Python interface to Gambit library¶
Gambit provides a Python interface for programmatic manipulation of games. This section documents this interface, which is under active development. Refer to the instructions for building the Python interface to compile and install the Python extension.
A tutorial introduction¶
Building an extensive game¶
The function Game.new_tree()
creates a new, trivial
extensive game, with no players, and only a root node:
In [1]: import gambit
In [2]: g = gambit.Game.new_tree()
In [3]: len(g.players)
Out[3]: 0
The game also has no title. The title
attribute provides
access to a game’s title:
In [4]: str(g)
Out[4]: "<Game ''>"
In [5]: g.title = "A simple poker example"
In [6]: g.title
Out[6]: 'A simple poker example'
In [7]: str(g)
Out[7]: "<Game 'A simple poker example'>"
The players
attribute of a game is a collection of
the players. As seen above, calling len()
on the set of
players gives the number of players in the game. Adding a
Player
to the game is done with the add()
member
of players
:
In [8]: p = g.players.add("Alice")
In [9]: p
Out[9]: <Player [0] 'Alice' in game 'A simple poker example'>
Each Player
has a text string stored in the
label
attribute, which is useful for human
identification of players:
In [10]: p.label
Out[10]: 'Alice'
Game.players
can be accessed like a Python list:
In [11]: len(g.players)
Out[11]: 1
In [12]: g.players[0]
Out[12]: <Player [0] 'Alice' in game 'A simple poker example'>
In [13]: g.players
Out[13]: [<Player [0] 'Alice' in game 'A simple poker example'>]
Building a strategic game¶
Games in strategic form are created using Game.new_table()
, which
takes a list of integers specifying the number of strategies for
each player:
In [1]: g = gambit.Game.new_table([2,2])
In [2]: g.title = "A prisoner's dilemma game"
In [3]: g.players[0].label = "Alphonse"
In [4]: g.players[1].label = "Gaston"
In [5]: g
Out[5]:
NFG 1 R "A prisoner's dilemma game" { "Alphonse" "Gaston" }
{ { "1" "2" }
{ "1" "2" }
}
""
{
}
0 0 0 0
The strategies
collection for a Player
lists all the
strategies available for that player:
In [6]: g.players[0].strategies
Out[6]: [<Strategy [0] '1' for player 'Alphonse' in game 'A
prisoner's dilemma game'>,
<Strategy [1] '2' for player 'Alphonse' in game 'A prisoner's dilemma game'>]
In [7]: len(g.players[0].strategies)
Out[7]: 2
In [8]: g.players[0].strategies[0].label = "Cooperate"
In [9]: g.players[0].strategies[1].label = "Defect"
In [10]: g.players[0].strategies
Out[10]: [<Strategy [0] 'Cooperate' for player 'Alphonse' in game 'A
prisoner's dilemma game'>,
<Strategy [1] 'Defect' for player 'Alphonse' in game 'A prisoner's dilemma game'>]
The outcome associated with a particular combination of strategies is
accessed by treating the game like an array. For a game g
,
g[i,j]
is the outcome where the first player plays his
i
th strategy, and the second player plays his
j
th strategy. Payoffs associated with an outcome are set
or obtained by indexing the outcome by the player number. For a
prisoner’s dilemma game where the cooperative payoff is 8, the
betrayal payoff is 10, the sucker payoff is 2, and the noncooperative
(equilibrium) payoff is 5:
In [11]: g[0,0][0] = 8
In [12]: g[0,0][1] = 8
In [13]: g[0,1][0] = 2
In [14]: g[0,1][1] = 10
In [15]: g[1,0][0] = 10
In [16]: g[1,1][1] = 2
In [17]: g[1,0][1] = 2
In [18]: g[1,1][0] = 5
In [19]: g[1,1][1] = 5
Reading a game from a file¶
Games stored in existing Gambit savefiles in either the .efg or .nfg
formats can be loaded using Game.read_game()
:
In [1]: g = gambit.Game.read_game("e02.nfg")
In [2]: g
Out[2]:
NFG 1 R "Selten (IJGT, 75), Figure 2, normal form" { "Player 1" "Player 2" }
{ { "1" "2" "3" }
{ "1" "2" }
}
""
{
{ "" 1, 1 }
{ "" 0, 2 }
{ "" 0, 2 }
{ "" 1, 1 }
{ "" 0, 3 }
{ "" 2, 0 }
}
1 2 3 4 5 6
Iterating the pure strategy profiles in a game¶
Each entry in a strategic game corresponds to the outcome arising from
a particular combination fo pure strategies played by the players.
The property Game.contingencies
is the collection of
all such combinations. Iterating over the contingencies collection
visits each pure strategy profile possible in the game:
In [1]: g = gambit.Game.read_game("e02.nfg")
In [2]: list(g.contingencies)
Out[2]: [[0, 0], [0, 1], [1, 0], [1, 1], [2, 0], [2, 1]]
Each pure strategy profile can then be used to access individual outcomes and payoffs in the game:
In [3]: for profile in g.contingencies:
...: print profile, g[profile][0], g[profile][1]
...:
[0, 0] 1 1
[0, 1] 1 1
[1, 0] 0 2
[1, 1] 0 3
[2, 0] 0 2
[2, 1] 2 0
Mixed strategy and behavior profiles¶
A MixedStrategyProfile
object, which represents a probability
distribution over the pure strategies of each player, is constructed
using Game.mixed_strategy_profile()
. Mixed strategy
profiles are initialized to uniform randomization over all strategies
for all players.
Mixed strategy profiles can be indexed in three ways.
- Specifying a strategy returns the probability of that strategy being played in the profile.
- Specifying a player returns a list of probabilities, one for each strategy available to the player.
- Profiles can be treated as a list indexed from 0 up to the number of total strategies in the game minus one.
This sample illustrates the three methods:
In [1]: g = gambit.Game.read_game("e02.nfg")
In [2]: p = g.mixed_strategy_profile()
In [3]: list(p)
Out[3]: [0.33333333333333331, 0.33333333333333331, 0.33333333333333331, 0.5, 0.5]
In [4]: p[g.players[0]]
Out[4]: [0.33333333333333331, 0.33333333333333331, 0.33333333333333331]
In [5]: p[g.players[1].strategies[0]]
Out[5]: 0.5
The expected payoff to a player is obtained using
MixedStrategyProfile.payoff()
:
In [6]: p.payoff(g.players[0])
Out[6]: 0.66666666666666663
The standalone expected payoff to playing a given strategy, assuming
all other players play according to the profile, is obtained using
MixedStrategyProfile.strategy_value()
:
In [7]: p.strategy_value(g.players[0].strategies[2])
Out[7]: 1.0
A MixedBehaviorProfile
object, which represents a probability
distribution over the actions at each information set, is constructed
using Game.mixed_behavior_profile()
. Behavior profiles are
initialized to uniform randomization over all actions at each
information set.
Mixed behavior profiles are indexed similarly to mixed strategy profiles, except that indexing by a player returns a list of lists of probabilities, containing one list for each information set controlled by that player:
In [1]: g = gambit.Game.read_game("e02.efg")
In [2]: p = g.mixed_behavior_profile()
In [3]: list(p)
Out[3]: [0.5, 0.5, 0.5, 0.5, 0.5, 0.5]
In [5]: p[g.players[0]]
Out[5]: [[0.5, 0.5], [0.5, 0.5]]
In [6]: p[g.players[0].infosets[0]]
Out[6]: [0.5, 0.5]
In [7]: p[g.players[0].infosets[0].actions[0]]
Out[7]: 0.5
For games with a tree representation, a
MixedStrategyProfile
can be converted to its equivalent
MixedBehaviorProfile
by calling
MixedStrategyProfile.as_behavior()
. Equally, a
MixedBehaviorProfile
can be converted to an equivalent
MixedStrategyProfile
using MixedBehaviorProfile.as_strategy()
.
Computing Nash equilibria¶
Interfaces to algorithms for computing Nash equilibria are collected
in the module gambit.nash
. Each algorithm is encapsulated in
its own class.
Algorithms with the word “External” in the class name operate by creating a subprocess, which calls the corresponding Gambit command-line tool. Therefore, a working Gambit installation needs to be in place, with the command-line tools located in the executable search path.
Method | Python class |
---|---|
gambit-enumpure | ExternalEnumPureSolver |
gambit-enummixed | ExternalEnumMixedSolver |
gambit-lp | ExternalLPSolver |
gambit-lcp | ExternalLCPSolver |
gambit-simpdiv | ExternalSimpdivSolver |
gambit-gnm | ExternalGlobalNewtonSolver |
gambit-enumpoly | ExternalEnumPolySolver |
gambit-liap | ExternalLyapunovSolver |
gambit-ipa | ExternalIteratedPolymatrixSolver |
gambit-logit | ExternalLogitSolver |
For example, consider the game e02.nfg from the set of standard Gambit examples. This game has a continuum of equilibria, in which the first player plays his first strategty with probability one, and the second player plays a mixed strategy, placing at least probability one-half on her first strategy:
In [1]: g = gambit.Game.read_game("e02.nfg")
In [2]: solver = gambit.nash.ExternalEnumPureSolver()
In [3]: solver.solve(g)
Out[3]: [[1.0, 0.0, 0.0, 1.0, 0.0]]
In [4]: solver = gambit.nash.ExternalEnumMixedSolver()
In [5]: solver.solve(g)
Out[5]: [[1.0, 0.0, 0.0, 1.0, 0.0], [1.0, 0.0, 0.0, 0.5, 0.5]]
In [6]: solver = gambit.nash.ExternalLogitSolver()
In [7]: solver.solve(g)
Out[7]: [[0.99999999997881173, 0.0, 2.1188267679986399e-11, 0.50001141005647654, 0.49998858994352352]]
In this example, the pure strategy solver returns the unique equilibrium in pure strategies. Solving using gambit-enummixed gives two equilibria, which are the extreme points of the set of equilibria. Solving by tracing the quantal response equilibrium correspondence produces a close numerical approximation to one equilibrium; in fact, the equilibrium which is the limit of the principal branch is the one in which the second player randomizes with equal probability on both strategies.
When a game’s representation is in extensive form, these solvers
default to using the version of the algorithm which operates on the
extensive game, where available, and returns a list of
gambit.MixedBehaviorProfile
objects. This can be overridden when
calling solve()
via the use_strategic
parameter:
In [1]: g = gambit.Game.read_game("e02.efg")
In [2]: solver = gambit.nash.ExternalLCPSolver()
In [3]: solver.solve(g)
Out[3]: [<NashProfile for 'Selten (IJGT, 75), Figure 2': [1.0, 0.0, 0.5, 0.5, 0.5, 0.5]>]
In [4]: solver.solve(g, use_strategic=True)
Out[4]: [<NashProfile for 'Selten (IJGT, 75), Figure 2': [1.0, 0.0, 0.0, 1.0, 0.0]>]
As this game is in extensive form, in the first call, the returned
profile is a MixedBehaviorProfile
, while in the second, it
is a MixedStrategyProfile
. While the set of equilibria is
not affected by whether behavior or mixed strategies are used, the
equilibria returned by specific solution methods may differ, when
using a call which does not necessarily return all equilibria.
API documentation¶
Game representations¶
-
class
gambit.
Game
¶ An object representing a game, in extensive or strategic form.
-
classmethod
new_tree
()¶ Creates a new
Game
consisting of a trivial game tree, with one node, which is both root and terminal, and no players.
-
classmethod
new_table
(dim)¶ Creates a new
Game
with a strategic representation.Parameters: dim – A list specifying the number of strategies for each player.
-
classmethod
read_game
(fn)¶ Constructs a game from its serialized representation in a file. See Game representation formats for details on recognized formats.
Parameters: fn (file) – The path to the file to open Raises: IOError – if the file cannot be opened, or does not contain a valid game representation
-
classmethod
parse_game
(s)¶ Constructs a game from its seralized representation in a string. See Game representation formats for details on recognized formats.
Parameters: s (str) – The string containing the serialized representation Raises: IOError – if the string does not contain a valid game representation
-
is_tree
¶ Returns
True
if the game has a tree representation.
-
title
¶ Accesses the text string of the game’s title.
-
comment
¶ Accesses the text string of the game’s comment.
-
actions
¶ Returns a list-like object representing the actions defined in the game.
Raises: gambit.UndefinedOperationError – if the game does not have a tree representation.
-
infosets
¶ Returns a list-like object representing the information sets defined in the game.
Raises: gambit.UndefinedOperationError – if the game does not have a tree representation.
-
strategies
¶ Returns a list-like object representing the strategies defined in the game.
-
contingencies
¶ Returns a collection object representing the collection of all possible pure strategy profiles in the game.
-
root
¶ Returns the
Node
representing the root node of the game.Raises: UndefinedOperationError
if the game does not have a tree representation.
-
is_const_sum
¶ Returns
True
if the game is constant sum.
-
is_perfect_recall
¶ Returns
True
if the game is of perfect recall.
-
min_payoff
¶ Returns the smallest payoff in any outcome of the game.
-
max_payoff
¶ Returns the largest payoff in any outcome of the game.
-
__getitem__
(profile)¶ Returns the
Outcome
associated with a profile of pure strategies.Parameters: profile – A list of integers specifying the strategy number each player plays in the profile.
-
mixed_strategy_profile
(rational=False)¶ Returns a mixed strategy profile
MixedStrategyProfile
over the game, initialized to uniform randomization for each player over his strategies. If the game has a tree representation, the mixed strategy profile is defined over the reduced strategic form representation.Parameters: rational – If True
, probabilities are represented using rational numbers; otherwise double-precision floating point numbers are used.
-
mixed_behavior_profile
(rational=False)¶ Returns a behavior strategy profile
MixedBehaviorProfile
over the game, initialized to uniform randomization for each player over his actions at each information set.Parameters: rational – If True
, probabilities are represented using rational numbers; otherwise double-precision floating point numbers are used.Raises: UndefinedOperationError – if the game does not have a tree representation.
-
write
(format='native')¶ Returns a serialization of the game. Several output formats are supported, depending on the representation of the game.
- efg: A representation of the game in the .efg extensive game file format. Not available for games in strategic representation.
- nfg: A representation of the game in the .nfg strategic game file format. For an extensive game, this uses the reduced strategic form representation.
- gte: The XML representation used by the Game Theory Explorer tool. Only available for extensive games.
- native: The format most appropriate to the underlying representation of the game, i.e., efg or nfg.
-
classmethod
-
class
gambit.
StrategicRestriction
¶ A read-only view on a
Game
, defined by a subset of the strategies on the original game.In addition to the members described here, a StrategicRestriction implements the interface of a
Game
, although operations which change the content of the game will raise an exception.
Representations of play of games¶
The main responsibility of these classes is to capture information about a plan of play of a game, by one or more players.
-
class
gambit.
StrategySupportProfile
¶ A set-like object representing a subset of the strategies in a game. It incorporates the restriction that each player must have at least one strategy.
-
issubset
(other)¶ Returns
True
if this profile is a subset of other.Parameters: other (StrategySupportProfile) – another support profile
-
issuperset
(other)¶ Returns
True
if this profile is a superset of other.Parameters: other (StrategySupportProfile) – another support profile
-
restrict
()¶ Creates a
StrategicRestriction
object, which defines a restriction of the game in which only the strategies in this profile are present.
-
remove
(strategy)¶ Modifies the support profile by removing the specified strategy.
Parameters: strategy (Strategy) – the strategy to remove Raises: UndefinedOperationError – if attempting to remove the last strategy for a player
-
difference
(other)¶ Returns a new support profile containing all the strategies which are present in this profile, but not in other.
Parameters: other (StrategySupportProfile) – another support profile
-
intersection
(other)¶ Returns a new support profile containing all the strategies present in both this profile and in other.
Parameters: other (StrategySupportProfile) – another support profile
-
union
(other)¶ Returns a new support profile containing all the strategies present in this profile, in other, or in both.
Parameters: other (StrategySupportProfile) – another support profile
-
-
class
gambit.
MixedStrategyProfile
¶ Represents a mixed strategy profile over a
Game
.-
__getitem__
(index)¶ Returns a slice of the profile based on the parameter
index
.- If
index
is aStrategy
, returns the probability with which that strategy is played in the profile. - If
index
is aPlayer
, returns a list of probabilities, one for each strategy belonging to that player. - If
index
is an integer, returns theindex
th entry in the profile, treating the profile as a flat list of probabilities.
- If
-
__setitem__
(strategy, prob)¶ Sets the probability
strategy
is played in the profile toprob
.
-
as_behavior
()¶ Returns a behavior strategy profile
BehavProfile
associated to the profile.Raises: gambit.UndefinedOperationError – if the game does not have a tree representation.
-
copy
()¶ Creates a copy of the mixed strategy profile.
-
payoff
(player)¶ Returns the expected payoff to a player if all players play according to the profile.
-
strategy_value
(strategy)¶ Returns the expected payoff to choosing the strategy, if all other players play according to the profile.
-
strategy_values
(player)¶ Returns the expected payoffs for a player’s set of strategies if all other players play according to the profile.
-
-
class
gambit.
MixedBehaviorProfile
¶ Represents a behavior strategy profile over a
Game
.-
__getitem__
(index)¶ Returns a slice of the profile based on the parameter
index
.- If
index
is aAction
, returns the probability with which that action is played in the profile. - If
index
is anInfoset
, returns a list of probabilities, one for each action belonging to that information set. - If
index
is aPlayer
, returns a list of lists of probabilities, one list for each information set controlled by the player. - If
index
is an integer, returns theindex
th entry in the profile, treating the profile as a flat list of probabilities.
- If
-
__setitem__
(action, prob)¶ Sets the probability
action
is played in the profile toprob
.
-
as_strategy
()¶ Returns a
MixedStrategyProfile
which is equivalent to the profile.
-
belief
(node)¶ Returns the probability
node
is reached, given its information set was reached.
-
belief
(infoset) Returns a list of belief probabilities of each node in
infoset
.
-
copy
()¶ Creates a copy of the behavior strategy profile.
-
payoff
(player)¶ Returns the expected payoff to
player
if all players play according to the profile.
-
payoff
(action) Returns the expected payoff to choosing
action
, conditional on having reached the information set, if all other players play according to the profile.
-
payoff
(infoset) Returns the expected payoff to the player who has the move at
infoset
, conditional on the information set being reached, if all players play according to the profile.
-
regret
(action)¶ Returns the regret associated to
action
.
-
realiz_prob
(infoset)¶ Returns the probability with which information set
infoset
is reached, if all players play according to the profile.
-
Elements of games¶
These classes represent elements which exist inside of the definition of game.
-
class
gambit.
Players
¶ A collection object representing the players in a game.
-
len
()¶ Returns the number of players in the game.
-
__getitem__
(i)¶ Returns player number
i
in the game. Players are numbered starting with0
.
-
chance
¶ Returns the player representing all chance moves in the game.
-
add
([label=""])¶ Add a
Player
to the game. If label is specified, sets the text label for the player. In the case of extensive games this will create a new player with no moves. In the case of strategic form games it creates a player with one strategy. If the provided player label is shared by another player a warning will be returned.
-
-
class
gambit.
Player
¶ Represents a player in a
Game
.-
label
¶ A text label useful for identification of the player.
-
is_chance
¶ Returns
True
if the player object represents the chance player.
-
infosets
¶ Returns a list-like object representing the information sets of the player.
-
strategies
¶ Returns a
gambit.Strategies
collection object representing the strategies of the player.
-
min_payoff
¶ Returns the smallest payoff for the player in any outcome of the game.
-
max_payoff
¶ Returns the largest payoff for the player in any outcome of the game.
-
-
class
gambit.
Infoset
¶ An information set for an extensive form game.
-
precedes
(node)¶ Returns
True
orFalse
depending on whether the specified node precedes the information set in the extensive game.
-
reveal
(player)¶ Reveals the information set to a player.
-
actions
¶ Returns a
gambit.Actions
collection object representing the actions defined in this information set.
-
label
¶ A text label used to identify the information set.
-
is_chance
¶ Returns
True
orFalse
depending on whether this information set is associated to the chance player.
-
members
¶ Returns the set of nodes associated with this information set.
-
player
¶ Returns the player object associated with this information set.
-
-
class
gambit.
Actions
¶ A collection object representing the actions available at an information set in a game.
-
len
()¶ Returns the number of actions for the player.
-
__getitem__
(i)¶ Returns action number
i
. Actions are numbered starting with0
.
-
-
class
gambit.
Action
¶ An action associated with an information set.
-
delete
()¶ Deletes this action from the game.
Raises: gambit.UndefinedOperationError – when the action is the last one of its infoset.
-
precedes
(node)¶ Returns
True
ifnode
precedes this action in the extensive game.
-
label
¶ A text label used to identify the action.
-
infoset
¶ Returns the information to which this action is associated.
-
prob
¶ A settable property that represents the probability associated with the action. It can be a value stored as an int, decimal.Decimal, or Fraction.fraction.
-
-
class
gambit.
Strategies
¶ A collection object representing the strategies available to a player in a game.
-
len
()¶ Returns the number of strategies for the player.
-
__getitem__
(i)¶ Returns strategy number
i
. Strategies are numbered starting with0
.
-
-
class
gambit.
Strategy
¶ Represents a strategy available to a
Player
.-
label
¶ A text label useful for identification of the strategy.
-
-
class
gambit.
Node
¶ Represents a node in a
Game
.-
is_successor_of
(node)¶ Returns
True
if the node is a successor ofnode
.
-
is_subgame_root
(node)¶ Returns
True
if the current node is a root of a proper subgame.
-
label
¶ A text label useful for identification of the node.
-
is_terminal
¶ Returns
True
if the node is a terminal node in the game tree.
-
children
¶ Returns a collection of the node’s children.
-
prior_action
¶ Returns the action immediately prior to the node.
-
append_move
(infoset[, actions])¶ Add a move to a terminal node, at the
gambit.Infoset
infoset
. Alternatively, agambit.Player
can be passed as the information set, in which case the move is placed in a new information set for that player; in this instance, the number ofactions
at the new information set must be specified.Raises: - gambit.UndefinedOperationError – when called on a non-terminal node.
- gambit.UndefinedOperationError – when called with a
Player
object and no actions, or actions < 1. - gambit.UndefinedOperationError – when called with a
Infoset
object and with actions. - gambit.MismatchError – when called with objects from different games.
-
insert_move
(infoset[, actions])¶ Insert a move at a node, at the
Infoset
infoset
. Alternatively, aPlayer
can be passed as the information set, in which case the move is placed in a new information set for that player; in this instance, the number ofactions
at the new information set must be specified. The newly-inserted node takes the place of the node in the game tree, and the existing node becomes the first child of the new node.Raises: - gambit.UndefinedOperationError – when called with a
Player
object and no actions, or actions < 1. - gambit.UndefinedOperationError – when called with a
Infoset
object and with actions. - gambit.MismatchError – when called with objects from different games.
- gambit.UndefinedOperationError – when called with a
-
leave_infoset
()¶ Removes this node from its information set. If this node is the last of its information set, this method does nothing.
-
delete_parent
()¶ Deletes the parent node and its subtrees other than the one which contains this node and moves this node into its former parent’s place.
-
delete_tree
()¶ Deletes the whole subtree which has this node as a root, except the actual node.
-
copy_tree
(node)¶ Copies the subtree rooted at this node to
node
.Raises: gambit.MismatchError – if both objects aren’t in the same game.
-
move_tree
(node)¶ Move the subtree rooted at this node to
node
.Raises: gambit.MismatchError – if both objects aren’t in the same game.
-
-
class
gambit.
Outcomes
¶ A collection object representing the outcomes of a game.
-
len
()¶ Returns the number of outcomes in the game.
-
__getitem__
(i)¶ Returns outcome
i
in the game. Outcomes are numbered starting with0
.
-
-
class
gambit.
Outcome
¶ Represents an outcome in a
Game
.-
delete
()¶ Deletes the outcome from the game.
-
label
¶ A text label useful for identification of the outcome.
-
__getitem__
(player)¶ Returns the payoff to
player
at the outcome.player
may be aPlayer
, a string, or an integer. If a string, returns the payoff to the player with that string as its label. If an integer, returns the payoff to player numberplayer
.
-
__setitem__
(player, payoff)¶ Sets the payoff to the
pl
th player at the outcome to the specifiedpayoff
. Payoffs may be specified as integers or instances ofdecimal.Decimal
orfractions.Fraction
. Players may be specified as in__getitem__()
.
-
Representation of errors and exceptions¶
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exception
gambit.
MismatchError
¶ A subclass of
ValueError
which is raised when attempting an operation among objects from different games.
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exception
gambit.
UndefinedOperationError
¶ A subclass of
ValueError
which is raised when an operation which is not well-defined is attempted.