Game Theory Complete Reference

COMPREHENSIVE FORMULA SHEET
GUIDE
Strategic Foundations • Equilibrium Concepts • Mechanism Design • Cooperative & Evolutionary Games
1. Normal Form Games
Definition
Game with simultaneous moves by all players
Components
Players: $N = \{1, \dots, n\}$
Strategy set: $S_i$ for player $i$
Payoff: $u_i: S_1 \times \cdots \times S_n \to \mathbb{R}$
Matrix Form
$2 \times 2$ representation common:
$$\begin{pmatrix} (u_1^{1,1}, u_2^{1,1}) & (u_1^{1,2}, u_2^{1,2}) \\ (u_1^{2,1}, u_2^{2,1}) & (u_1^{2,2}, u_2^{2,2}) \end{pmatrix}$$
Payoffs ordered: (row player, column player)
2. Dominant Strategies
Strict Dominance
$s_i$ strictly dominates $s_i'$ iff:
$$u_i(s_i, s_{-i}) > u_i(s_i', s_{-i})$$
For ALL $s_{-i} \in S_{-i}$
Weak Dominance
$s_i$ weakly dominates $s_i'$ iff:
$$u_i(s_i, s_{-i}) \geq u_i(s_i', s_{-i})$$
Holds for all $s_{-i}$
Strict for at least one $s_{-i}$
Dominant Strategy Equilibrium
Profile where each player plays dominant strategy (if exists)
Rare in practice; when it exists, highly compelling prediction
Weakly dominated ≠ weak equilibrium prediction
3. Nash Equilibrium
Definition
$(s_1^*, \dots, s_n^*)$ is Nash Equilibrium if:
$$u_i(s_i^*, s_{-i}^*) \geq u_i(s_i, s_{-i}^*)$$
For all players $i$ and all $s_i \in S_i$
Key Insight
No player wants to deviate unilaterally
Mutual best responses
Existence
Nash (1950): Every finite game has mixed NE
But may not exist in pure strategies
4. Mixed Strategies
Definition
$\sigma_i \in \Delta(S_i)$ = probability distribution over $S_i$
$$\sigma_i(s_i) \geq 0, \quad \sum_{s_i} \sigma_i(s_i) = 1$$
Expected Payoff
$$u_i(\sigma_i, \sigma_{-i}) = \sum_{s \in S} u_i(s) \prod_j \sigma_j(s_j)$$
Support
$\text{supp}(\sigma_i) = \{s_i : \sigma_i(s_i) > 0\}$
Indifference Principle
In mixed NE, all strategies in support have equal payoff
Opponent must be indifferent to mix
5. Best Response Functions
Definition
$$BR_i(s_{-i}) = \arg\max_{s_i \in S_i} u_i(s_i, s_{-i})$$
Correspondence
Multivalued if indifference
Nonempty by finiteness
NE Characterization
$(s^*)$ is NE $\Leftrightarrow$ $s_i^* \in BR_i(s_{-i}^*)$ for all $i$
Finding NE
1. Compute $BR_i$ for each player
2. Find intersection of all $BR_i$
BR diagram shows all NE graphically
6. Iterated Elimination
IESDS Process
Iterated Elimination of Strictly Dominated Strategies
Step 1: Remove strictly dominated
Step 2: Update game
Step 3: Repeat
Properties
Order-independent outcome
Removes "irrational" strategies
Rationalizability
Surviving strategies = rationalizable
Can explain actual play
IEWDS (weakly dominated) is order-dependent!
7. Zero-Sum Games
Definition
$\sum_i u_i(s) = 0$ for all strategy profiles $s$
Minimax Theorem
$$\max_{\sigma_1} \min_{\sigma_2} u_1(\sigma_1, \sigma_2) = \min_{\sigma_2} \max_{\sigma_1} u_1(\sigma_1, \sigma_2) = v^*$$
Value of Game
$v^*$ = value of game in mixed NE
Player 1 gets at least $v^*$
Player 2 holds Player 1 to $v^*$
Implications
All NE yield same payoff $v^*$
Rock-paper-scissors: $v^* = 0$
8. Extensive Form Games
Components
Game tree: nodes, edges, terminal nodes
Player labels at decision nodes
Information sets: indistinguishable nodes
Strategies
Complete contingent plan: action for each info set
Reduces to normal form
Information Sets
Perfect info: Each info set is singleton
Imperfect info: Info sets with multiple nodes
Conversion
Extensive $\to$ Normal: Strategy list × Payoff matrix
Important for backward induction
9. Subgame Perfect Equilibrium
Subgame Definition
Game starting from node where info set is singleton
Includes all descendants in tree
SPNE Definition
Strategy profile inducing NE in every subgame
Refinement of NE: SPNE $\subset$ NE
Backward Induction
1. Solve last decision nodes
2. Substitute optimal actions
3. Move backward to earlier nodes
Works for finite perfect-info games
Imperfect info: Cannot always use backward induction
10. Repeated Games
Infinitely Repeated Setup
Play stage game in periods $t = 0, 1, 2, \ldots$
$$U_i = \sum_{t=0}^{\infty} \delta^t u_i(s^t)$$
$\delta \in [0,1]$ = discount factor
Folk Theorem
If $\delta$ sufficiently high, any payoff profile Pareto-dominating one-shot NE can be supported as subgame-perfect equilibrium
Via grim-trigger or other punishments
Trigger Strategies
Grim trigger: Cooperate until deviation, then play punishment forever
Sustains cooperation through threats
11. Bayesian Games
Setup
Players: $N$
Actions: $A_i$ for each player
Types: $T_i$ (private information)
Beliefs: $p_i(t_{-i} | t_i)$
Payoffs: $u_i(a, t_i, t_{-i})$
Bayesian Nash Equilibrium
$$s_i^*(t_i) \in \arg\max_{a_i} \sum_{t_{-i}} u_i(a_i, s_{-i}^*(t_{-i}), t_i, t_{-i}) p_i(t_{-i}|t_i)$$
Interpretation
Type-contingent strategies
Each type plays best response given beliefs
Extends NE to incomplete information
12. Mechanism Design
Setup
Designer chooses outcome function
Players have private types
Goal: Implement desired outcome
Direct Revelation Principle
For any mechanism $M$ implementing $f$, truthful mechanism $M'$ also implements $f$
Agents report types truthfully at equilibrium
Incentive Compatibility
$$u_i(f(t_i, t_{-i}), t_i) \geq u_i(f(t_i', t_{-i}), t_i)$$
For all $t_i, t_i', t_{-i}$
Individual Rationality
$u_i(f(t_i, t_{-i}), t_i) \geq u_i^{\text{outside}}$
Participation constraint
13. Auction Theory
First-Price Sealed-Bid
Highest bid wins; pays own bid
Equilibrium bid: $b(v) = v - \int_0^v \frac{F(x)^{n-1}}{F(v)^{n-1}} dx$
Second-Price (Vickrey)
Highest bid wins; pays second-highest bid
Dominant strategy: Bid truthfully $b(v) = v$
Revenue Equivalence
First-price and second-price yield same expected revenue:
$$E[\text{Revenue}] = (n-1) \int_0^{\infty} [1-F(x)]^n dx$$
For risk-neutral, independent valuations
Vickrey dominant strategy makes it simpler
14. Cooperative Games
Characteristic Function
$v: 2^N \to \mathbb{R}$ assigns value to each coalition
$v(\emptyset) = 0$ (empty set worthless)
$v(N)$ = value of grand coalition
Coalition Formation
Subset $S \subseteq N$ can bind members
Can achieve payoff $v(S)$ jointly
Payoff Allocation
$x \in \mathbb{R}^n$: $x_i \geq 0$, $\sum_i x_i = v(N)$
Superadditivity
$v(S \cup T) \geq v(S) + v(T)$ for disjoint $S, T$
Cooperation beneficial (grand coalition optimal)
15. Shapley Value
Formula
$$\phi_i(v) = \sum_{S \subseteq N \setminus \{i\}} \frac{|S|!(n-|S|-1)!}{n!}[v(S \cup \{i\}) - v(S)]$$
Interpretation
Average marginal contribution across all orderings
Fair allocation based on contribution
Axioms (Uniqueness)
Efficiency: $\sum_i \phi_i = v(N)$
Symmetry: Equal players $\Rightarrow$ equal shares
Dummy: Non-contributors get 0
Additivity: Linear in game
Unique allocation satisfying all axioms
16. Core
Definition
Allocations no coalition wants to deviate from:
$$C(v) = \{x: \sum_i x_i = v(N), \sum_{i \in S} x_i \geq v(S) \, \forall S\}$$
Stability
Core non-empty $\Rightarrow$ allocation stable
No blocking coalition exists
Conditions
Superadditivity may guarantee non-empty core
Convexity guarantees Shapley in core
Comparison
Core: All players will agree
Shapley: Fair but might not be stable
Shapley value always in core (if non-empty)
17. Bargaining
Nash Bargaining Solution
Two players divide $[0,1]$; disagree get $(d_1, d_2)$
$$\max (x_1 - d_1)(x_2 - d_2) \text{ s.t. } x_1 + x_2 \leq 1$$
Solution
$$x_i^* = d_i + \frac{1-d_1-d_2}{2}$$
Split surplus equally above disagreement
Axioms
Pareto efficiency: Can't improve all
Symmetry: Equal bargaining power
IIA: Irrelevant alternatives don't matter
Scale invariance: Utility units don't matter
Unique solution satisfying all axioms
18. Evolutionary Game Theory
ESS Definition
Evolutionarily Stable Strategy
Strategy $\sigma$ immune to invasion by mutants
ESS Conditions
1. $\sigma$ is NE against itself
2. Against any invader $\sigma' \neq \sigma$: $\sigma$ gets higher payoff
$$u(\sigma, \sigma) \geq u(\sigma', \sigma)$$
$$u(\sigma, \sigma') > u(\sigma', \sigma')$$
Replicator Dynamics
$$\dot{x}_i = x_i[(e_i \cdot A x) - (x \cdot A x)]$$
Strategies with above-average payoff increase
Models natural selection dynamics
19. Prisoner's Dilemma
Payoff Structure
$T > R > P > S$ (Temptation, Reward, Punishment, Sucker)
Both defect is NE
Both cooperate is better for both
Equilibrium
Pure NE: (Defect, Defect)
Defect is dominant strategy
Dilemma
Rational individual play leads to suboptimal collective outcome
Classic tragedy of commons
Applications
Arms races, pollution, cartels, R&D competition
Cooperation possible in repeated games
20. Matching Pennies
Setup
Zero-sum game: Player 1 wants match, Player 2 wants mismatch
Payoff Matrix
Player 1: Heads, Tails
Player 2: Heads, Tails
u₁(H,H) = 1, u₁(H,T) = -1
u₁(T,H) = -1, u₁(T,T) = 1
Mixed NE
$$\sigma_1^* = \sigma_2^* = (0.5, 0.5)$$
Each randomizes 50-50
Value of game: $v^* = 0$
No pure strategy NE exists
21. Battle of the Sexes
Setup
Couple chooses activity: Opera or Fight
Both want to coordinate
Prefer different activities
Pure NE
$(O, O)$: Both go to opera
$(F, F)$: Both go to fight
Mixed NE
Female plays Opera with $p = \frac{3}{5}$
Male plays Opera with $q = \frac{2}{5}$
Interpretation
Asymmetric bargaining power in equilibrium
Three equilibria: payoff vs risk dominance
Illustrates multiplicity and coordination failure
22. Stag Hunt
Setup
Hunt Stag or Hare
Stag requires coordination, pays 4
Hare pays 3 guaranteed
Payoff Structure
$(S, S)$: (4, 4) - both get 4
$(S, H)$: (0, 3) - one gets 0, one gets 3
$(H, H)$: (3, 3) - both get 3
Equilibria
Pure NE: $(S,S)$ and $(H,H)$
$(S,S)$ Pareto-dominant
$(H,H)$ risk-dominant
Dilemma
Trust vs security
Motivation for repeated games / coalition building
23. Chicken
Setup
Two drivers head toward each other
Swerve or Straight
Both Straight = crash (worst)
Payoff Structure
$(S, S)$: (-10, -10) - crash
$(S, Sw)$: (1, 0) - you swerve
$(Sw, Sw)$: (-1, -1) - both swerve
Pure NE
One swerves, one goes straight
Two pure NE (asymmetric)
Mixed NE
$$\sigma^* = (p, 1-p) \text{ with } p = 0.5$$
Each randomizes 50-50
Pre-commitment (credibility) breaks symmetry
24. Coordination Games
Characteristics
Payoffs highest when players choose same action
Multiple pure NE
Players want to coordinate
Payoff Structure
Generic form:
$(A, A)$: $(a, a)$ - both get $a$
$(B, B)$: $(b, b)$ - both get $b$
$(A, B)$: $(0, 0)$ or negative
Solutions
Focal points / Schelling points
Communication / pre-play agreements
Convention or history
Mixed NE
Players randomize, lower payoff
Risk of coordination failure
25. Entry Game
Setup
Incumbent vs Entrant
Entrant: Enter or Stay Out
Incumbent (if entered): Fight or Accommodate
Extensive Form
Entrant moves first
Incumbent observes entry decision
Incumbent responds
Backward Induction
Incumbent's best response to Entry
Entrant predicts incumbent's response
Entrant decides based on prediction
Potential Outcome
Entry deterrence (incumbent fights)
Entry with accommodation (peaceful)
Information asymmetry adds strategic depth
26. Bargaining Solution
Alternating Offers Model
Players alternate proposals; majority voting or accept/reject
$$\delta = \text{discount factor per period}$$
SPE with 2 Players
Player 1 proposes first, offers Player 2:
$$x_2 = \frac{1-\delta}{1+\delta}$$
Player 1 gets: $\frac{1+\delta}{1+\delta} - \frac{1-\delta}{1+\delta} = \frac{2\delta}{1+\delta}$
Interpretation
More patient player gets better deal
First-mover advantage erodes as $\delta \to 1$
Limit as $\delta \to 1$
$$x_1^*, x_2^* \to (0.5, 0.5)$$
Equal split with infinite patience
27. Information & Signaling
Asymmetric Information
One player's type unknown to other
Affects inference and strategic play
Signaling Games
Informed player (sender) moves first; uninformed (receiver) responds
Sender signals type via action choice
Separating Equilibrium
Different types choose different signals
Receiver can infer type perfectly
Pooling Equilibrium
All types choose same signal
Receiver cannot distinguish types
Intuitive Criterion
Off-equilibrium beliefs constrained by credibility
Refinement of Perfect Bayesian Equilibrium
28. Voting Games
Voting Rules
Plurality: Most votes wins
Majority: >50% of votes needed
Unanimity: All must agree
Condorcet's Paradox
Majority preferences can be cyclic
A $\succ$ B, B $\succ$ C, C $\succ$ A
No Condorcet winner exists
Arrow's Impossibility
No voting rule satisfies all desirable axioms:
Unanimity, IIA, non-dictatorship
Strategic Voting
Voters misreport to influence outcome
Depends on voting rule
Mechanism design aims to align incentives
29. Public Goods Game
Setup
Each player contributes $c_i \in [0, w]$ to public pool
Total contribution returned $m \sum_i c_i$
$1 < m < n$ (individual return < 1)
Payoff
$$u_i = (w - c_i) + m \sum_j c_j$$
Equilibrium
Nash: $c_i = 0$ (free riding)
Pareto optimal: $c_i = w$ (full contribution)
Tragedy of Commons
Individual incentives vs collective welfare
Cooperation hard to sustain
Solutions
Punishment of free riders
Repeated interaction
Empirically: Humans cooperate more than predicted
30. Competition Models
Cournot Competition
Firms simultaneously choose quantities $q_i$
$$u_i = q_i [P(Q) - c]$$
$Q = \sum_i q_i$, $P$ = inverse demand
Best Response
$$BR_i(q_{-i}) = \arg\max_{q_i} q_i[P(q_i + Q_{-i}) - c]$$
Bertrand Competition
Firms simultaneously choose prices $p_i$
Lowest price firm captures market
Bertrand Paradox
With 2+ competitors: $p = c$ (marginal cost)
Zero economic profit at NE
Quantity competition (Cournot) allows higher prices
— Game Theory Complete Reference | Formula Index | Topics 1-30 Comprehensive Coverage