Econometrica: Mar, 2020, Volume 88, Issue 2
Perfect Conditional ε-Equilibria of Multi-Stage Games With Infinite Sets of Signals and Actions
https://doi.org/10.3982/ECTA13426
p. 495-531
Roger B. Myerson, Philip J. Reny
We extend Kreps and Wilson's concept of sequential equilibrium to games with infinite sets of signals and actions. A strategy profile is a conditional ε‐equilibrium if, for any of a player's positive probability signal events, his conditional expected utility is within ε of the best that he can achieve by deviating. With topologies on action sets, a conditional ε‐equilibrium is full if strategies give every open set of actions positive probability. Such full conditional ε‐equilibria need not be subgame perfect, so we consider a non‐topological approach. Perfect conditional ε‐equilibria are defined by testing conditional ε‐rationality along nets of small perturbations of the players' strategies and of nature's probability function that, for any action and for almost any state, make this action and state eventually (in the net) always have positive probability. Every perfect conditional ε‐equilibrium is a subgame perfect ε‐equilibrium, and, in finite games, limits of perfect conditional ε‐equilibria as ε → 0 are sequential equilibrium strategy profiles. But limit strategies need not exist in infinite games so we consider instead the limit distributions over outcomes. We call such outcome distributions perfect conditional equilibrium distributions and establish their existence for a large class of regular projective games. Nature's perturbations can produce equilibria that seem unintuitive and so we augment the game with a net of permissible perturbations.
Supplemental Material
Supplement to "Perfect Conditional ε-Equilibria of Multi-Stage Games with Infinite Sets of Signals and Actions"
This supplement contains a number of proofs not included in the published paper, a corollary that is referenced in the published paper, three examples, and demonstrates how the equilibrium concepts from the published paper can be defined in games with perfect recall outside the class of multi-stage games.
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