Ingame theory, aninformation set is the basis for decision making in a game, which includes the actions available to players and the potential outcomes of each action. It consists of a collection of decision nodes that a player cannot distinguish between when making a move, due to incomplete information about previous actions or the current state of thegame. In other words, when a player's turn comes, they may be uncertain about which exact node in the game tree they are currently at, and the information set represents all the possibilities they must consider. Information sets are a fundamental concept particularly important in games withimperfect information.[1]

In games withperfect information (such aschess orGo), every information set contains exactly one decision node, as each player can observe all previous moves and knows the exact game state. However, in games with imperfect information—such as mostcard games likepoker orbridge—information sets may contain multiple nodes, reflecting the player's uncertainty about the true state of the game.[2] This uncertainty fundamentally changes how players must reason about optimal strategies.
The concept of information set was introduced byJohn von Neumann, motivated by his study of poker, and is now essential to the analysis ofsequential games and the development of solution concepts such assubgame perfect equilibrium andperfect Bayesian equilibrium.[3]
Information sets are primarily used inextensive form representations of games and are typically depicted ingame trees. A game tree shows all possible paths from the start of a game to its various endings, with branches representing the choices available to players at each decision point.
For games with imperfect information, the challenge lies in representing situations where a player cannot determine their exact position in the game. For example, in a card game, a player knows their own cards but not their opponent's cards, creating uncertainty about the true game state. This uncertainty is modeled using information sets.
Information sets are typically represented in game trees using dotted lines connecting indistinguishable nodes, ovals encompassing multiple nodes, or similar notations indicating that a player cannot tell which of several positions they are actually in. This visual representation helps analyze how uncertainty affects optimal play.
An information set in an extensive form game must satisfy the following properties:
The structure of information sets profoundly affects strategic reasoning. When a player faces an information set with multiple nodes, they must formulate strategies that are optimal across all possible game states represented by that information set.
This leads to several important game-theoretic concepts:
In games with multiple information sets, the strategic interaction becomes dynamic rather than static. Players must reason not just about current decisions but about future information sets that might arise.
The standard solution technique for such games isbackward induction, where players reason from the end of the game toward the beginning. For example, when player A chooses first, player B will make the best decision for themselves based on A's choice and their own information set at that time. Player A, anticipating this reaction, makes their initial choice to maximize their own payoff.
This sequential reasoning process is complicated in games with imperfect information, requiring more sophisticated solution concepts likesequential equilibrium that account for beliefs about which node in an information set a player is actually at.


At the right are two versions of thebattle of the sexes game, shown inextensive form. Below, thenormal form for both of these games is shown as well.
The first game is simply sequential―when player 2 makes a choice, both parties are already aware of whether player 1 has chosen O(pera) or F(ootball).
The second game is also sequential, but the dotted line showsplayer 2's information set. This is the common way to show that when player 2 moves, he or she is not aware of what player 1 did.
This difference also leads to different predictions for the two games. In the first game, player 1 has the upper hand. They know that they can choose O(pera) safely becauseonce player 2 knows that player 1 has chosen opera, player 2 would rather go along for o(pera) and get2 than choose f(ootball) and get0. Formally, that's applyingsubgame perfection to solve the game.
In the second game, player 2 can't observe what player 1 did, so it might as well be asimultaneous game. So subgame perfection doesn't get us anything thatNash equilibrium can't get us, and we have the standard 3 possible equilibria:
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