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The Value of Recall in Extensive-Form Games

AAAI 2025 · Learning theory and algorithms › Submodular and game algorithms · approach: Opponent modeling and subgame solving · 2 citations (OpenAlex)

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Defines the value of recall (VoR) as the ratio of a player's utility under the coarsest perfect-recall refinement versus the original imperfect-recall game, bounds it via absentmindedness and chance nodes, connects it to smoothness/price of anarchy, and shows hardness results.

Problem

Quantifying how much a player gains (or can lose) from having perfect recall in imperfect-recall extensive-form games under various solution concepts.

Approach

Define VoR as the ratio of a player's utility under the coarsest perfect-recall refinement to that under the original game; parameterize it by absentmindedness coefficients and chance-node branching factors, show these bounds compose, and use the smoothness framework from price-of-anarchy to extend bounds to EDT/CDT equilibria.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Give the player perfect recallSingle-player absentminded game with n consecutive rounds · Single-player absentminded gameoptimal expected utility: 2^{-n} -> 1Helped
Give the player perfect recallSingle-player chance game with n equally likely outcomes · Single-player chance gameoptimal expected utility: 1/n -> 1Helped
Refine the player's information sets to give perfect recall, without revealing chance outcomesSingle-player game in Figure [ref] · Single-player game in Figure [ref]optimal expected utility: 2/3 -> 3/2Helped
Give Player 1 perfect recallTwo-player investment game · Two-player investment gamePlayer 1 utility: 2 -> 0Hurt
Give Player 1 perfect recallTwo-player investment game · Two-player investment gamePlayer 2 utility: 1 -> \varepsilonHurt
Give the player perfect recallSingle-player example in Figure [ref] · Single-player game in Figure [ref]utility under worst EDT equilibrium: 1 -> \varepsilonHurt
Remove both chance nodes and absentmindednessSingle-player game under optimal play · Single-player games with no chance nodes and no absentmindednessvalue of recall: \vor^{\opt}(\Gamma)=1No clear effect
Use the worst EDT/CDT equilibrium instead of optimal play in a single-player gameSingle-player game with perfect recall refinement · Single-player gamesutility under equilibrium: 1 -> \varepsilonMixed

Surprising findings

Limitations

Experimental setup

Metrics: value of recall (ratio of utilities)

Builds on: extensive-form games with imperfect recall (multiselves approach) smoothness framework (Roughgarden) value of commitment CDT-Nash refinement

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