2015
DOI: 10.1007/s00182-015-0502-x
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Subgame-perfection in recursive perfect information games, where each player controls one state

Abstract: We consider a class of multi-player games with perfect information and deterministic transitions, where each player controls exactly one non-absorbing state, and where rewards are zero for the non-absorbing states. With respect to the average reward, we provide a combinatorial proof that a subgame-perfect ε-equilibrium exists, for every game in our class and for every ε > 0. We believe that the proof of this result is an important step towards a proof for the more general hypothesis that all perfect informatio… Show more

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Cited by 11 publications
(10 citation statements)
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“…We have v i (q) u − i (q). Indeed, if q ∈ P\S, this follows automatically by the definition of v i , and if q ∈ S, this follows by (16) since v i (p) < v i (q) implies that v i (p) < u + i (q). Furthermore, v i (p) u + i (p).…”
Section: Claim 3 the Strategy Profile σ Is An Spe Of The Game ω(V)mentioning
confidence: 98%
See 2 more Smart Citations
“…We have v i (q) u − i (q). Indeed, if q ∈ P\S, this follows automatically by the definition of v i , and if q ∈ S, this follows by (16) since v i (p) < v i (q) implies that v i (p) < u + i (q). Furthermore, v i (p) u + i (p).…”
Section: Claim 3 the Strategy Profile σ Is An Spe Of The Game ω(V)mentioning
confidence: 98%
“…This is a very mild assumption. Games with semicontinuous payoffs (Purves and Sudderth [24], Flesch et al [7]), perfect information stopping games (e.g., Solan [25], Mashiah-Yaakovi [21]), recursive stochastic games with perfect information (e.g., Flesch et al [8], Kuipers et al [16]) are all examples of games with Borel measurable payoffs.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Compatible plans: Consider that a player i ∈ N can influence play by choosing a specific action if play visits one of his states, say t ∈ S. Now, if every α-viable plan after the selected action yields a strictly higher reward for player i than α t , then α t can be increased without eliminating any plan that may occur in equilibrium. This idea formed the basis for the iterative procedure in Flesch et al (2010b) and Kuipers et al (2016). In those papers, it was sufficient to consider only one state at a time per iteration to eventually eliminate all non-equilibrium plans.…”
Section: Strategic Concepts and An Update Proceduresmentioning
confidence: 99%
“…Our existence result extends several earlier results, where further restrictions were imposed on either the transition structure or the reward structure of the game. A subgame perfect ε-equilibrium, for every ε > 0, was previously established in games with only nonnegative rewards (Flesch et al 2010a), in free transition games (Kuipers et al 2013), and in games where each player only controls one state (Kuipers et al 2016). In the literature, we can also find sufficient conditions for other classes of games, such as in the classical papers by Fudenberg and Levine (1983) and Harris (1985), and more recently, in the papers by Solan and Vieille (2003), Flesch et al (2010b), Purves and Sudderth (2011), Brihaye et al (2013), Roux and Pauly (2014), Flesch and Predtetchinski (2016), Roux (2016), Mashiah-Yaakovi (2014), Cingiz et al (2019) and Flesch et al (2019).…”
Section: Introductionmentioning
confidence: 99%