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On this page

  • Equilibrium concepts at a glance
  • Payoff notation conventions
  • Solution-method picker
  • Common R idioms
  • See also
  • Edit this page
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Cheatsheets — #equilibria

Quick-reference cards for the formal apparatus most often invoked across the tutorials: equilibrium concepts, payoff conventions, common solution methods.
QUICK REFERENCE

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.

Correlated equilibrium

A probability distribution over the joint action space such that, conditional on the recommendation a player receives, deviating is not profitable. Superset of Nash; computationally easier (LP, not fixed-point).

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.
Back to top
Source Code
---
title: "Cheatsheets — #equilibria"
description: "Quick-reference cards for the formal apparatus most often invoked across the tutorials: equilibrium concepts, payoff conventions, common solution methods."
toc: true
toc-depth: 2
page-layout: full
---

```{=html}
<div class="hero">
  <div class="kicker">QUICK REFERENCE</div>
  <h1>Cheatsheets</h1>
  <p class="lead">Compact, one-page references for the apparatus you reach for most often: equilibrium concepts, payoff notation, common solvers, R idioms.</p>
</div>
```

## Equilibrium concepts at a glance

::: {.card-grid}

::: {.card}
### 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.
:::

::: {.card}
### 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).
:::

::: {.card}
### 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.
:::

::: {.card}
### 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.
:::

::: {.card}
### 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.
:::

::: {.card}
### Correlated equilibrium
A probability distribution over the joint action space such that, conditional on the recommendation a player receives, deviating is not profitable. Superset of Nash; computationally easier (LP, not fixed-point).
:::

:::

## 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](decision-tree/decision-assistant.qmd).

## Common R idioms

```{.r}
# 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))
}
```

```{.r}
# 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)
}
```

```{.r}
# 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](appendices/glossary.qmd) — formal definitions, alphabetised.
- [Common errors](appendices/common-errors.qmd) — frequently miscalled traps in setting up and reading games.
- [Decision Assistant](decision-tree/decision-assistant.qmd) — interactive picker for the right model + solution concept.

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