Open games in Monoidal categories [efr-CA6T]
Open games in Monoidal categories [efr-CA6T]
Let us unpack this very dense definition. Given a context k: X \otimes Y \to I, a strategy I \to X \otimes Y is in equilibrium if:
- It decomposes as a tensor product of x: I \to X, y: I \to Y.
- Composing k with y, we obtain a map X \to I. This is the context of the first player assuming the second player plays y. x must be an equilibrium strategy for this map. Simultaneously, y must be an equilibrium for the analogous composite of k and x.
Now we are ready to make the slick definition of open games.
Note that in this case, \mathsf {Optic}(\mathcal {C})(I, {A \choose X}) = \mathcal {C}(I,X), and \mathsf {Optic}(\mathcal {C})({A \choose X},I) = \mathcal {C}(X,A). Thus a selection function decides, for each payoff function X \to A, which of the states I \to X are suitable equilibria.
Before we proceed to the case of stochastic lenses, we will pause briefly to make a small modification to the preceding theory as presented in Reference [towards-cybercat]. In a game with forwards play function \Sigma \times X \to Y, there are two ways to talk about the player's "choice"---we may say that the player chooses a strategy \sigma \in \Sigma , which then has some effect. Or we may say that the choice is really the y \in Y, and the strategy \sigma is the "precommitment" of choosing what to do given each possible x \in X.
Once we introduce randomness---working in Kl(\Delta ), for example---we see that there are two distinct ways for a player to make a random choice: first, his strategy I \to \Delta (\Sigma ) may be stochastic---that is, he is choosing a random strategy. Or the morphism \Sigma \times X \to \Delta (Y) may be stochastic---this means each strategy \sigma contains a specification of how to randomly choose y given each possible x.
In the case where X = *, the distinction is between taking \Sigma = Y and letting the play function be the identity, and taking \Sigma = \Delta (Y) and letting the play function be the sampling map which stochastically draws an element from a distribution.
We take the view that the latter is the proper presentation of this game---this goes along with the terminology in the classical game theory literature, which would certainly regard a distribution on the set of possible moves as a (mixed) strategy. Having represented our games like this, we may restrict ourselves to considering deterministic maps I \to \Sigma as strategies. This also fixes the awkwardness in the definition of the Nash product, since now every strategy in \Sigma _1 \otimes \Sigma _2 decomposes uniquely as a pair of strategies.
We quickly modify the preceding definitions to make sense of this. Note that we also modify the reparametrization maps to be deterministic (in the base).
We now introduce the notion of strategic equivalence, which identified two open games if they have the same equilibria for every costate \overline {\Sigma } \to I which can actually occur as a result of pasting the game \overline {\Sigma } \otimes \bar {X} \to \bar {Y} into some larger diagram.
Note that a game up to strategic equivalence is determined by a relation between strategies I \to \Sigma and contexts. This brings us closer to Hedges' original definition of open game from Reference [hedges-etal-comp-gametheory]. The chief difference is that a game in our sense is prevented from "inspecting" the context Y \to \bar {Y} for those y \in Y which are not in the image of X \times \Sigma \to Y, in the sense that whether a given strategy is in equilibrium or not cannot depend on this (since we only see a certain costate on \Sigma ).
Note that this category of open games retains a 2-categorical structure, given by deterministic maps \Sigma _1 \to \Sigma _2 which preserve equilibria in every context. However, we will leave a deeper investigation of this structure for future work.