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Information Set


Definition

In an extensive-form game, an information set hih_i of player ii is a nonempty set of decision nodes such that

  1. player ii moves at every node of hih_i;
  2. when play reaches a node of hih_i, player ii knows only that some node of hih_i has been reached, not which one;
  3. the same set of actions Ai(hi)A_i(h_i) is available at every node of hih_i.

Player ii's information sets form a partition of all the decision nodes at which she moves. An information set with one node is a singleton. The game has perfect information if and only if every information set is a singleton.


Interpretation

An information set records what a player has observed. With perfect recall, nodes are grouped together when they differ only in events the player did not see, for example a rival's earlier move or a move of Nature. If recall is imperfect, grouped nodes may also differ in a forgotten own action or observation. In a tree diagram they are joined by a dashed line or enclosed in an oval.

Two Matching Pennies trees side by side: on the left player 2's two nodes are joined by a dashed line into one information set h_2, on the right they are two separate singletons.

The figure draws the Matching Pennies example, with payoff 11 to the winner and −1-1 to the loser (player 2 wins when the coins differ). On the left, player 2 cannot tell after which coin she moves, so both nodes lie in one information set h2h_2 and she picks one action for the whole set: 22 strategies, exactly the simultaneous game. On the right the dashed line is gone, each node is its own information set, and she has 2⋅2=42\cdot2=4 strategies, including the one that always wins.

Condition 3 is needed for consistency: if the available actions differed between two nodes, the player could tell the nodes apart from her options. For the same reason a player cannot condition her action on the node within an information set; she chooses one action for the whole set.

It is usually assumed that players have perfect recall: they never forget their own earlier actions or what they observed before. Information sets must then never merge nodes that the player could already distinguish.

A common confusion is between an information set and a subgame. A subgame starts at a single node; an information set with several nodes describes uncertainty and can neither start a subgame nor be split by one. Beliefs weight continuation payoffs at a non-singleton information set when checking sequential rationality; the choice may be independent of the belief when one action is best at every node.


Key Results

  • A pure strategy of player ii assigns one action in Ai(h)A_i(h) to every information set hh of player ii; her number of pure strategies is ∏h∣Ai(h)∣\prod_h |A_i(h)|.
  • Every simultaneous-move normal-form game can be written as an extensive-form game in which later movers have a single information set covering all nodes that follow the earlier moves.
  • Merging two singleton information sets into one (removing an observation) reduces the number of strategies; for two nodes with kk actions each, from k2k^2 to kk.
  • A subgame never starts at a node of a non-singleton information set and never contains only part of an information set.
  • At a non-singleton information set, expected payoffs use a belief over its nodes, and the optimal action can depend on that belief (system of beliefs).

Examples

Matching Pennies drawn as a tree. Player 1 chooses HH or TT; player 2 then chooses HH or TT without observing player 1. Player 2's two decision nodes form one information set, so she has 22 strategies and the game is exactly the simultaneous one. If player 2 does observe player 1's coin, she has two singleton information sets and 2⋅2=42\cdot2=4 strategies, written as (action after HH, action after TT). Since player 2 wins when the coins differ, the strategy (TT after HH, HH after TT) wins every time.

Counting strategies. A player with three information sets offering 22, 22 and 33 actions has 2⋅2⋅3=122\cdot2\cdot3=12 pure strategies, even if some of these information sets are never reached in a particular play.

Uncertain entrant. An incumbent sees that entry occurred but not whether the entrant is "ready" or "unready". Both nodes lie in one information set, so the incumbent's choice of Fight or Accommodate must be the same at both, and its value depends on the probability she assigns to each node.


Prerequisites



Sources

Aliases: information sets, info set Keywords: h_i, singleton information set, perfect information, imperfect information, dashed line in game tree, perfect recall, Matching Pennies Symbols: product

Last updated: 27 October 2026 11:52