Stochastic Game Theory

Author

John Robin Inston

Published

September 25, 2026

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1 Finite Player Games

1.1 Discrete Time

1.1.1 Markov Decision Processes (1-Player)

Due to their wide applicability in reinforcement learning we begin by focussing on Markov Decision Processes (MDP) for discrete time. A MDP intuitively can be thought of as an individual decision making model with uncertain outcomes. An MDP is defined by a tuple \[ \Gamma := (S,A,N_{T}, \mu_{0}, P, r), \] where: - \(S\) is a finite set of states; - For each \(s \in S\), \(A(s)\) is a finite set of actions available at state \(s\). The set of (state, decision) pairs is \[ S\times A:=\{ (s,a):s \in S, a \in A(s) \}; \] - \(N_{T}>0\) is the total number of time steps; - \(\mu_{0}\in \mathcal{P}(S)\) is the initial state distribution; - \(P_{n}:S\times A \to \Delta(s)\) is a transition rule, i.e. the probability distribution of the next state given action \(a\) in state \(s\) at time \(n\); and - \(r_{n}:S\times A\to \mathbb{R}\) is a payoff function, i.e. the payoff of action \(a\) in state \(s\) at time \(n\).

We use the notation \(\mathcal{P}(S)\) to denote the space of probability distributions of the object \(S\), for example for state space \(S\), \(\mathcal{P}(S)\) denotes the space of possible probability distributions for states. We write the time index set by \(\mathcal{T}:=\{ 0,1,\dots,N_{T} \}\). The actions and states can be both continuous or finite however for now we primarily focus on finite action and state space setup.

The aim of the agent is to find an optimal strategy \(\pi\), which specifically is a function \(\pi:\mathcal{T}\times S\to \mathcal{P}(A)\) that gives the probability distribution on the actions that can be taken while being at a specific state \(s\) at a given time. If this distribution is a Dirac distribution (i.e. a point mass), then the policy is called pure policy. Then, the objective of the agent is to choose a policy \(\pi\) that maximizes the cumulative expected reward \[ \begin{align} J(\pi)&=\mathbb{E}\left[ \sum_{n=0}^{N_{T}}r_{n}(s_{n},a_{n}) \right] \\ &a_{n}\sim \pi_{n}(s_{n}),~~s_{n+1}\sim P_{n}(s_{n},a_{n}),~~n \geq 0,~~s_{0} \sim \mu_{0}. \end{align} \] #### Discrete Time N-Player Games

A discrete time \(N\)-player game is defined by a tuple \[ (\vec{S}, \vec{ A}, N_{T}, \vec{\mu}^0, \vec{P}, \vec{r}), \] where: - \(\vec{S}:=(S^i)_{i \in \{ 1, \dots, N \}}\) are finite sets of states for each player \(i\); - \(\vec{A}=(A^i)_{i \in \{ 1, \dots, N \}}\) are finite sets of actions for each player \(i\); - For each \(s \in S^1\), \(A^1(s)\) is a finite set of actions available at state \(s\). The set of (state, decision) pairs is \(\vec{S}\times \vec{A}:=\{ (S^i\times A^i):i\in \{ 1,\dots,N \} \};\) - \(N\) is the total number of players; - \(N_{T}>0\) is the total number of time steps; - \(\vec{\mu}_{0}:=(\mu_{0}^i)_{i \in \{ 1, \dots, N \}}\in \mathcal{P}(\vec{S})\) is the initial state distribution for each player; - \(\vec{P}_{n}:=(P_{n}^i)_{i \in \{ 1, \dots, N \}}\)

  • is a transition rule, i.e. the probability distribution of the next state given action \(a\) in state \(s\) at time \(n\); and
  • \(r_{n}:S\times A\to \mathbb{R}\) is a payoff function, i.e. the payoff of action \(a\) in state \(s\) at time \(n\).

1.2 Continuous Time

The agent chooses an \(A\)-valued (we assume control set \(A\subseteq \mathbb{R}^k\) is closed, convex and bounded to ensure existence and uniqueness) square-integrable control \(\boldsymbol{\alpha}:=(\alpha_{t})_{t \in[0,T]}\in\mathbb{A}\) to minimize their expected cost over a time horizon \([0,T]\) where \(T > 0\). In some applications \(T\) can also be taken as infinity, which is called an infinite horizon stochastic optimal control problem.

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