μ (p−i , (pi,s )s<Li )) kL , (p−i , (pi,s )s<Li , (p̂i (Ii i ))kLi , μ (p−i , (pi,s )s<Li )) K k defined on Πj=i Πkjj=1 Δ (C(Ij j ))×Π<Li Δ (C(Iik )) is continuous. This observation also follows from Berge’s maximum theorem ( [1, Theorem 17.31, p. 570]). kL −1 Now consider the choices at the information sets (Ii i )kLi −1 at stage Li − 1 of player i. Define the correspondence kLi −1 Φi : K k Πj=i Πkjj=1 Δ (C(Ij j )) × Π<Li −1 Δ (C(Iik )) → → kLi −1 Δ (C(Ii kL )) × Δ (C(Ii i )) as kLi −1 Φi kLi −1 ((p−i , (pi,s )s<Li −1 ) = {(p̂i (Ii kLi −1 where p̂i (Ii kL ))kLi −1 , p̂i (Ii i ))kLi } ) maximizes kL Eimax Li (Ii i , (p−i , (pi,s )s<Li ), μ (p−i , (pi,s )s<Li )) kL and each p̂i (Ii i ) is in kL kLi −1 Φi i ((p−i , (pi,s )s<Li −1 , p̂i (Ii )) 16 kL for each information set Ii i at stage Li of player i. By [1, Theorem 17.31, p. 570] it follows that the graph G kLi −1 is closed and the Φi function kLi −2 Eimax Li −1 (Ii kLi −2 = Ei (Ii , (p−i , (pi,s )s<Li −1 ), μ (p−i , (pi,s )s<Li −1 )) kLi −1 , (p−i , (pi,s )s<Li −2 , (p̂i (Ii K ))kLi −1 , μ (p−i , (pi,s )s<Li−2 )) k defined on Πj=i Πkjj=1 Δ (C(Ij j )) × Π<Li −1 Δ (C(Iik )) is continuous. Therefore, the graph of the correspondence GΦLi −1 = ∪kLi −1 G i kL −1 i Φi is also closed, where the correspondence ΦiLi −1 is defined as kLi −1 ΦiLi −1 (p−i , (pi,s )s<Li −1 ) = ∪kLi −1 Φi ((p−i , (pi,s )s<Li −1 ). It should be clear from the definitions of these correspondences that GΦLi −1 ⊂ GΦLi . i i Proceeding recursively in this manner, at stage 1 we have the correspondence K k Φi : Πj=i Πkjj=1 Δ (C(Ij j )) → → ki i ΠK ki =1 Δ (C(Ii )) defined as i Φi (pi ) = {(p̂i (Iiki ))K ki =1 } i where (p̂i (Iiki ))K ki =1 maximizes the expected payoff i Ei (p−i , (pi (Iiki ))K ki =1 ) of player i given the behavior strategy profile b−i of the players other than i, and therefore, the corresponding probability distributions p−i at the information sets of the players other than i. This correspondence is nonempty and has a closed graph. Therefore, the correspondence K k Φ : Πnj=1 Πkjj=1 Δ (C(Ij j )) K K → → k Πnj=1 Πkjj=1 Δ (C(Ij j )) k on the compact subset Πnj=1 Πkjj=1 Δ (C(Ij j )) of a Euclidean space given by Φ (p ) = (Φ1 (p−1 ), · · · , Φn (p−n )) is nonempty and has a closed graph. It also can be checked that the correspondence is convex-valued as are all the correspondences Φki for 1 ≤ ≤ Li of each player i = 1, · · · , n. 17 Hence, by Kakutani’s fixed point theorem, there is a p, ∈ Φ(p,) and, hence, a behavior strategy2 profile b, that satisfies the required . conditions. The next result shows that if the are small enough then the equilibrium in -bounded strategy profile is an approximate equilibrium. It is a result that is used in the proof of the final result of this section. Lemma 4.3. Given a finite sequential game, and an equilibrium in 1 -bounded strategies, there is a number K > 0, that depends on the s game, such that K 0 ≤ max[Ei (bs , μs , Iiki ) − Ei ((bs−i , bi ), μn (bs−i , bi ), Iiki )] ≤ bi s for any behavior strategy bi of player i. We omit the proof as it can be clearly seen to depend on the observation that if a behavior strategy of a player maximizes expected payoff over the set of 1s -bounded behavior strategies, then the behavior strategy that maximizes the expected payoff would assign zero probability to at most a finite number of choices, and hence, the expected payoff can be increased by increasing the probabilities assigned to the choices associated with the highest payoffs by a factor of (1 + Ms ), for some M > 0. As the game is finite this M will have an upper bound. Theorem 4.4. Every finite sequential game with perfect recall has a sequential equilibrium. Proof: Choose = n1 where n is large and consider the sequence of behavior strategies and consistent beliefs {bn , μn }n such that for each (bn , μn ), for every player i and each information set Iiki of player i Ei (bn , μn , Iiki ) ≥ Ei ((bn−i , bi ), μn (bn−i , bi ), Iiki ) (4.1) for any behavior strategy bi with induced probability distributions in 1 ki n n i n ΠK ki =1 Δ (C(Ii )). We know that such a pair {b , μ }n exists for each n from Lemma 4.3. Now consider the pair of behavior strategies and beliefs (b̂, μ̂) given by (b̂, μ̂) = lim (bn , μn ). n→∞ 1 K k Such a limit exists because Πnj=1Πkjj=1 Δ n (C(Ij j )) is a compact subset of a Euclidean space so that every sequence {π n , μn }n has a limit point. 2This is the behavior strategy profile associated with the vector of probability distributions p, that gives a probability distributions at each of the information sets. 18 We claim that for each player i and each information set Iiki of player i Ei (b̂, μ̂, Iiki ) ≥ Ei ((b̂−i , bi ), μ(b̂−i , bi ), Iiki ) for any behavior strategy bi of player i. Suppose not. Then for some player i and some behavior strategy bi of player i, we have Ei (b̂, μ̂, Iiki ) < Ei ((b̂−i , bi ), μ(b̂−i , bi ), Iiki ). Let Ei ((b̂−i , bi ), μ(b̂−i , bi ), Iiki ) − Ei (b̂, μ̂, Iiki ) = a > 0. (4.2) Now as the expected payoffs are continuous in the probability distributions at the information sets and the beliefs, it follows that there is an n0 sufficiently large such that for all n ≥ n0 , a |Ei (bn , μn , Iiki ) − Ei (b̂, μ̂, Iiki )| ≤ (4.3) 4 and a |Ei ((bn−i , bi ), μ(bn−i , bi ), Iiki ) − Ei ((b̂−i , bi ), μ(b̂−i , bi ), Iiki )| ≤ . (4.4) 4 From (4.2), (4.3) and (4.4) for all n ≥ n0 , we have a Ei ((bn−i , bi ), μ(bn−i , bi ), Iiki ) ≥ Ei ((b̂−i , bi ), μ(b̂−i , bi ), Iiki ) − 4 3a ki = Ei (b̂, μ̂, Ii ) + 4 a ki n n (4.5) ≥ Ei (b , μ , Ii ) + . 2 Now observe that by Lemma 4.3, for a given sequential game, there is a K > 0 ( that depends on the sequential game) such that |Ei ((bs−i , bi ), μ(bs−i , bi ), Iiki ) − Ei (bs , μs , Iiki )| ≤ K s where bi = lims→∞ bsi of a sequence {bsi }s of 1s - bounded behavior strategies of player i. For the sequence {bn , μn } we now choose an n1 sufficiently large such that Kn < a4 . From this and from (4.5), for any behavior strategy bi of player i, we have K Ei ((bn−i , bni ), μ(bn−i , bni ), Iiki ) ≥ Ei ((bn−i , bi ), μ(bn−i , bi ), Iiki ) − n a ki n n ≥ Ei (b , μ , Ii ) + . 4 But this contradicts (4.1). Hence the claim must hold. 19 5. Games of Simple and Complex Information Structure Given a sequential game, an information set can precede or succeed another information set in the game or occur simultaneously, the latter intuitively meaning that simultaneous information sets are tangled together, or there is no way to tell that one information set strongly precedes the other. Definition 5.1. Given an information set u of the extensive game G, define the set of first-order successors (or immediate successors) of u, Succ1 (u), to be the set of all nodes x ∈ X such that x is in the same information set with an immediate successor of a node y for some y ∈ u. That is, x is in the set of immediate successors of the information set u if there is an information set I and a node w such that x, w ∈ I and the node w is an immediate successor of a node y of u. Definition 5.2. Given an information set u, for every natural number n define recursively the set of k th -order successors of u, Succk (u), to be the set Succ1 (Succk−1(u)). We let Succ0 (u) = {x ∈ X : x ∈ u}. Notice that for every finite extensive form game there exists a maximum m such that Succk (u) = ∅ for every u ∈ U and every k ≥ m. One can now describe the concept of an information set that precedes or succeeds another information set. Definition 5.3. Given an information set u, the set of all successors of u, Succ(u), is the set of nodes ∞ Succk (u). k=0 We can now define the precedence of information sets. Definition 5.4. Let I1 and I2 be two information sets of the extensive game G. We say that I1 precedes I2 if there is a node y ∈ I2 such that y ∈ Succ(I1), and write I1 p I2 . Thus an information set precedes another information set if its nodes precedes the nodes of the successor information set. As can be seen, the relation p is reflexive (since x ∈ Succ(x) for every x ∈ X) and transitive, but is not antisymmetric (and in fact is not complete). Definition 5.5. Two distinct information sets I1 and I2 are called simultaneous if both I1 p I2 and I2 p I1 . 20 Define an equivalence relation ∼p on the set of information sets of the extensive form game as follows: I1 ∼p I2 if I1 p I2 and I2 p I1 . An interesting feature is that the relation p modulo ∼p gives us a partial order on the information sets of a sequential game. Definition 5.6. An equivalence class of the relation ∼p is called a knot. Let K denote the set of all knots for the extensive form game G. Notice that since G is a finite game, the set K is finite, without loss of generality K = (K1 , K2 , · · · , Km ). Define a binary relation e on K as follows: K1 e K2 if u v for some information sets u ∈ K1 and v ∈ K2 . Then, K1 e K2 can be interpreted as knot K1 precedes knot K2 . Definition 5.7. An extensive form game G of perfect recall is said to be a game of simple information structure if all its knots are singletons, otherwise it is a game of complex information structure. 1 1 a a L / b C 2 C C L CR C CW B d l BB r BBN S S S R S S w c S A 3 A l AAr A AU e J L JJR JJ ^ (a) L S S / b C C C L CR C d CWB l BB r BBN S R S S w c S A 2 A L AAR A 3 e U A J l JJr JJ ^ (b) Figure 3 As an example, consider two sequential games depicted in Figure 3. The game of Figure 3(a) is a game of complex information structure: Here I1 = {a}, I2 = {b, e} and I3 = {c, d} are the information sets of players 1, 2 and 3, respectively. Since b d and c e, we have both I2 p I3 and I3 p I2 , so that I2 ∼p I3 . On the other hand, I1 p I2 and I1 p I3 . Therefore this game has two knots: K1 = I1 and K2 = {I2 , I3 }. On the other hand, the game of Figure 3(b) is a game of simple information structure: here all three knots K1 = I1 = {a}, K2 = I2 = {b, c} and K3 = I3 = {d, e} are singletons. 21 Notice that for the games of simple information structure the relation p modulo ∼p is the relation p itself. Intuitively, in a game of simple information structure information sets are aligned one after another, so that relation p gives us a nice partial order of the information sets of the game. We shall see that for these class of sequential games a backward induction process can be used to find the sequential equilibria of the game. 6. Sequential Equilibria and Backward Induction Let G be an extensive form game of simple information structure. Then, the binary relation p on the set of information sets U is a partial order. Let F0 be the set of all minimal elements of U with respect to the partial order p , that is, the set of all information sets u such that there is no information set v with the property u p v. We claim that F0 is nonempty. Indeed, notice that since G is a finite game, the set U is finite and partially ordered by p . Also U has finitely many chains, call them C1 , · · · , Cq , and every chain has finitely many elements. Hence every chain Ci has a (unique) minimal element ui . Then F0 = {u1, · · · , uq } = ∅, Call children of F0 the set of children of all nodes from any information set of F0 , and denote the set of children of F0 by N0 . The following result is crucial for defining the generalized backward induction, which fails for games with a complex information structure. Lemma 6.1. Let G be a sequential game of simple information structure. Then all children of F0 are terminal nodes. Proof. Assume G is a sequential game of simple information structure. It was shown above that F0 = ∅. Suppose by contradiction there exists an information set u ∈ F0 , node x ∈ u and a child y of x such that y is a non-terminal node (this implies y is a decision node). Without loss of generality, let v be the information set containing y. Notice that u is different from v by definition of an information set (since we have x y). Also, since x y, we have u p v. We claim that u ∼p v. Indeed, if u ∼p v, then the order p is not antisymmetric, and hence not a partial order, contradiction. Then we have both u p v and u ∼p v, which implies u p v. But then u is not a minimal element with respect to p , contradiction. This completes the proof. Fix a system of beliefs μ ∈ M and proceed recursively as follows. Denote by μF0 the restriction of μ to the set of information sets F0 (note that F0 = ∅). Given μF0 , the set of best responses, or sequentially 22 rational behavior strategy profiles b∗F0 (call it ΛF0 (μ)) is nonempty, convex and compact subset of BF0 . Fix b∗F0 ∈ ΛF0 (μ). Truncate the game tree Γ of the sequential game G by deleting all the nodes in N0 and assigning to each node in F0 the expected payoff vector generated by b∗F0 (we are using here Lemma 6.1, which guarantees that all nodes in N0 are terminal nodes). This step generates a new sequential game, call it G1 , with the corresponding extensive form Γ1 . It can be easily verified that p restricted to Γ1 is a partial order. Denote by F1 the set of minimal elements among the information sets of G1 with respect to the partial order p restricted to Γ1 . By the earlier argument, the set F1 is nonempty. Repeat the above steps, applied to the game G1 . Since Γ has finitely many nodes, at some point the process will stop. Thus, for a given system of beliefs μ, we can recursively construct a finite sequence of games G1 , · · · , Gr using this backward recursion process and a strategy profile b∗ . Definition 6.2. We will call b∗ a generalized backward induction strategy profile for the system of beliefs μ. If μ is consistent with b∗ , that is μ is in φ(b∗ ), we call the assessment (μ, b∗ ) a backward induction assessment. Notice that since p is a partial order, the generalized backward induction process will stop at the root information set IW . This is due to the fact that IW is the unique maximal element of U with respect to p for the game G. Lemma 6.3. Let G be an extensive form game of simple information structure. Then IW , the root information set, is the unique maximal element of U with respect to the partial order p . Proof. First, let us show that IW is a maximal element. Suppose by contradiction there exists u ∈ U such that u p IW . This implies there exist nodes x ∈ u, w ∈ IW such that x w, that is, x is a predecessor of w. But this is impossible since w ∈ IW is a root. Next, let us show that there is no maximal element other than IW . Suppose by contradiction there exists an information set v different from IW , such that v is a maximal element of U with respect to p . Fix an element y ∈ v. By assumption y is a non-root node, hence there exists a root node w ∈ IW such that there is a unique path from w to y. But this implies w y, hence IW p v. This contradicts our assumption that v is a maximal element. This establishes that IW is the unique maximal element. 23 It is important to emphasize that for a given μ ∈ M, the generalized backward induction process may yield infinitely, in fact uncountably many behavior strategy profiles. This is because the set of best responses at any step may be uncountable. Also, in order to find all backward induction assessments, one needs to perform the generalized backward induction for every system of beliefs μ ∈ M. Next, we need to show that the backward induction assessments are precisely the sequential equilibria of a given sequential game G, and the set of backward induction assessments is nonempty. The first result (Theorem 6.5) can be established using mathematical induction. Its proof also relies on the following lemma, which is an easy consequence of the continuity of the dot product. Lemma 6.4. Let G be an extensive form game, and information sets u, v ∈ U be such that every node in v has a predecessor among nodes of u. Let (μ, b) be a consistent assessment. If Pu (y|μ, b) = 0 for some y ∈ v, then for every x ∈ v μ(x) = Pu (x|μ, b) . y∈v Pu (y|μ, b) Theorem 6.5. Let G be an extensive form game of simple information structure. Then an assessment (μ∗ , b∗ ) is a backward induction assessment if and only if it is a sequential equilibrium of G. Proof. Assume (μ∗ , b∗ ) is a backward induction assessment. Then the system of beliefs μ∗ is consistent with b∗ by definition. It remains to show that (μ∗ , b∗ ) is sequentially rational. This can be established using the method of mathematical induction. WIthout loss of generality, suppose the backward induction process stops at Fr for some r ∈ N, i.e., the root information set IW is in Fr . Fix a natural number 0 ≤ k < r. By induction hypothesis, assume ∗ ∗ (μ , b ) is sequentially rational starting from any information set in Fj , for all 0 ≤ j ≤ k. We need to show that (μ∗ , b∗ ) is sequentially rational starting from any information set in Fk+1. Let u ∈ Fk+1 be an information set owned by say player i. If player i does not own any information set among Succ(u), we are done, since b∗iu is a best response of player i at u at the (k + 2)th step of the generalized backward induction process. Assume player i owns some information set in Succ(u). Suppose by contradiction player i wants to deviate, starting from u, at a nonempty set Vi of information sets. Consider two possible cases: (1) Vi ∩ Fk+1 = ∅. Notice that the set Vi is finite and partially ordered by p . Fix a chain C in Vi . Since it is finite and totally 24 ordered, it has a unique maximal element, call it v. But this implies that player I wants to deviate at v, which contradicts our induction hypothesis, since v ∈ Fj for some 0 ≤ j ≤ k. (2) Vi ∩ Fk+1 = ∅, which means Vi ∩ Fk+1 = u. Then: (a) If Vi \u = ∅, we arrive at a contradiction, since b∗iu is a best response of player i at u at the (k + 2)th step of the generalized backward induction process. (b) Suppose Vi \u = ∅. Without loss of generality let b̃ ∈ B be the behavior strategy profile such that b̃m = bj for all m = i, and Ei (u, b̃, μ) > Ei (u, b, μ). The perfect recall assumption together with Lemma 6.4 implies that for every choice sj ∈ Cu of player i at u, Ei (u, (sj , b̃\sj ), μ) > hi (u, (sj , b\sj ), μ). But then, deviating to b̃i from bi by player i is equivalent to deviating at the information set u only. As before, this is a contradiction, since b∗iu is a best response of player i at u at the (k + 2)th step of the generalized backward induction process. This shows (μ∗ , b∗ ) is sequentially rational starting from any information set in Fk+1. Hence by mathematical induction (μ∗ , b∗ ) is sequentially rational. Let (μ∗ , b∗ ) is a sequential equilibrium. We want to show that it is a backward induction assessment. Since (μ∗ , b∗ ) is a sequential equilibrium, b∗F0 is optimal starting from any information set in F0 given μ∗F0 . Therefore b∗F0 is selected in the first step of the generalized backward induction. Assume by induction hypothesis that b∗Fk is selected on the (k + 1)th step of backward induction, after truncating the extensive form according to (b∗Fl )l=0,··· ,k−1. Suppose b∗Fk+1 is not optimal starting from some information set u ∈ Fk+1 , after truncating the extensive form according to (b∗Fl )l=0,··· ,k . But this implies the owner of u has an incentive to deviate from b∗ , starting at u, hence (μ∗ , b∗ ) is not sequentially rational, which is a contradiction. This completes the proof. The next result shows that the set of backward induction assessments is nonempty. This together with theorem 6.5 then shows that every sequential equilibrium of a sequential game with a simple information structure can be found by the method of backward induction. 25 Define a correspondence τ : M × B → → M × B as follows: given (μ, b) ∈ M × B, let τ (μ, b) = M̃ × B̃, where M̃ is the set of all beliefs systems consistent with b, and B̃ = B̃Fr × · · · × B̃F0 , such that for each j = 0, · · · , r, B̃Fj is the set of best replies at Fj given ρ (the probability at the root information set IW ), μFj and the truncation according to (bFj−1 , · · · , bF0 ). It follows immediately from the definition of a backward induction assessment that (μ, b) ∈ M × B is a backward induction assessment if and only if (μ, b) is a fixed point of τ . It remains to show that τ has a fixed point. Note that τ has a problematic boundary behavior: if b ∈ ∂B, then the set of beliefs consistent with b is not necessarily convex or even acyclic. However, τ is nicely behaved on the interior of M × B. We use a generalization of Kakutani’s fixed point theorem (see the Appendix) that allows us to conclude that τ has a fixed point in M × B even though it does not satisfy all the hypotheses of Kakutani’s theorem on the boundary of B. Lemma 6.6. The correspondence τ is convex-valued on the interior of M × B. Proof. Fix (μ, b) ∈ M ◦ ×B ◦ , without loss of generality τ (μ, b) = M̃ × B̃. Then M̃ is a singleton, hence is a convex subset of M. For each j = 0, · · · , r, B̃Fj is the set of best replies at Fj given ρ, μFj and the truncation according to (bFj−1 , · · · , bF0 ). Therefore B̃Fj is nonempty and convex for each j = 0, · · · , r. This implies B̃ = B̃Fr ×· · ·× B̃F0 is a convex subset of B. Consequently, τ (μ, b) = M̃ × B̃ is convex. Lemma 6.7. The correspondence τ is nonempty-valued and closed. Proof. (i) First let us show that τ is closed. Fix a sequence (μk , bk ) ⊆ M × B such that (μk , bk ) → (μ∗ , b∗ ) ∈ M × B as k → ∞. Let (μ̃k , b̃k ) ∈ τ (μk , bk ) for each k ∈ N such that (μ̃k , b̃k ) → (μ̃∗ , b̃∗ ). We need to show that (μ̃∗ , b̃∗ ) ∈ τ (μ∗ , b∗ ). Without loss of generality τ (μk , bk ) = M k × B k for each k ∈ N and τ (μ∗ , b∗ ) = M ∗ × B ∗ . By the closedness of the belief correspondence φ, μ̃∗ ∈ M ∗ . Fix j ∈ {0, · · · , r}, and notice that the payoff of the player decisive at each information set u ∈ Fj , given ρ, μFj and the truncation according to (bFj−1 , · · · , bF0 ), is jointly continuous in μ and b. Therefore b∗ ∈ B ∗ . This shows (μ̃∗ , b̃∗ ) ∈ τ (μ∗ , b∗ ), hence τ has a closed graph. 26 (ii) By the closedness of τ and compactness of M × B it suffices to show that τ is nonempty-valued on the interior of M × B. Fix (μ, b) ∈ M ◦ ×B ◦ , and follow exactly the lines of the proof of Lemma 6.6 to establish that τ (μ, b) = ∅. Lemmas 6.6 and 6.7 imply that τ satisfies the hypotheses of Theorem 7.1 in the Appendix. Also, M × B satisfies the hypotheses of Theorem 7.1, since M and B are nonempty, convex and compact subsets of some Euclidean space. Therefore, we get the following existence result. Theorem 6.8. τ has a fixed point over M × B, and consequently, the set of backward induction assessments for an extensive game of simple information structure is nonempty. 7. Conclusion The fact that finite sequential games with perfect recall have sequential equilibrium is an observation that goes back to [8]. What we do here is show that one needs to rely on the sequential nature of the game in order to make a full and comprehensive analysis of this question. In the process of providing a direct proof of the existence of sequential equilibrium we also observe that backward induction plays an important role in the analysis. This is certainly the case for finding the optimal strategy of any player. It is also the case that for an important (and broad) class of sequential games, namely, those with simple information structures all the sequential equilibrium points of a sequential game can be obtained by using the process of backward induction. The two results put together then show that a useful and efficient method of computing the sequential equilibria of a game is to proceed by computing the optimal choices of the players given their beliefs at their information sets, and working back recursively from information sets at the latest stages of the game, to optimal choices at information sets at progressively earlier stages of the game. In the case of games with simple information structure this method not only allows us to find a sequential equilibrium, but it enables us to find the entire set of sequential equilibria of the game. As most sequential games that arise in applications, particularly in economics and finance, are sequential games with a simple information structure, the results presented here are especially useful for these sequential games. Indeed, in many applications, the equilibria of these sequential games are mostly found by using variations of the generalized backward induction method outlined here. While we have presented the results for sequential equilibrium, these results also extend to the closely related concept of perfect Bayesian 27 equilibrium, see [6] for a full discussion of the concept of Perfect Bayesian equilibrium. As this concept is widely used in many applications, see for example [2], [5] and [9], it is important to have a well understood method of finding these equilibria. As a sequential equilibrium is also a perfect Bayesian equilibrium, Theorem 4.4 shows that a perfect Bayesian equilibrium always exists for finite sequential games with perfect recall. Further, the results for games with simple information structures also apply to perfect Bayesian equilibrium points, and so does the generalized backward induction method for finding these equilibrium points. The results presented here are, therefore, not only useful for analyzing the sequential equilibrium points but also the perfect Bayesian equilibrium points of a sequential game. While we have focused here on analyzing only finite sequential games, it should be clear that the techniques can be used to find the equilibrium points of sequential games with information sets that are not necessarily finite or do not have a finite horizon. However, it would not be clear whether these equilibrium points are sequential equilibrium points as the consistency property of a sequential equilibrium for these more general classes of sequential games is not that well understood at this point. Perhaps these might be Perfect Bayesian equilibrium points. We hope to pursue these and some other related issues in some of our future research. 28 Appendix Theorem 7.1. A Generalization of Kakutani’s Fixed Point Theorem3 Let X be a nonempty, convex and compact subset of Rn , and τ : X → → X be a closed correspondence such that the set τ (x) is convex for each x ∈ X ◦ . Then τ has a fixed point in X. Proof. If X is a singleton, then the result is trivial. Assume X is not a singleton, and pick some a∗ ∈ X ◦ . Consider a straight-line homotopy H : X × I → X defined for each x ∈ X as H(x, t) = ta∗ + (1 − t)x, where t ∈ I = [0, 1]. Clearly, H is continuous. For any fixed t, denote by Ht the restriction of H to X given t. Define a sequence of “approximating correspondences” as follows. For each t ∈ (0, 1] let Xt = Ht (X). Notice that each Xt is a nonempty, convex and compact subset of Rn since H is a straight-line homotopy. → Xt as follows: Define τt : Xt → τt (x) = Ht (τ (x)) for each x ∈ Xt . Fix t ∈ (0, 1]. We claim that the correspondence τt is closed. Note that τt is upper hemicontinuous since it is a composition of an upper hemicontinuous correspondence τ and a continuous function Ht (see [1, Theorem 17.23, p. 566]). Therefore, by the Closed Graph Theorem ([1, Theorem 17.11, p. 561]) τt is closed. Also, τt (x) is compact since τ (x) is compact and Ht is continuous. But since Rn is a Hausdorff space, τt (x) is also closed for each x ∈ Xt . Finally, note that for t = 0, Xt ⊂ X ◦ so that τt (x) is a convex set for each x ∈ Xt . Therefore, for t = 0, Ht (τ (x)) is a convex set for each x ∈ Xt as the straight line homotopy preserves convexity. Hence, by Kakutani’s fixed point theorem, τt attains a fixed point in Xt for each t ∈ (0, 1], say zt . Since zt ∈ X for each t and X is compact, the net {zt }(t∈(0,1]) has a limit point in X, say z, as t → 0. We claim that z is a fixed point of τ . Introduce a correspondence ψ:I→ → X × X defined for each t ∈ I as ψ(t) = Gτt , where Gτt is a graph of the correspondence τt defined as Gτt = {(x, y) ∈ Xt × Xt : x ∈ Xt , y ∈ τt (x)} . Notice that (zt , zt ) ∈ Gτt for each t = 0, and hence (t, zt , zt ) ∈ Gψt . To show z ∈ τ (z), it suffices to show that ψ has a closed graph. First, notice that ψ is nonempty- and closed-valued since Gτt is nonempty and closed for each t. It remains to show that ψ is upper 3This result is also presented in 14. 29 hemicontinuous. Indeed, notice that ψ can be written as a composition of correspondences ψ = j ◦ (H × idI ) ◦ g ◦ h, where j : I → X × I is the inclusion map, H × idI is a product of H and an identity map on I, idI , g :X ×I→ → X × X × I is defined for each (x, t) ∈ X × I as g(x, t) = (x, τ (x), t), h : X ×X ×I → → X × X is defined for each (x, y, t) (where y ∈ τ (x)) as h(x, y, t) = (x, Ht (y)). Notice that the correspondence H × idI is upper hemicontinuous by [1, Theorem 17.28, p. 568] since both H and idI are continuous functions (and so can be viewed as upper hemicontinuous correspondences with compact values). It is easy to check that j, g and h are also upper hemicontinuous, hence ψ is upper hemicontinous by [1, Theorem 17.23, p. 566]. But since it was shown that ψ is nonempty- and compact-valued, it follows by the Closed Graph Theorem (see [1, Theorem 17.11, p. 561]) that ψ is closed. 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