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Perfect information
View on WikipediaPerfect information is a concept in game theory and economics that describes a situation where all players in a game or all participants in a market have knowledge of all relevant information in the system. This is different than complete information, which implies common knowledge of each agent's utility functions, payoffs, strategies and "types". A system with perfect information may or may not have complete information.
In economics this is sometimes described as "no hidden information" and is a feature of perfect competition. In a market with perfect information all consumers and producers would have complete and instantaneous knowledge of all market prices, their own utility and cost functions.
In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialisation event" of the game (e.g. the starting hands of each player in a card game).[1][2][3][4]
Games where some aspect of play is hidden from opponents – such as the cards in poker and bridge – are examples of games with imperfect information.[5][6]
Examples
[edit]
Chess is an example of a game with perfect information, as each player can see all the pieces on the board at all times.[2] Other games with perfect information include tic-tac-toe, Reversi, checkers, and Go.[3]
Academic literature has not produced consensus on a standard definition of perfect information which defines whether games with chance, but no secret information, and games with simultaneous moves are games of perfect information.[4][7][8][9]
Games which are sequential (players alternate in moving) and which have chance events (with known probabilities to all players) but no secret information, are sometimes considered games of perfect information. This includes games such as backgammon and Monopoly. However, some academic papers do not regard such games as games of perfect information because the results of chance themselves are unknown prior to them occurring.[4][7][8][9]
Games with simultaneous moves are generally not considered games of perfect information. This is because each player holds information, which is secret, and must play a move without knowing the opponent's secret information. Nevertheless, some such games are symmetrical, and fair. An example of a game in this category is rock paper scissors.[4][7][8][9]
See also
[edit]References
[edit]- ^ Osborne, M. J.; Rubinstein, A. (1994). "Chapter 6: Extensive Games with Perfect Information". A Course in Game Theory. Cambridge, Massachusetts: The MIT Press. ISBN 0-262-65040-1.
- ^ a b Khomskii, Yurii (2010). "Infinite Games (section 1.1)" (PDF).
- ^ a b Archived at Ghostarchive and the Wayback Machine: "Infinite Chess". PBS Infinite Series. March 2, 2017. Perfect information defined at 0:25, with academic sources arXiv:1302.4377 and arXiv:1510.08155.
- ^ a b c d Mycielski, Jan (1992). "Games with Perfect Information". Handbook of Game Theory with Economic Applications. Vol. 1. pp. 41–70. doi:10.1016/S1574-0005(05)80006-2. ISBN 978-0-444-88098-7.
- ^ Thomas, L. C. (2003). Games, Theory and Applications. Mineola New York: Dover Publications. p. 19. ISBN 0-486-43237-8.
- ^ Osborne, M. J.; Rubinstein, A. (1994). "Chapter 11: Extensive Games with Imperfect Information". A Course in Game Theory. Cambridge Massachusetts: The MIT Press. ISBN 0-262-65040-1.
- ^ a b c Janet Chen; Su-I Lu; Dan Vekhter. "Game Theory: Rock, Paper, Scissors". cs.stanford.edu.
- ^ a b c Ferguson, Thomas S. "Game Theory" (PDF). UCLA Department of Mathematics. pp. 56–57. Archived from the original (PDF) on 2004-07-30. Retrieved 2019-06-24.
- ^ a b c Burch; Johanson; Bowling. "Solving Imperfect Information Games Using Decomposition". Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence.
Further reading
[edit]- Fudenberg, D. and Tirole, J. (1993) Game Theory, MIT Press. (see Chapter 3, sect 2.2)
- Gibbons, R. (1992) A primer in game theory, Harvester-Wheatsheaf. (see Chapter 2)
- Luce, R.D. and Raiffa, H. (1957) Games and Decisions: Introduction and Critical Survey, Wiley & Sons (see Chapter 3, section 2)
- The Economics of Groundhog Day by economist D.W. MacKenzie, using the 1993 film Groundhog Day to argue that perfect information, and therefore perfect competition, is impossible.
- Watson, J. (2013) Strategy: An Introduction to Game Theory, W.W. Norton and Co.
Perfect information
View on GrokipediaFundamentals
Definition
Perfect information in game theory describes a scenario in strategic interactions where every player has full awareness of all prior actions, moves, and states of the game at each decision point, enabling complete reconstruction of the game's history up to that moment. This concept, foundational to the analysis of sequential games, ensures that no uncertainty exists regarding the sequence of events leading to the current position, as formalized in the extensive form representation where information sets contain only a single node.[1] The completeness of knowledge under perfect information means that all participants are privy to the exact choices made by every player throughout the game, distinguishing it from situations where moves are hidden or simultaneous. This full transparency applies particularly to non-cooperative settings, where players act independently to maximize their own payoffs, but the framework can extend to cooperative contexts involving joint decision-making under shared knowledge. Importantly, perfect information differs from perfect recall, which solely mandates that a player remembers their own previous actions and the information available to them at those times, without requiring knowledge of opponents' moves.[8] Analysis of games with perfect information typically assumes rational players who make optimal decisions based on complete historical data, often in deterministic environments where outcomes are fully predictable given the rules and prior plays, unless stochastic elements are explicitly incorporated. This assumption underpins solution concepts like backward induction, allowing for the determination of subgame perfect equilibria without informational asymmetries.[1]Key Characteristics
Games of perfect information exhibit a sequential structure in which players alternate turns, with each move fully observable by all participants before the subsequent decision is made. This ensures that the game progresses in a linear fashion, where the history of all prior actions is common knowledge among players. Such observability eliminates any ambiguity regarding the sequence of events, allowing each player to base their strategy on the complete record of the game up to that point.[9] A defining property is the absence of hidden actions, meaning every move and its consequences are public knowledge from the moment they occur, thereby removing uncertainty about past occurrences. Players possess perfect recall of the game's history, enabling them to evaluate the current position without doubt about previous choices. This transparency contrasts with scenarios involving concealed information and facilitates straightforward strategic planning.[10] Perfect information games may include elements of chance, such as observable random events (e.g., dice rolls in backgammon), where outcomes are fully known to all players, resulting in potentially stochastic outcomes but with complete historical knowledge. This structure allows for the resolution of the game through logical deduction and expected payoff calculations if optimal play is assumed. Furthermore, decisions are reversible in analysis, as players can mentally reconstruct and assess alternative paths from any point using the full historical context.[9] Within the framework of extensive-form games, perfect information manifests as each decision node belonging to a singleton information set for the relevant player, indicating that no two nodes are indistinguishable and every choice point is uniquely identified by the game's history. This structure underscores the game's tree-like representation, where branching occurs solely based on deliberate actions rather than informational ambiguity.[11]Historical Development
Origins in Game Theory
The concept of perfect information in game theory traces its early roots to the analysis of deterministic games like chess in the early 20th century. In 1913, Ernst Zermelo published a seminal paper applying set theory to chess, demonstrating that it is a finite, two-person zero-sum game of perfect information without chance elements, where players alternate moves with full visibility of the board state.[12] Zermelo proved that such games are determinate: either the first player has a winning strategy, the second player has a winning strategy, or both can force a draw under optimal play, establishing the principle that optimal play leads to a fixed outcome. His work, titled "Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels," laid the groundwork for formalizing sequential games where information is fully shared, influencing later theorists by showing solvability in principle through exhaustive position analysis.[12] The formal emergence of perfect information concepts occurred in the 1920s amid broader efforts to mathematize strategic decision-making. French mathematician Émile Borel initiated key developments in his 1921–1927 series of papers on game theory, where he explored minimax strategies in two-person zero-sum games and introduced the notion of mixed strategies to guarantee expected payoffs.[13] Borel conceptualized strategies as complete "methods of play" or codes dictating responses to all possible observed actions in sequential settings, implicitly assuming perfect information in scenarios without hidden elements, such as simplified duels or symmetric games limited to three strategies per player.[13] Although Borel did not prove the general minimax theorem and focused on small-scale cases, his work highlighted the role of full observability in enabling deterministic planning, drawing from games like poker but emphasizing transparent sequential interactions.[13] John von Neumann provided the pivotal formalization in his 1928 paper "Zur Theorie der Gesellschaftsspiele," which introduced the extensive-form representation for multi-stage games, making perfect information a core implicit feature through visible sequential moves.[14] Building on Borel's foundations, von Neumann proved the general minimax theorem for two-person zero-sum games, asserting that players can secure optimal values via pure or mixed strategies when all prior actions are known, as in perfect information structures.[15] This framework was initially applied to classic zero-sum games like chess and checkers, illustrating how perfect information allows backward induction to determine winning strategies in finite trees of decisions, without deception or uncertainty.[15] Von Neumann's innovations shifted game theory toward rigorous abstraction, treating perfect information games as solvable systems where strategy equates to full anticipation of observable opponent responses.[14]Key Contributions and Evolution
The foundational formalization of perfect information occurred in John von Neumann and Oskar Morgenstern's seminal 1944 book Theory of Games and Economic Behavior, where they defined it within extensive-form games as situations in which every player is fully aware of all prior actions and the game's history at each decision point, thereby enabling complete observability. This definition was integrated with their axiomatic utility theory, which posits that rational agents maximize expected utility under perfect information, providing a rigorous framework for analyzing strategic interactions without uncertainty about past moves.[16][17] In the 1950s, advancements extended perfect information to more complex dynamic environments, notably through Harold W. Kuhn's 1953 paper "Extensive Games and the Problem of Information," which introduced the concept of perfect recall—ensuring players remember all previous information sets—and formalized behavioral strategies in extensive-form representations, facilitating analysis of repeated interactions with full observability. These developments built on the initial framework by addressing how perfect information structures allow for the equivalence between mixed and behavioral strategies, enhancing the applicability to sequential decision-making in economic models. The computational era, beginning in the mid-20th century and accelerating from the 1970s, underscored the practical solvability of perfect information games through algorithmic approaches, as exemplified by Claude Shannon's 1950 paper "Programming a Computer for Playing Chess," which demonstrated that games like chess—with their perfect information structure—could theoretically be solved via exhaustive backward induction from terminal positions, though computational complexity limited full implementation until advances in hardware and search algorithms. Subsequent AI research, including minimax implementations in programs like those developed at Carnegie Mellon in the 1970s, highlighted how perfect information enables deterministic optimal play in finite games, influencing fields from robotics to decision support systems.[18] In recent decades up to 2025, the concept has evolved through integration with behavioral economics, revealing systematic deviations from perfect information assumptions in human gameplay; for instance, experimental studies show players often exhibit bounded rationality or social preferences, leading to suboptimal strategies even in fully observable settings like sequential bargaining games. Concurrently, refinements in multi-agent AI simulations have emphasized scalable approximations of perfect information environments, such as in reinforcement learning frameworks for training agents in cooperative tasks, without introducing major paradigm shifts but improving robustness to real-world approximations of observability.[19][9]Formal Representation
Mathematical Modeling
In game theory, perfect information games are formally represented using the extensive-form framework, which models sequential decision-making as a tree structure. Here, nodes represent decision points for players, branches denote possible moves or actions, and the tree's leaves indicate terminal outcomes with associated payoffs. A defining feature of perfect information in this representation is that each player's information sets—subsets of nodes where the player must choose without distinguishing between them—are singletons, meaning no two nodes belong to the same information set for any player. This ensures that at every decision point, the player has full knowledge of the game's history up to that moment, eliminating uncertainty about prior actions. The standard notation for an extensive-form game with perfect information is a tuple , where is the finite set of players, is the set of actions available across all decision points, is the set of histories (finite sequences of actions representing possible paths through the game tree, including the empty history as the starting point), assigns to each non-terminal history (where denotes terminal histories) the player who moves next, and specifies each player's payoff function . Under perfect information, for any history , the player observes the entire sequence of prior actions comprising , as there are no simultaneous or hidden moves; this contrasts with imperfect information games where information sets may contain multiple histories. Behavioral strategies in such games are derived from this structure, ensuring that choices are contingent on the fully observed history.[20] To solve these games, backward induction serves as the primary algorithm, proceeding from the terminal nodes of the tree upward to the root. Starting at the leaves, payoffs are assigned; then, at each non-terminal node, the moving player selects the action that maximizes their payoff given optimal play in subsequent subgames. This process continues recursively until the root, yielding a subgame perfect equilibrium (SPE), which refines the Nash equilibrium by requiring sequential rationality in every subgame. For finite games of perfect information, backward induction guarantees the existence of at least one pure-strategy SPE, as established in foundational work on sequential games.[21][20] In this framework, a pure strategy for player is a function , where is the set of histories at which player moves (i.e., ), and is the set of actions available to . This maps each reachable decision history for to a specific action, fully specifying the player's behavior under perfect recall and observation. A strategy profile induces outcomes and payoffs via the game tree, and the SPE obtained via backward induction selects the optimal such profile.[20]Game Trees and Strategies
In perfect information games, game trees provide a graphical representation of the sequential decision-making process, with the root node depicting the initial game state and subsequent non-terminal nodes alternating between players to reflect their turns. Each non-terminal node represents a decision point for the active player, with outgoing branches corresponding to available actions, and terminal nodes at the leaves specifying payoff vectors for all players. Due to perfect information, every information set contains exactly one node, ensuring that all branches from a given node are fully distinguishable without any overlap or ambiguity, which eliminates the need for grouping multiple histories into shared information sets.[1] A strategy in such games specifies an action for the player at every possible decision node they encounter, as information sets are singletons under perfect information. This results in pure strategies that fully describe behavior contingent on the observed history, and behavioral strategies—probability distributions over actions at each node—are equivalent to mixed strategies over pure strategies, allowing randomization without altering outcomes in perfect recall settings. A strategy profile, comprising strategies for all players, thus determines a unique path through the tree to a terminal node, yielding definite payoffs.[22] Subgame perfection refines Nash equilibria by requiring that the strategy profile induces a Nash equilibrium in every subgame, defined as any subtree rooted at a non-terminal node that includes all subsequent branches and payoffs. In perfect information games, this condition is enforceable through backward induction, where players anticipate optimal play in observable future subgames, ensuring sequential rationality at every decision point without non-credible threats.[6] Finite perfect information games, particularly two-player zero-sum variants, can be solved exactly using minimax search, which recursively evaluates the tree by maximizing at one player's nodes and minimizing at the opponent's, propagating values bottom-up from terminal payoffs. The time complexity is exponential in the tree depth, specifically O(b^d) where b is the branching factor and d the depth, though alpha-beta pruning can reduce this to O(b^{d/2}) in the best case by eliminating suboptimal branches early. The following pseudocode illustrates a basic minimax traversal for a zero-sum game tree:function [minimax](/page/Minimax)(node, isMaximizingPlayer):
if node is terminal:
return node.payoff
if isMaximizingPlayer:
maxEval = -∞
for each child in node.children:
eval = [minimax](/page/Minimax)(child, false)
maxEval = max(maxEval, eval)
return maxEval
else:
minEval = ∞
for each child in node.children:
eval = [minimax](/page/Minimax)(child, true)
minEval = min(minEval, eval)
return minEval
function [minimax](/page/Minimax)(node, isMaximizingPlayer):
if node is terminal:
return node.payoff
if isMaximizingPlayer:
maxEval = -∞
for each child in node.children:
eval = [minimax](/page/Minimax)(child, false)
maxEval = max(maxEval, eval)
return maxEval
else:
minEval = ∞
for each child in node.children:
eval = [minimax](/page/Minimax)(child, true)
minEval = min(minEval, eval)
return minEval