The Evolution of Conventions I: In a Weakly Acyclic Game, Adaptive Play with k ≤ m/(L_Γ + 2) Converges Almost Surely to a ConventionResearch Paper
Motivation
A convention is a pattern of behaviour that is customary because everyone expects everyone else to follow it: driving on the right, or which party yields at a narrow bridge. Peyton Young's The Evolution of Conventions (Econometrica 61 (1993) 57–84) asks how such a pattern can emerge from decentralized play. The players have limited memory and limited information, and nobody coordinates them. The paper's model, adaptive play, is now a standard dynamic of learning in games. It is the starting point of the stochastic-stability theory of equilibrium selection (Foster and Young 1990; Kandori, Mailath and Rob 1993), which builds on the perturbation theory of Freidlin and Wentzell (1984).
This mission covers the first half of the paper: §3 (the model) and §4 (convergence when the players make no mistakes). Before mistakes can be added and stochastically stable conventions selected, the unperturbed process must be shown to settle at all. Theorem 1 gives the condition under which it does.
Setting
Let be a game with finitely many players , a finite nonempty strategy set for each player, and payoffs for strategy tuples . Write for with player 's strategy replaced by .
- A play is a strategy tuple. Fix a memory and a sample size with . The state is the sequence of the last plays, oldest first.
- A successor of is obtained by deleting the oldest play and appending a new one.
- A sample is a set of positions of . Player 's best reply to a sample maximizes the total payoff against the sampled plays.
- A best-reply distribution gives, for each and , a probability distribution on that is positive exactly on the strategies that are best replies to some sample of size . The sampling law itself is arbitrary.
- Adaptive play is the Markov chain on that moves from to the successor with new play with probability .
- A strict Nash equilibrium is a tuple from which every unilateral deviation is strictly worse. A convention is a state with a strict Nash equilibrium.
- The best-reply graph has an edge whenever is a best reply of to . is weakly acyclic if from every a directed path leads to a sink. is the length of a shortest such path from to a strict Nash equilibrium, and .
Formalization targets
Goal: Theorem 1 (p. 64)
If is weakly acyclic and , then for every best-reply distribution and every initial state ,
Milestones
- Absorbing states (§4, p. 62): if and only if is a convention.
- Sinks (§4, p. 64): the sinks of the best-reply graph are exactly the strict Nash equilibria. Hence weak acyclicity means that one-player-at-a-time best replies can reach a strict equilibrium from every tuple.
- A run of best replies (proof of Theorem 1, p. 64): if , then with positive probability consecutive identical best replies to the last plays are appended.
- Uniform bound (proof of Theorem 1, p. 65): there is such that from every state a convention is reached within periods with probability at least .
- Geometric tail (proof of Theorem 1, p. 64): such a uniform bound makes the probability of no convention after periods at most .
- Example 2 (pp. 65–66, off the goal's path): in a Battle-of-the-Sexes game with complete sampling , a perfectly miscoordinated history stays miscoordinated forever.
Significance
Theorem 1 identifies a class of games, the weakly acyclic ones, in which boundedly rational players who best-reply to small random samples of the past almost surely lock in to a strict pure equilibrium. The paper's examples of weakly acyclic games (p. 63) are pure coordination games and games with common interests in which no two strategy tuples are payoff equivalent. Absorption is in behaviour, not just in empirical frequencies. Example 2 shows that this fails for fictitious-play-like complete sampling, so the sampling ratio is a real ingredient. The absorbing states identified in the first milestone are the states among which the stochastic-stability analysis of the paper's later sections selects.
The result is proved in the paper. To the best of our knowledge no machine-checked version exists. The mission asks for a formal proof of Theorem 1 and its milestones for an arbitrary best-reply distribution. That generality is the paper's own: non-uniform sampling is explicitly allowed. A formal proof also pins down the memory bookkeeping in the paper's proof (look-backs of , and periods), which the text checks only in words.
Difficulty
Adaptive play is a finite Markov chain. The obvious route through the generic theory of absorbing chains requires showing that a convention is reachable from every state, and that is where the argument becomes delicate. A best-reply path in the game cannot be followed directly: each player only sees a random sample, and the players who are not moving must keep playing their old strategies. The proof gets around this by having the non-moving players keep sampling older parts of the history, so those parts must still be in memory. This is what forces the bound . A uniform, state-independent constant is then needed to turn reachability into almost-sure convergence.
Formalization scope
Players form a finite type ι, strategies a family of finite nonempty types S i, and payoffs u : ι → (∀ i, S i) → ℝ. A state is Fin m → ∀ i, S i with position 0 the oldest play. A best-reply distribution is any p : ∀ i, H → S i → ℝ with the stated support. All statements quantify over every such p. Adaptive play is a Matrix H H ℝ, and "converges almost surely to a convention" is stated through matrix powers. That is equivalent to almost-sure absorption because conventions are absorbing. The condition is in ℕ. is an sInf on ℕ that is never empty under weak acyclicity.
The display (1) on p. 62 reads "the right-most element of ". The formalization uses the right-most element of the successor , the only reading under which the rule is meaningful.
The goal cannot be satisfied trivially. The sampling law is not fixed, the conclusion is a limit equal to from every initial state (not "with positive probability" or "along some path"), and the hypotheses are jointly satisfiable, for example by a coordination game with uniform sampling. A best reply to a sample uses the joint empirical distribution of the sampled plays, not independent marginals.
A complete development needs elementary Markov-chain facts about matrix powers and absorbing sets, plus combinatorics of shifted histories. These parts are reusable for any finite-memory learning dynamic. Proofs of individual milestones are welcome independently.
Related platform work: stochastic fictitious play in potential games (StochFictPlay.*, Hofbauer–Sandholm 2002) and calibrated learning to correlated equilibrium (CalibratedCE.*, Foster–Vohra 1997) formalize other learning dynamics. The perturbed process and the selection of risk-dominant conventions are the subject of the sibling missions The Evolution of Conventions II and III.
Selected references
- H. P. Young, The Evolution of Conventions, Econometrica 61(1), 1993, 57–84. https://doi.org/10.2307/2951778
- D. Foster and H. P. Young, Stochastic Evolutionary Game Dynamics, Theoretical Population Biology 38, 1990, 219–232. https://doi.org/10.1016/0040-5809(90)90011-J
- M. Kandori, G. J. Mailath and R. Rob, Learning, Mutation, and Long Run Equilibria in Games, Econometrica 61(1), 1993, 29–56. https://doi.org/10.2307/2951777
- M. I. Freidlin and A. D. Wentzell, Random Perturbations of Dynamical Systems, Springer, 1984. https://doi.org/10.1007/978-1-4684-0176-9
- J. C. Harsanyi and R. Selten, A General Theory of Equilibrium Selection in Games, MIT Press, 1988.
- J. Hofbauer and W. H. Sandholm, On the Global Convergence of Stochastic Fictitious Play, Econometrica 70(6), 2002, 2265–2294. https://doi.org/10.1111/1468-0262.00376
- D. P. Foster and R. V. Vohra, Calibrated Learning and Correlated Equilibrium, Games and Economic Behavior 21, 1997, 40–55. https://doi.org/10.1006/game.1997.0595