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Multistage Game


Definition

A multistage game (with observed actions) is an extensive-form game played in stages t=0,1,…,T−1t=0,1,\dots,T-1, where the number of stages TT may be finite or infinite (then t=0,1,2,…t=0,1,2,\dots). In each stage tt the players move simultaneously in a stage game GtG_t, choosing actions ait∈Aita_i^t\in A_i^t, and before stage t+1t+1 every player observes the realized action profile at=(a1t,…,ant)a^t=(a_1^t,\dots,a_n^t). Player ii's total payoff is the discounted sum of stage payoffs

∑t=0T−1δtvit(at),δ∈(0,1],\sum_{t=0}^{T-1}\delta^{t}v_i^t(a^t),\qquad \delta\in(0,1],

with δ<1\delta<1 required when T=∞T=\infty. Because play is observed, everything that has happened before stage tt is summarized by the history ht=(a0,…,at−1)h^t=(a^0,\dots,a^{t-1}), and a pure strategy for player ii assigns an action in stage tt to every possible hth^t. A repeated game is the special case Gt=GG_t=G for all tt.


Interpretation

The defining assumption is observed actions: at the start of each stage all players know the full history. In the game tree, the node at which stage tt begins after a given hth^t forms a singleton information set, so every history starts a subgame. This is what makes subgame-perfect Nash equilibrium tractable here: one checks that the continuation play after every history is an equilibrium.

Two-stage diagram: stage t = 0 plays (C,C) with payoffs 4,4; after the observed history (C,C) stage t = 1 plays (P,P) with 3,3, after any other history (D,D) with 1,1.

The figure draws the strategy from the example. The first stage (t=0t=0) prescribes (C,C)(C,C), which is not a stage equilibrium; the players then observe a0a^0, and the second-stage action depends on that history: the good equilibrium (P,P)(P,P) after h1=(C,C)h^1=(C,C), the bad equilibrium (D,D)(D,D) after anything else. Both second-stage boxes are stage equilibria, so every second-stage subgame is fine. For player 1, conforming totals 4+3=74+3=7, while the best deviation in the first stage totals 5+1=65+1=6, so the threat of moving to the bad box sustains (C,C)(C,C).

Conditioning on history is what creates new equilibria. A player can be rewarded with a good stage-game equilibrium tomorrow for playing a non-equilibrium action today, and punished with a bad one if she does not. With finitely many stages this works only if some later stage game has more than one equilibrium; when every stage game has a unique equilibrium there is nothing to condition on. With infinitely many stages, as in an infinitely repeated game, the threat of future punishment can work even with a unique stage equilibrium.

Do not read "multistage" as "players move one after another": within a stage the moves are simultaneous, and the dynamic structure comes from the sequence of stages.


Key Results

  • Each history hth^t with t≤T−1t\le T-1 begins a subgame; for t=0t=0 the empty history gives the whole game, which is a subgame but not a proper subgame, and every t≥1t\ge1 gives a proper subgame.
  • Playing a stage-game Nash equilibrium of GtG_t in each stage, independently of history, is a subgame-perfect equilibrium.
  • If TT is finite and every GtG_t has a unique Nash equilibrium, the game has a unique subgame-perfect equilibrium, obtained by backward induction: play that equilibrium in every stage after every history.
  • If some later stage game has two equilibria with different payoffs, a non-equilibrium profile can be sustained in earlier stages, provided each player's payoff difference between the two equilibria outweighs her one-stage gain from deviating.
  • Subgame perfection can be checked one stage at a time by the one-stage deviation principle.

Examples

Reward and punishment with two stage equilibria. The stage game below is played twice with δ=1\delta=1; rows are player 1's actions and the first entry is player 1's payoff.

CC DD PP
CC 4,44,4 0,50,5 0,00,0
DD 5,05,0 1,11,1 0,00,0
PP 0,00,0 0,00,0 3,33,3

Its pure Nash equilibria are (D,D)(D,D) and (P,P)(P,P); (C,C)(C,C) is not one, since DD earns 5>45>4 against CC. Strategy for each player: play CC at t=0t=0; at t=1t=1 play PP if h1=(C,C)h^1=(C,C) and DD otherwise. Every second-stage subgame prescribes a stage equilibrium. At t=0t=0, conforming gives 4+3=74+3=7; the best deviation, DD, gives 5+1=65+1=6. Hence (C,C)(C,C) is played in the first stage of a subgame-perfect equilibrium.


Prerequisites



Sources

Aliases: multistage game with observed actions, multi-stage game Keywords: sequence of stage games, observed actions, perfect monitoring, two-stage game, conditional strategies Symbols: delta, element of, infinity, sum

Last updated: 14 October 2026 08:21