Backward induction in presence of cycles
Vladimir Gurvich

TL;DR
This paper extends backward induction to cyclic directed graphs in multi-stage games, introducing a new class called DGMS games and analyzing the properties and limitations of the modified algorithm.
Contribution
It introduces the concept of DGMS games, extending backward induction to cyclic graphs, and analyzes the algorithm's properties and limitations in finding Nash equilibria.
Findings
The modified algorithm always finds a Nash equilibrium for 2-player games.
In multi-player games, the algorithm may not produce a Nash equilibrium.
The algorithm guarantees a subgame perfect equilibrium only in zero-sum cases.
Abstract
For the classical backward induction algorithm, the input is an arbitrary -person positional game with perfect information modeled by a finite acyclic directed graph (digraph) and the output is a profile of pure positional strategies that form some special subgame perfect Nash equilibrium. We extend this algorithm to work with digraphs that may have directed cycles. Each digraph admits a unique partition into strongly connected components, which will be treated as the outcomes of the game. Such a game will be called a {\em deterministic graphical multistage}(DGMS) game. If we identify the outcomes corresponding to all strongly connected components, except terminal positions, we obtain the so-called {\em deterministic graphical}(DG) games, which are frequent in the literature. The outcomes of a DG game are all terminal positions and one special outcome that is…
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