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Dynamic Games of Complete Information: Backward Induction Guide

Core Concepts of Dynamic Games

Unlike static games (simultaneous play), dynamic games unfold over multiple stages where players move sequentially. Player 1 moves first, Player 2 observes the action, then chooses their own. This is a 2-stage game with complete and perfect information: both players know each other's payoffs, and Player 2 knows Player 1's move. For a deeper exploration of foundational game theory concepts, see our complete guide on Understanding Game Theory: Analyzing Strategic Situations.

Game Trees (Extensive Form)

Dynamic games are represented with a game tree:

  • Nodes: Decision points for players.
  • Edges: Actions or moves connecting nodes.
  • Terminal nodes: Payoffs at the end of the game.

Example (2 players, 2 stages): Player 1 chooses L or R; Player 2 observes this and chooses L' or R'. Payoffs are listed as (Player 1, Player 2).

Perfect vs. Imperfect Information

  • Perfect Information: Every player knows the full history of moves at each decision point. All information sets are singletons (one node each).
  • Imperfect Information: A player does not know the action chosen by a previous mover. Represented by connecting nodes with a dotted line, forming a multi-node information set. For a valid information set, the set of available actions must be identical at each node within it.

To better understand the distinction between perfect and imperfect information, check out Understanding Game Theory: Key Concepts and Real-World Applications.

Backward Induction Solution

General Method

  1. Start at the last stage (the final decision nodes).
  2. For each node, determine the optimal choice for the player moving there (maximize their payoff).
  3. Replace the node with the resulting payoff, and proceed to the previous stage.
  4. Continue backward until reaching the initial node. The path of choices is the backward induction outcome.

Example Walkthrough

For a simple 2-stage game:

  • In stage 2, if Player 1 chose L, Player 2 picks the action with the higher payoff for them (e.g., R' if 2 > 1).
  • If Player 1 chose R, Player 2 picks the best response (e.g., L' if 1 > 0).
  • In stage 1, Player 1 anticipates these reactions and chooses the action leading to the best final payoff for themselves.

Three-Stage Game Example

  1. Player 1 moves first (L or R).
  2. If R, Player 2 moves (L' or R').
  3. If R', Player 1 moves again (L'' or R'').

Using backward induction:

  • Last stage: Player 1 compares (0,2) and (3,1) → chooses R'' to get 3.
  • Second stage: Player 2 compares choosing L' (payoff 1) vs. R' (which leads to Player 1's choice → payoff 0 for Player 2) → chooses L'.
  • First stage: Player 1 compares choosing L (payoff 0) vs. R leading to (2,1) → chooses R.

Outcome: Game ends in stage 1, Player 1 chooses R.

Subgames

A subgame is a portion of the game tree that:

  • Begins at a decision node that is a singleton information set (the first node of the subgame is the only node in its information set).
  • Includes every node that follows from that node.
  • Does not cut through an information set (if a node is in an information set, all nodes in that set must be included).

Subgame Example

In a three-player sequential game, each decision node that starts a new branch (where no other decision node shares its information set) defines a subgame. A game may have multiple subgames nested within it. For more on foundational concepts, refer to Introduction to Game Theory: Key Concepts and Class Overview.

No Subgame Example

If Player 3 moves and their decision node shares an information set with a node that does not follow from the same starting point, then no subgame exists at that point.

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