Research map / Learning theory and algorithms / Submodular and game algorithms
The Value of Recall in Extensive-Form Games
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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
- Shows VoR can be arbitrarily hurtful for all considered solution concepts: in a two-player game, perfect recall for one player drives both players' utilities toward zero ratios (VoR=0 for best/worst CDT/EDT/Nash).
- For single-player games, VoR under optimal play is bounded by max over leaves and chance nodes of branch(h)/am(z), and this bound is tight.
- Computing VoR is NP-hard and, for worst CDT/EDT equilibria, NP-hard to approximate to any multiplicative factor; k-best partial recall refinement is NP-hard.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Give the player perfect recall | Single-player absentminded game with n consecutive rounds · Single-player absentminded game | optimal expected utility: 2^{-n} -> 1 | Helped |
| Give the player perfect recall | Single-player chance game with n equally likely outcomes · Single-player chance game | optimal expected utility: 1/n -> 1 | Helped |
| Refine the player's information sets to give perfect recall, without revealing chance outcomes | Single-player game in Figure [ref] · Single-player game in Figure [ref] | optimal expected utility: 2/3 -> 3/2 | Helped |
| Give Player 1 perfect recall | Two-player investment game · Two-player investment game | Player 1 utility: 2 -> 0 | Hurt |
| Give Player 1 perfect recall | Two-player investment game · Two-player investment game | Player 2 utility: 1 -> \varepsilon | Hurt |
| Give the player perfect recall | Single-player example in Figure [ref] · Single-player game in Figure [ref] | utility under worst EDT equilibrium: 1 -> \varepsilon | Hurt |
| Remove both chance nodes and absentmindedness | Single-player game under optimal play · Single-player games with no chance nodes and no absentmindedness | value of recall: \vor^{\opt}(\Gamma)=1 | No clear effect |
| Use the worst EDT/CDT equilibrium instead of optimal play in a single-player game | Single-player game with perfect recall refinement · Single-player games | utility under equilibrium: 1 -> \varepsilon | Mixed |
Surprising findings
- Giving one player perfect recall can diminish every player's utility, including the player's own, as in an investment-bot trust game.
- Worst EDT/CDT equilibria in single-player games can get worse under perfect recall, a pathology fixed by new EDT-Nash and CDT-Nash refinements.
Limitations
- VoR can be unbounded in general; bounds depend on absentmindedness and chance structure.
- Computing and approximating VoR is NP-hard, even for single-player games.
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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