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One-Stage Deviation Principle


Proposition

Consider a multistage game with observed actions that is either finite, or infinite with payoffs ∑t≥0δtvit(at)\displaystyle \sum_{t\ge0}\delta^{t}v_i^t(a^t), δ∈(0,1)\delta\in(0,1), and bounded stage payoffs. A strategy profile ss is a subgame-perfect Nash equilibrium if and only if there is no player ii, stage tt and history hth^t such that player ii strictly gains, in the subgame starting at hth^t, from a strategy s^i\hat s_i that

  • differs from sis_i only in the action chosen at hth^t, and
  • agrees with sis_i at every later history,

while the other players follow s−is_{-i}.


Interpretation

A strategy can be changed in infinitely many ways, at many histories at once. The principle says it is enough to test the simplest deviations: change today's action once, then return to the strategy. The deviator still evaluates the full continuation, so tomorrow's punishment enters the comparison; "one-stage" refers to where the action changes, not to ignoring the future.

Two rows of stage outcomes under grim trigger: conforming gives (C,C) with payoff 3 every stage; deviating once gives (D,C) with 5 at stage t, then (D,D) with 1 ever after.

The figure draws the one-stage test from the grim-trigger example at a history with no deviation yet. The deviator changes only the action at hth^t (orange box) and then follows her strategy again, which after a deviation prescribes DD forever; the opponent does the same, so the continuation is (D,D)(D,D) with payoff 11. The comparison is between the whole rows, 33 against (1−δ)5+δ(1-\delta)5+\delta, not between the stage-tt payoffs 33 and 55 alone; the deviation does not pay if and only if δ≥1/2\delta\ge1/2.

The proof idea: if some deviation is profitable, a finite one is (in a finite game trivially; in an infinite game because discounting with bounded payoffs makes far-future changes negligible). Take a profitable finite deviation with the fewest changes and look at the last history where it changes behaviour: if that change alone were not profitable, it could be undone without loss, giving a profitable deviation with fewer changes. So the last change is a profitable one-stage deviation. This is the same logic as the principle of optimality in dynamic programming.

The hypotheses matter. Observed actions make each history a subgame. Discounting (more generally, continuity at infinity) rules out deviations whose gain only appears "at infinity"; without it, a strategy can pass every one-stage test yet fail to be optimal.


Key Results

  • The check must be made at every history, including histories off the equilibrium path.
  • In a finite game the principle is equivalent to checking optimality by backward induction stage by stage.
  • For grim trigger strategies punishing with a stage-game Nash equilibrium, only the cooperative-phase test can fail.
  • Necessity is immediate (a one-stage deviation is a deviation); the content of the result is sufficiency.

Examples

Grim trigger in the Prisoner's Dilemma. Stage payoffs v(C,C)=(3,3)v(C,C)=(3,3), v(C,D)=(0,5)v(C,D)=(0,5), v(D,C)=(5,0)v(D,C)=(5,0), v(D,D)=(1,1)v(D,D)=(1,1); both players use the grim trigger strategy. Two kinds of history:

  • No deviation yet. Conforming gives average payoff 3. Playing DD once and then following the strategy (which now prescribes DD forever) gives (1−δ)5+δ⋅1(1-\delta)5+\delta\cdot1. No gain if and only if δ≥1/2\delta\ge1/2.
  • A deviation has occurred. Conforming gives 1. Playing CC once gives (1−δ)⋅0+δ⋅1<1(1-\delta)\cdot0+\delta\cdot1<1. Never profitable.

So the profile is subgame perfect if and only if δ≥1/2\delta\ge1/2.

A profile that fails. "Always play CC, whatever happened" fails the test at every history: at any history, playing DD once gives (1−δ)5+3δ>3(1-\delta)5+3\delta>3 for every δ<1\delta<1. It is not subgame perfect, and not even a Nash equilibrium.


Prerequisites



Sources

Aliases: one-shot deviation principle, one-step deviation principle, OSDP, one-deviation property, single-deviation principle Keywords: single deviation, unimprovability, continuity at infinity, checking subgame perfection, profitable deviation, Prisoner's Dilemma Symbols: delta, element of, sum

Last updated: 17 October 2026 21:53