Cheatsheets — #equilibria
Cheatsheets
Compact, one-page references for the apparatus you reach for most often: equilibrium concepts, payoff notation, common solvers, R idioms.
Equilibrium concepts at a glance
Pure-strategy Nash equilibrium
A profile \(s^* = (s_1^*, \dots, s_n^*)\) where no unilateral deviation pays: \[u_i(s_i^*, s_{-i}^*) \ge u_i(s_i, s_{-i}^*) \quad \forall i, \; \forall s_i \in S_i.\] Existence not guaranteed in pure strategies for finite games.
Mixed-strategy Nash equilibrium
Each player randomises over \(S_i\) via a distribution \(\sigma_i\) such that every pure strategy in the support of \(\sigma_i^*\) yields the same expected payoff. Existence guaranteed for any finite normal-form game (Nash 1951).
Subgame-perfect equilibrium
A Nash equilibrium of the full game whose restriction to every subgame is also a Nash equilibrium. Found by backward induction in finite extensive-form games with perfect information.
Bayesian Nash equilibrium
For games of incomplete information: each player’s strategy maps from their type \(\theta_i\) to actions, and best-responds in expectation given beliefs over other players’ types.
Perfect Bayesian equilibrium
Refines subgame-perfection for extensive-form games of incomplete information: requires both sequential rationality at every information set and beliefs consistent with the strategy profile via Bayes’ rule wherever possible.
Payoff notation conventions
| Symbol | Meaning |
|---|---|
| \(N\) | Set of players, \(\|N\|=n\) |
| \(S_i\) | Pure strategy set of player \(i\) |
| \(\Delta(S_i)\) | Mixed strategies = probability simplex over \(S_i\) |
| \(u_i\) | Utility/payoff function for player \(i\) |
| \(s, s_i\) | Strategy profile, individual strategy |
| \(s_{-i}\) | Profile of everyone except \(i\) |
| \(\sigma\) | Mixed strategy profile |
| \(v(S)\) | Characteristic function (coalition value) in cooperative games |
| \(\phi_i\) | Shapley value of player \(i\) |
| \(\theta_i\) | Player \(i\)’s type (incomplete information) |
Solution-method picker
| If the game is… | Reach for… |
|---|---|
| Finite, normal-form, complete information | Iterated elimination → pure NE; LP for zero-sum |
| 2×2 finite | Best-response correspondences; mixed-NE indifference equations |
| Sequential, perfect information | Backward induction |
| Sequential, imperfect information | Sequential equilibrium / PBE |
| Incomplete information | Type space + Bayesian NE; for designer-set rules, mechanism design |
| Repeated, finite horizon | Last-stage NE then back-induct |
| Repeated, infinite horizon | Folk theorem; trigger strategies; abreu-pearce-stacchetti |
| Cooperative (TU) | Shapley value, core, nucleolus |
| Cooperative (NTU) | Nash bargaining solution |
| Evolutionary | Replicator dynamics, ESS |
| Strategic learning agents | Fictitious play, no-regret, multi-agent RL |
For an interactive walk-through, see the Decision Assistant.
Common R idioms
# Best response in a 2-player bimatrix game
best_response <- function(payoffs, opp_strategy) {
# payoffs: own payoff matrix (rows = own actions, cols = opp actions)
# opp_strategy: probability vector over opp actions
expected <- payoffs %*% opp_strategy
which(expected == max(expected))
}# Mixed-strategy NE in 2×2 via indifference
# Solve p such that opp is indifferent
solve_2x2_mixed <- function(A, B) {
# A: row player's payoff matrix; B: column player's
p <- (B[2,2] - B[2,1]) / (B[1,1] - B[1,2] - B[2,1] + B[2,2])
q <- (A[2,2] - A[1,2]) / (A[1,1] - A[2,1] - A[1,2] + A[2,2])
list(p = p, q = q)
}# Shapley value of an n-player TU game via the permutation formula
shapley <- function(v, n) {
# v: characteristic function as a named list indexed by coalition strings
sapply(1:n, function(i) {
others <- setdiff(1:n, i)
sum(sapply(0:length(others), function(k) {
sets <- combn(others, k, simplify = FALSE)
sapply(sets, function(S) {
S_key <- paste(sort(S), collapse = ",")
Si_key <- paste(sort(c(S, i)), collapse = ",")
w <- factorial(k) * factorial(n - k - 1) / factorial(n)
w * ((v[[Si_key]] %||% 0) - (v[[S_key]] %||% 0))
}) |> unlist() |> sum()
}))
})
}See also
- Glossary — formal definitions, alphabetised.
- Common errors — frequently miscalled traps in setting up and reading games.
- Decision Assistant — interactive picker for the right model + solution concept.