Perfect information

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Chess is an example of a game of perfect information. Final Position of Lawrence-Tan 2002.png
Chess is an example of a game of perfect information.

In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market prices, their own utility, and own cost functions.

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In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event" of the game (e.g. the starting hands of each player in a card game). [1] [2] [3] [4]

Perfect information is importantly different from complete information, which implies common knowledge of each player's utility functions, payoffs, strategies and "types". A game with perfect information may or may not have complete information.

Games where some aspect of play is hidden from opponents – such as the cards in poker and bridge – are examples of games with imperfect information. [5] [6]

Examples

Backgammon includes chance events, but by some definitions is classified as a game of perfect information. Backgammon lg.png
Backgammon includes chance events, but by some definitions is classified as a game of perfect information.
Poker is a game of imperfect information, as players do not know the private cards of their opponents. Texas Hold 'em Hole Cards.jpg
Poker is a game of imperfect information, as players do not know the private cards of their opponents.

Chess is an example of a game with perfect information, as each player can see all the pieces on the board at all times. [2] Other games with perfect information include tic-tac-toe, Reversi, checkers, and Go. [3]

Academic literature has not produced consensus on a standard definition of perfect information which defines whether games with chance, but no secret information, and games with simultaneous moves are games of perfect information. [4] [7] [8] [9] [10]

Games which are sequential (players alternate in moving) and which have chance events (with known probabilities to all players) but no secret information, are sometimes considered games of perfect information. This includes games such as backgammon and Monopoly. But there are some academic papers which do not regard such games as games of perfect information because the results of chance themselves are unknown prior to them occurring. [4] [7] [8] [9] [10]

Games with simultaneous moves are generally not considered games of perfect information. This is because each player holds information which is secret, and must play a move without knowing the opponent's secret information. Nevertheless, some such games are symmetrical, and fair. An example of a game in this category includes rock paper scissors. [4] [7] [8] [9] [10]

See also

Related Research Articles

Game theory is the study of mathematical models of strategic interactions among rational agents. It has applications in many fields of social science, used extensively in economics as well as in logic, systems science and computer science. Traditional game theory addressed two-person zero-sum games, in which a participant's gains or losses are exactly balanced by the losses and gains of the other participant. In the 21st century, game theory applies to a wider range of behavioral relations, and it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers.

In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equilibrium strategies of the other players, and no one has anything to gain by changing only one's own strategy. The principle of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to competing firms choosing outputs.

<span class="mw-page-title-main">Combinatorial game theory</span> Branch of game theory about two-player sequential games with perfect information

Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a position that the players take turns changing in defined ways or moves to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field.

In game theory, a player's strategy is any of the options which they choose in a setting where the optimal outcome depends not only on their own actions but on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship. A player's strategy will determine the action which the player will take at any stage of the game. In studying game theory, economists enlist a more rational lens in analyzing decisions rather than the psychological or sociological perspectives taken when analyzing relationships between decisions of two or more parties in different disciplines.

<span class="mw-page-title-main">Solution concept</span> Formal rule for predicting how a game will be played

In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are called "solutions", and describe which strategies will be adopted by players and, therefore, the result of the game. The most commonly used solution concepts are equilibrium concepts, most famously Nash equilibrium.

In game theory, an extensive-form game is a specification of a game allowing for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as "moves by nature". Extensive-form representations differ from normal-form in that they provide a more complete description of the game in question, whereas normal-form simply boils down the game into a payoff matrix.

<span class="mw-page-title-main">Information set (game theory)</span> Concept in game theory

The information set is the basis for decision making in a game, which includes the actions available to both sides and the benefits of each action. The information set is an important concept in non-perfect games. In game theory, an information set is the set of all possible actions in the game for a given player, built on their observations and a set for a particular player that, given what that player has observed, shows the decision vertices available to the player which are indistinguishable to them at the current point in the game. For a better idea on decision vertices, refer to Figure 1. If the game has perfect information, every information set contains only one member, namely the point actually reached at that stage of the game, since each player knows the exact mix of chance moves and player strategies up to the current point in the game. Otherwise, it is the case that some players cannot be sure what the game state is; for instance, not knowing what exactly happened in the past or what should be done right now.

In economics and game theory, complete information is an economic situation or game in which knowledge about other market participants or players is available to all participants. The utility functions, payoffs, strategies and "types" of players are thus common knowledge. Complete information is the concept that each player in the game is aware of the sequence, strategies, and payoffs throughout gameplay. Given this information, the players have the ability to plan accordingly based on the information to maximize their own strategies and utility at the end of the game.

<span class="mw-page-title-main">Ariel Rubinstein</span> Israeli economist (born 1951)

Ariel Rubinstein is an Israeli economist who works in economic theory, game theory and bounded rationality.

In game theory, a Bayesian game is a strategic decision-making model which assumes players have incomplete information. Players hold private information relevant to the game, meaning that the payoffs are not common knowledge. Bayesian games model the outcome of player interactions using aspects of Bayesian probability. They are notable because they allowed, for the first time in game theory, for the specification of the solutions to games with incomplete information.

In game theory, normal form is a description of a game. Unlike extensive form, normal-form representations are not graphical per se, but rather represent the game by way of a matrix. While this approach can be of greater use in identifying strictly dominated strategies and Nash equilibria, some information is lost as compared to extensive-form representations. The normal-form representation of a game includes all perceptible and conceivable strategies, and their corresponding payoffs, for each player.

<span class="mw-page-title-main">Sequential game</span> Class of games where players choose their actions sequentially

In game theory, a sequential game is a game where one player chooses their action before the others choose theirs. The other players must have information on the first player's choice so that the difference in time has no strategic effect. Sequential games are governed by the time axis and represented in the form of decision trees.

Backward induction is the process of reasoning backwards in time, from the end of a problem or situation, to determine a sequence of optimal actions. It proceeds by examining the last point at which a decision is to be made and then identifying what action would be most optimal at that moment. Using this information, one can then determine what to do at the second-to-last time of decision. This process continues backwards until one has determined the best action for every possible situation at every point in time. Backward induction was first used in 1875 by Arthur Cayley, who discovered the method while trying to solve the Secretary problem.

Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and similarly, "determinacy" is the property of a game whereby such a strategy exists. Determinacy was introduced by Gale and Stewart in 1950, under the name "determinateness".

In game theory, trembling hand perfect equilibrium is a type of refinement of a Nash equilibrium that was first proposed by Reinhard Selten. A trembling hand perfect equilibrium is an equilibrium that takes the possibility of off-the-equilibrium play into account by assuming that the players, through a "slip of the hand" or tremble, may choose unintended strategies, albeit with negligible probability.

In game theory, folk theorems are a class of theorems describing an abundance of Nash equilibrium payoff profiles in repeated games. The original Folk Theorem concerned the payoffs of all the Nash equilibria of an infinitely repeated game. This result was called the Folk Theorem because it was widely known among game theorists in the 1950s, even though no one had published it. Friedman's (1971) Theorem concerns the payoffs of certain subgame-perfect Nash equilibria (SPE) of an infinitely repeated game, and so strengthens the original Folk Theorem by using a stronger equilibrium concept: subgame-perfect Nash equilibria rather than Nash equilibria.

In game theory, a repeated game is an extensive form game that consists of a number of repetitions of some base game. The stage game is usually one of the well-studied 2-person games. Repeated games capture the idea that a player will have to take into account the impact of their current action on the future actions of other players; this impact is sometimes called their reputation. Single stage game or single shot game are names for non-repeated games.

In game theory, a subgame perfect equilibrium is a refinement of a Nash equilibrium used in dynamic games. A strategy profile is a subgame perfect equilibrium if it represents a Nash equilibrium of every subgame of the original game. Informally, this means that at any point in the game, the players' behavior from that point onward should represent a Nash equilibrium of the continuation game, no matter what happened before. Every finite extensive game with perfect recall has a subgame perfect equilibrium. Perfect recall is a term introduced by Harold W. Kuhn in 1953 and "equivalent to the assertion that each player is allowed by the rules of the game to remember everything he knew at previous moves and all of his choices at those moves".

<span class="mw-page-title-main">Simultaneous game</span>

In game theory, a simultaneous game or static game is a game where each player chooses their action without knowledge of the actions chosen by other players. Simultaneous games contrast with sequential games, which are played by the players taking turns. In other words, both players normally act at the same time in a simultaneous game. Even if the players do not act at the same time, both players are uninformed of each other's move while making their decisions. Normal form representations are usually used for simultaneous games. Given a continuous game, players will have different information sets if the game is simultaneous than if it is sequential because they have less information to act on at each step in the game. For example, in a two player continuous game that is sequential, the second player can act in response to the action taken by the first player. However, this is not possible in a simultaneous game where both players act at the same time.

References

  1. Osborne, M. J.; Rubinstein, A. (1994). "Chapter 6: Extensive Games with Perfect Information". A Course in Game Theory. Cambridge, Massachusetts: The MIT Press. ISBN   0-262-65040-1.
  2. 1 2 Khomskii, Yurii (2010). "Infinite Games (section 1.1)" (PDF).
  3. 1 2 Archived at Ghostarchive and the Wayback Machine : "Infinite Chess". PBS Infinite Series. March 2, 2017. Perfect information defined at 0:25, with academic sources arXiv : 1302.4377 and arXiv : 1510.08155.
  4. 1 2 3 4 Mycielski, Jan (1992). "Games with Perfect Information". Handbook of Game Theory with Economic Applications. Vol. 1. pp. 41–70. doi:10.1016/S1574-0005(05)80006-2. ISBN   978-0-444-88098-7.
  5. Thomas, L. C. (2003). Games, Theory and Applications . Mineola New York: Dover Publications. p.  19. ISBN   0-486-43237-8.
  6. Osborne, M. J.; Rubinstein, A. (1994). "Chapter 11: Extensive Games with Imperfect Information". A Course in Game Theory. Cambridge Massachusetts: The MIT Press. ISBN   0-262-65040-1.
  7. 1 2 3 Janet Chen; Su-I Lu; Dan Vekhter. "Game Theory: Rock, Paper, Scissors".
  8. 1 2 3 Ferguson, Thomas S. "Game Theory" (PDF). UCLA Department of Mathematics. pp. 56–57.
  9. 1 2 3 Burch; Johanson; Bowling. "Solving Imperfect Information Games Using Decomposition". Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence.
  10. 1 2 3 "Complete vs Perfect Information in Combinatorial Game Theory". Stack Exchange . June 24, 2014.

Further reading