Date of this Version

2-19-2002

Document Type

Working Paper

Publication Details

Jeffrey J. Kline (2002) Extensive games with time structures

Acknowledgements:I thank Yukihiko Funaki for suggesting that time consistency must be difficult to discuss in a game without a clearly defined time structure. I thank Mamoru Kaneko for encouraging me to pursue time structures in extensive games.

School of Business Working Paper ; No. 1, Feb. 19, 2002

© Copyright Jeffrey J. Kline and the School of Business, Bond University

Abstract

We introduce personal time-structures and common time-structures to extensive games. These structures restrict the class of extensive games of Kuhn [8]. We show that if a player has perfect recall, then the game is personally time-structured for him. In the other direction, there are many personally time-structured games that do not satisfy perfect recall. The only known condition on memory that is required by a personally time-structured game is that no player is absent-minded. Common time-structures, on the other hand, are not related to the perfect recall condition at all. An extensive game may have perfect recall and yet no common time-structure, and conversly, a game may have a common time-structure, and no player has perfect recall. Common time-structures are used to extend backward induction results to games with imperfect recall.

Share

COinS
 
 

To view the content in your browser, please download Adobe Reader or, alternately,
you may Download the file to your hard drive.

NOTE: The latest versions of Adobe Reader do not support viewing PDF files within Firefox on Mac OS and if you are using a modern (Intel) Mac, there is no official plugin for viewing PDF files within the browser window.