Extensive Game Logic
Origin. Bonanno's modal logic of extensive games (2001, 2002); Harrenstein, van der Hoek, Meyer, and Witteveen on game-theoretic reasoning in modal logic (2002, 2003); van Benthem's "Games in dynamic-epistemic logic" (2001) and Logic in Games (2014). Logic for extensive form games. Tree-structured games with perfect/imperfect information. Epistemic reasoning about game positions. Backward induction, subgame perfection.
Models. Games as trees with information. Extensive form: game tree with nodes, actions, players. Information sets: what player knows when acting. Payoffs at terminal nodes. Logic reasons about strategies, knowledge, equilibria.
Formalism.
Extensive form game: Γ = (N, H, Z, P, fc, (Iᵢ), (uᵢ))
- N: players
- H: histories (nodes)
- Z ⊆ H: terminal histories
- P: H\Z → N (player function)
- fc: choice function
- Iᵢ: information sets for player i
- uᵢ: Z → ℝ (payoffs)
Modal operators:
- ⟨a⟩φ: after action a, φ holds
- Kᵢφ: player i knows φ
- ⟨⟨i⟩⟩φ: player i has strategy for φ
Information and strategy: At information set I: player knows I but not exact node. Strategy: function from information sets to actions.
Backward induction: [BI]φ: φ holds under backward induction. Captures rational play in perfect information games.
Subgame perfection: Strategy is equilibrium in every subgame. Expressible via nested strategic quantification.
Symbols.
| Symbol | Unicode | Name | Meaning |
|---|---|---|---|
| ⟨a⟩ | — | Action | After action a |
| Kᵢ | — | Knows | Player i knows |
| ⟨⟨i⟩⟩ | — | Can ensure | Strategic ability |
| I | — | Information set | Indistinguishable nodes |
| H | — | Histories | Game tree |
| uᵢ | — | Payoff | Utility function |
Metatheory. Model checking: PTIME for specific fragments. Epistemic games: higher complexity. Connects to ATL and STIT. Complete axiomatizations for fragments. Solution concepts expressible.
Applies to. Game theory formalization. Mechanism design. Security games. Economic modeling. Multi-agent systems. Negotiation protocols. Auction theory.
Limitations. Perfect/imperfect information distinction crucial. Complexity with many players. Continuous payoffs not native. Tool support limited. Real games often more complex. Learning not modeled.
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