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History in a Multistage Game


Definition

In a multistage game with observed actions and stages t=0,1,2,…t=0,1,2,\dots, the history up to stage tt is the sequence of action profiles played in the earlier stages,

ht=(a0,a1,…,at−1),ak=(a1k,…,ank)∈A,h^t=(a^0,a^1,\dots,a^{t-1}),\qquad a^k=(a_1^k,\dots,a_n^k)\in A,

with h0=∅h^0=\varnothing (the empty history) at the start of the game. The set of possible histories at stage tt is HtH^t; in a repeated game with stage action-profile set AA, Ht=AtH^t=A^{t}. A pure strategy of player ii is a sequence of maps sit ⁣:Ht→Ais_i^t\colon H^t\to A_i, one action for every history at every stage.


Interpretation

The history is the "state" on which players condition: it records who did what, not only payoffs. Because actions are observed by everyone, all players know the same hth^t, which is why it is also called the public history.

Tree of histories in the twice-repeated Prisoner's Dilemma: the empty history h^0 branches into the four histories h^1 = (C,C), (C,D), (D,C) and (D,D) before the second stage, each starting a subgame.

The figure draws the twice-repeated Prisoner's Dilemma of the Examples. Each edge is a whole action profile, player 1's action first (blue) and player 2's second (red), because both actions are observed before the next stage. From the empty history h0=∅h^0=\varnothing the four first-stage profiles lead to the four histories h1h^1; each of these, with the second-stage profiles below it (shaded), is a proper subgame. A pure strategy chooses an action at all 1+4=51+4=5 non-terminal histories, hence the 25=322^5=32 pure strategies.

A strategy in an extensive-form game must specify an action at every information set, including those never reached. In a multistage game these information sets are exactly the histories, so a strategy must say what to do after histories that the strategy itself rules out, for example after one's own past deviation. This is what makes threats such as punishment phases part of the strategy, and it is where subgame perfection bites.

A common slip is to index the history by the stage just completed. Time starts at t=0t=0, and hth^t is the history up to stage tt: the information available when choosing in stage tt, so it has tt entries, a0a^0 to at−1a^{t-1}.


Key Results

  • Each history hth^t (for tt up to the last stage) is the starting point of a subgame; h0h^0 gives the whole game, which is a subgame but not a proper subgame.
  • In a TT-period repeated game, with periods t=0,…,T−1t=0,\dots,T-1, the number of non-terminal histories is ∑t=0T−1∣A∣t\displaystyle \sum_{t=0}^{T-1}|A|^{t}.
  • The number of pure strategies of player ii in a TT-period repeated game is ∣Ai∣|A_i| raised to the number of non-terminal histories.
  • An outcome path (a0,a1,… )(a^0,a^1,\dots) is one realized history; a strategy profile is not determined by its outcome path, since it also prescribes play after every other history.
  • A strategy that ignores hth^t (the same action after every history) is history-independent.

Examples

Counting in the twice-repeated Prisoner's Dilemma. Each player has Ai={C,D}A_i=\{C,D\}, so ∣A∣=4|A|=4. The histories are h0=∅h^0=\varnothing and the four histories h1∈{(C,C),(C,D),(D,C),(D,D)}h^1\in\{(C,C),(C,D),(D,C),(D,D)\} before the second stage: 1+4=51+4=5 non-terminal histories, hence 5 subgames (the whole game and 4 proper subgames). A pure strategy picks CC or DD at each of the 5 histories, so each player has 25=322^5=32 pure strategies. For three periods there are 1+4+16=211+4+16=21 histories and 2212^{21} pure strategies.

A history-dependent rule. "Play CC at h0h^0; at hth^t with t≥1t\ge1, play CC if hth^t contains only (C,C)(C,C), otherwise DD" is the grim trigger strategy. At h2=((C,C),(D,C))h^2=((C,C),(D,C)) it prescribes DD.


Prerequisites



Sources

Aliases: History, history of play, public history Keywords: h^t, empty history, past action profiles, history-dependent strategy, repeated Prisoner's Dilemma Symbols: element of, sum

Last updated: 22 October 2026 19:04