Ingame theory, anextensive-form game is a specification of agame allowing for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, theirchoices at every decision point, the (possiblyimperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation ofincomplete information in the form of chance events modeled as "moves by nature". Extensive-form representations differ fromnormal-form in that they provide a more complete description of the game in question, whereas normal-form simply boils down the game into a payoff matrix.
Some authors, particularly in introductory textbooks, initially define the extensive-form game as being just agame tree with payoffs (no imperfect or incomplete information), and add the other elements in subsequent chapters as refinements. Whereas the rest of this article follows this gentle approach with motivating examples, we present upfront the finite extensive-form games as (ultimately) constructed here. This general definition was introduced byHarold W. Kuhn in 1953, who extended an earlier definition ofvon Neumann from 1928. Following the presentation fromHart (1992), ann-player extensive-form game thus consists of the following:
A play is thus a path through the tree from the root to a terminal node. At any given non-terminal node belonging to Chance, an outgoing branch is chosen according to the probability distribution. At any rational player's node, the player must choose one of the equivalence classes for the edges, which determines precisely one outgoing edge except (in general) the player doesn't know which one is being followed. (An outside observer knowing every other player's choices up to that point, and therealization of Nature's moves, can determine the edge precisely.) Apure strategy for a player thus consists of aselection—choosing precisely one class of outgoing edges for every information set (of his). In a game of perfect information, the information sets aresingletons. It's less evident how payoffs should be interpreted in games with Chance nodes. It is assumed that each player has avon Neumann–Morgenstern utility function defined for every game outcome; this assumption entails that every rational player will evaluate ana priori random outcome by itsexpected utility.
The above presentation, while precisely defining the mathematical structure over which the game is played, elides however the more technical discussion of formalizing statements about how the game is played like "a player cannot distinguish between nodes in the same information set when making a decision". These can be made precise usingepistemic modal logic; seeShoham & Leyton-Brown (2009, chpt. 13) for details.
Aperfect information two-player game over agame tree (as defined incombinatorial game theory andartificial intelligence) can be represented as an extensive form game with outcomes (i.e. win, lose, ordraw). Examples of such games includetic-tac-toe,chess, andinfinite chess.[1][2] A game over anexpectminimax tree, like that ofbackgammon, has no imperfect information (all information sets are singletons) but has moves of chance. For example,poker has both moves of chance (the cards being dealt) and imperfect information (the cards secretly held by other players). (Binmore 2007, chpt. 2)
A complete extensive-form representation specifies:

The game on the right has two players: 1 and 2. The numbers by every non-terminal node indicate to which player that decision node belongs. The numbers by every terminal node represent the payoffs to the players (e.g. 2,1 represents a payoff of 2 to player 1 and a payoff of 1 to player 2). The labels by every edge of the graph are the name of the action that edge represents.
The initial node belongs to player 1, indicating that player 1 moves first. Play according to the tree is as follows: player 1 chooses betweenU andD; player 2 observes player 1's choice and then chooses betweenU' andD'. The payoffs are as specified in the tree. There are four outcomes represented by the four terminal nodes of the tree: (U,U'), (U,D'), (D,U') and (D,D'). The payoffs associated with each outcome respectively are as follows (0,0), (2,1), (1,2) and (3,1).
If player 1 playsD, player 2 will playU' to maximise their payoff and so player 1 will only receive 1. However, if player 1 playsU, player 2 maximises their payoff by playingD' and player 1 receives 2. Player 1 prefers 2 to 1 and so will playU and player 2 will playD'. This is thesubgame perfect equilibrium.
An advantage of representing the game in this way is that it is clear what the order of play is. The tree shows clearly that player 1 moves first and player 2 observes this move. However, in some games play does not occur like this. One player does not always observe the choice of another (for example, moves may be simultaneous or a move may be hidden). Aninformation set is a set of decision nodes such that:
In extensive form, an information set is indicated by a dotted line connecting all nodes in that set or sometimes by a loop drawn around all the nodes in that set.

If a game has an information set with more than one member that game is said to haveimperfect information. A game withperfect information is such that at any stage of the game, every player knows exactly what has taken place earlier in the game; i.e. every information set is asingleton set.[1][2] Any game without perfect information has imperfect information.
The game on the right is the same as the above game except that player 2 does not know what player 1 does when they come to play. The first game described has perfect information; the game on the right does not. If both players are rational and both know that both players are rational and everything that is known by any player is known to be known by every player (i.e. player 1 knows player 2 knows that player 1 is rational and player 2 knows this, etc.ad infinitum), play in the first game will be as follows: player 1 knows that if they playU, player 2 will playD' (because for player 2 a payoff of 1 is preferable to a payoff of 0) and so player 1 will receive 2. However, if player 1 playsD, player 2 will playU' (because to player 2 a payoff of 2 is better than a payoff of 1) and player 1 will receive 1. Hence, in the first game, the equilibrium will be (U,D') because player 1 prefers to receive 2 to 1 and so will playU and so player 2 will playD'.
In the second game it is less clear: player 2 cannot observe player 1's move. Player 1 would like to fool player 2 into thinking they have playedU when they have actually playedD so that player 2 will playD' and player 1 will receive 3. In fact in the second game there is aperfect Bayesian equilibrium where player 1 playsD and player 2 playsU' and player 2 holds the belief that player 1 will definitely playD. In this equilibrium, every strategy is rational given the beliefs held and every belief is consistent with the strategies played. Notice how the imperfection of information changes the outcome of the game.
To more easily solve this game for theNash equilibrium,[3] it can be converted to thenormal form.[4] Given this is asimultaneous/sequential game, player one and player two each have twostrategies.[5]
Player 2 Player 1 | Up' (U') | Down' (D') |
|---|---|---|
| Up (U) | (0,0) | (2,1) |
| Down (D) | (1,2) | (3,1) |
We will have a two by two matrix with a unique payoff for each combination of moves. Using the normal form game, it is now possible to solve the game and identify dominant strategies for both players.
These preferences can be marked within the matrix, and any box where both players have a preference provides a nash equilibrium. This particular game has a single solution of (D,U’) with a payoff of (1,2).
In games with infinite action spaces and imperfect information, non-singleton information sets are represented, if necessary, by inserting a dotted line connecting the (non-nodal) endpoints behind the arc described above or by dashing the arc itself. In theStackelberg competition described above, if the second player had not observed the first player's move the game would no longer fit the Stackelberg model; it would beCournot competition.
It may be the case that a player does not know exactly what the payoffs of the game are or of whattype their opponents are. This sort of game hasincomplete information. In extensive form it is represented as a game with complete but imperfect information using the so-calledHarsanyi transformation. This transformation introduces to the game the notion ofnature's choice orGod's choice. Consider a game consisting of an employer considering whether to hire a job applicant. The job applicant's ability might be one of two things: high or low. Their ability level is random; they either have low ability with probability 1/3 or high ability with probability 2/3. In this case, it is convenient to model nature as another player of sorts who chooses the applicant's ability according to those probabilities. Nature however does not have any payoffs. Nature's choice is represented in the game tree by a non-filled node. Edges coming from a nature's choice node are labelled with the probability of the event it represents occurring.
The game on the left is one of complete information (all the players and payoffs are known to everyone) but of imperfect information (the employer doesn't know what nature's move was.) The initial node is in the centre and it is not filled, so nature moves first. Nature selects with the same probability the type of player 1 (which in this game is tantamount to selecting the payoffs in the subgame played), either t1 or t2. Player 1 has distinct information sets for these; i.e. player 1 knows what type they are (this need not be the case). However, player 2 does not observe nature's choice. They do not know the type of player 1; however, in this game they do observe player 1's actions; i.e. there is perfect information. Indeed, it is now appropriate to alter the above definition of complete information: at every stage in the game, every player knows what has been playedby the other players. In the case of private information, every player knows what has been played by nature. Information sets are represented as before by broken lines.
In this game, if nature selects t1 as player 1's type, the game played will be like the very first game described, except that player 2 does not know it (and the very fact that this cuts through their information sets disqualify it fromsubgame status). There is oneseparatingperfect Bayesian equilibrium; i.e. an equilibrium in which different types do different things.
If both types play the same action (pooling), an equilibrium cannot be sustained. If both playD, player 2 can only form the belief that they are on either node in the information set with probability 1/2 (because this is the chance of seeing either type). Player 2 maximises their payoff by playingD'. However, if they playD', type 2 would prefer to playU. This cannot be an equilibrium. If both types playU, player 2 again forms the belief that they are at either node with probability 1/2. In this case player 2 playsD', but then type 1 prefers to playD.
If type 1 playsU and type 2 playsD, player 2 will playD' whatever action they observe, but then type 1 prefersD. The only equilibrium hence is with type 1 playingD, type 2 playingU and player 2 playingU' if they observeD and randomising if they observeU. Through their actions, player 1 hassignalled their type to player 2.
Formally, a finite game in extensive form is a structurewhere:
, the restriction of on is a bijection, with the set of successor nodes of.
It may be that a player has an infinite number of possible actions to choose from at a particular decision node. The device used to represent this is an arc joining two edges protruding from the decision node in question. If the action space is a continuum between two numbers, the lower and upper delimiting numbers are placed at the bottom and top of the arc respectively, usually with a variable that is used to express the payoffs. The infinite number of decision nodes that could result are represented by a single node placed in the centre of the arc. A similar device is used to represent action spaces that, whilst not infinite, are large enough to prove impractical to represent with an edge for each action.
The tree on the left represents such a game, either with infinite action spaces (anyreal number between 0 and 5000) or with very large action spaces (perhaps anyinteger between 0 and 5000). This would be specified elsewhere. Here, it will be supposed that it is the former and, for concreteness, it will be supposed it represents two firms engaged inStackelberg competition. The payoffs to the firms are represented on the left, with and as the strategy they adopt and and as some constants (here marginal costs to each firm). Thesubgame perfect Nash equilibria of this game can be found by taking thefirst partial derivative[citation needed] of each payoff function with respect to the follower's (firm 2) strategy variable () and finding itsbest response function,. The same process can be done for the leader except that in calculating its profit, it knows that firm 2 will play the above response and so this can be substituted into its maximisation problem. It can then solve for by taking the first derivative, yielding. Feeding this into firm 2's best response function, and is the subgame perfect Nash equilibrium.
Historical papers