Cheatsheet

Differential Games

All topics on one page

4modules
12articles
124definitions
28formulas

01

Introduction to Differential Games

History, formulation of pursuit–evasion problems, and main classifications

What is a Differential Game: History and Formulation

The Birth of the Theory: From Missiles to Economics → Key Difference from Optimal Control → Formal Formulation → What Does “Strategy” Mean? → Classification of Games → Connection with Optimal Control Theory → Real-Life Examples → Historical Development → Modern Numerical Methods → Applications

Definitions

Dynamics
$\dot{x} = f(x, u, v)$, $x \in \mathbb{R}^n$ (state), $u \in U$ (control of player P, minimizer), $v \in V$ (control of player E, maximizer).
Functional
$J = g(x(T)) + \int_0^T F(x(t), u(t), v(t)) \,dt$.
Open-loop strategy
$u = u(t)$—control as a function of time only. Planned in advance, does not react to the system state. Mathematically simpler, but unrealistic in practice.
Feedback-form strategy
$u = \alpha(x, t)$—control as a function of the current state. Each player "sees" $x$ and reacts. This is a realistic model for real systems.
Output feedback strategy
$u = \alpha(y, t)$, where $y = h(x)$—incomplete observation. The most complex case.
Important Fact
for zero-sum games under Isaacs' condition, the value of the game is the same for open-loop and feedback strategies!
By sum
zero-sum ($J_1 + J_2 = 0$—interests are completely opposed), nonzero-sum (each has their own $J$), cooperative (players can make agreements).
By information
full information (both see $x$), incomplete (part of $x$ is hidden).
By horizon
finite ($T < \infty$), infinite ($T = \infty$, pursuit until capture problem).
By dynamics
linear ($f = Ax + Bu + Cv$), nonlinear, stochastic (with noise).
Aviation
interceptor (P) and target (E). The interceptor wants to minimize the distance to the target. The target wants to maximize it. Optimal strategy for P: fly toward the "anticipation point," not directly.
Economics
two companies set prices for competing products. The price of the first affects the demand for the second and vice versa. Dynamic model $\to$ differential game.
Autonomous vehicles
two cars at an intersection. Each wants to pass without crashing. This is a Stackelberg or Nash equilibrium problem in differential games.
Biology
predator and prey in three-dimensional space. Strategically, optimal "chase" is not always "in a straight line."

Formulas

Output feedback strategy: $u = \alpha(y, t)$, where $y = h(x)$—incomplete observation. The most complex case.By sum: zero-sum ($J_1 + J_2 = 0$—interests are completely opposed), nonzero-sum (each has their own $J$), cooperative (players can make agreements).By dynamics: linear ($f = Ax + Bu + Cv$), nonlinear, stochastic (with noise).
  • ·Player P (pursuer/minimizer): $\min_u \max_v J$
  • ·Player E (evader/maximizer): $\max_v \min_u J$
  • ·Finite difference schemes for HJI: Lax-Friedrichs, ENO/WENO upwind, level-set (Osher-Sethian)—standard for low-dimensional problems ($n \leq 4$)
  • ·Semi-Lagrangian method (Falcone, Ferretti): effective for problems with discontinuities
  • ·Adaptive grids: AMR (Adaptive Mesh Refinement) for localized refinement
  • ·Neural network approximations: Deep Galerkin, PINNs for HJI in high dimensions—a breakthrough 2018–2023
  • ·Reach-avoid analysis: Hamilton-Jacobi reachability in libraries hj_reachability (Python), helperOC (MATLAB)

In the 1950s, the Cold War confronted military analysts with a new challenge: how to intercept a highly maneuverable missile? How to evade an interceptor? This is not an optimal control problem in the usual sense—the "target" has its own will and actively resists. Rufus Isaacs, working at RAND Co...

In the optimal control problem: one player controls the system, minimizing the cost. Nature is "not against"—there is no opponent. In a differential game: two (or more) players control a shared system, and their goals conflict.

This makes the problem fundamentally more complex: the optimal strategy of one player depends on the strategy of the other, and vice versa. It's a "loop": you need to find strategies that are simultaneously optimal given the opponent's strategies.

Dynamics: $\dot{x} = f(x, u, v)$, $x \in \mathbb{R}^n$ (state), $u \in U$ (control of player P, minimizer), $v \in V$ (control of player E, maximizer).

The Hamilton–Jacobi–Isaacs Game Equation

From HJB to HJI → Value Function of the Game → Derivation of the HJI Equation → Isaacs' Condition → Optimal Feedback Strategies → Regularity and Viscosity Solutions → Complete Analysis: A Simple Pursuit Game in ℝ → Applications → Numerical Solution of HJI → Dimensionality as a Limitation

Definitions

Definition
V(x, t) = min_{u(·)} max_{v(·)} J(x, t; u(·), v(·)) is the value of the game started from state x at time t.
Terminal condition
V(x, T) = g(x), the cost of the terminal state.
HJI equation
∂V/∂t + H*(x, t, ∇V) = 0
Isaacs' condition
min_{u∈U} max_{v∈V} H(x,u,v,p) = max_{v∈V} min_{u∈U} H(x,u,v,p)
Meaning
the "game Hamiltonian" is the same upon swapping min and max. This is analogous to the "equilibrium" condition in static games.
When satisfied
with compact U, V and continuous H — always (Neumann minimax theorem). With disconnected controls there may be problems.
If violated
the value of the game may depend on the order of moves (who "announces" their strategy first). One must distinguish the "lower value" V⁻ = max_v min_u J and the "upper value" V⁺ = min_u max_v J.
Numerical methods
finite differences with monotone schemes (Osher–Shu upwind), level-set methods (Osher–Sethian). These methods closely approximate the viscosity solution.
Dynamics
ẋ = u − v, x ∈ ℝ, u ∈ [−1,1] (P), v ∈ [−a,a] (E, a < 1).
Cost functional
J = x(T)² (minimize the distance at T).
HJI
∂V/∂t + min_{|u|≤1} max_{|v|≤a} [(u−v) ∂V/∂x] = 0.

Formulas

Definition: V(x, t) = min_{u(·)} max_{v(·)} J(x, t; u(·), v(·)) is the value of the game started from state x at time t.Isaacs' condition: min_{u∈U} max_{v∈V} H(x,u,v,p) = max_{v∈V} min_{u∈U} H(x,u,v,p)
  • ·Decomposition: splitting the problem into subproblems of lower dimension (Mitchell, Tomlin)
  • ·Sparse grids (Smolyak): reducing the number of points to O(N log^n)
  • ·Neural network approximation: Deep BSDE (E–Han–Jentzen, 2017), PINNs — the neural network approximates V(x, t), solving HJI as a loss function
  • ·Reinforcement learning: instead of explicit HJI solution — learning the optimal policy via simulation

In optimal control theory, the value function V(x, t) satisfies the Hamilton–Jacobi–Bellman (HJB) equation. When a second player with opposing interests is introduced, the equation is modified: instead of a min over u, there is simultaneously a min over u and a max over v. This is the Hamilton–Ja...

Definition: V(x, t) = min_{u(·)} max_{v(·)} J(x, t; u(·), v(·)) is the value of the game started from state x at time t.

where the game Hamiltonian: H*(x, t, p) = min_{u∈U} max_{v∈V} {F(x, u, v, t) + pᵀ f(x, u, v, t)}

Isaacs' condition: min_{u∈U} max_{v∈V} H(x,u,v,p) = max_{v∈V} min_{u∈U} H(x,u,v,p)

Pursuit-Evasion Problem

The Oldest Game in the World → Statement: The Simplest Variant → Three Main Cases → Isaacs' Game “Homicidal Chauffeur” → Lead Strategy (Proportional Navigation) → Numerical Example: Optimal Capture Time → Applications in Autonomous Systems → Games with Obstacles → Cooperative Pursuit → Games with Incomplete Information

Definitions

Distance
$r(t) = |x_P(t) - x_E(t)|$.
Capture
$r(t) \leq l$ (capture radius). $P$ wants to achieve capture, $E$ wants to avoid it.
Barrier surface
Isaacs found the geometry of the region of initial conditions from which capture is guaranteed (Capture Zone) and from which evasion is guaranteed (Escape Zone). The boundary — the "barrier" — is a special solution of the HJI.
Optimality
with linear dynamics and small angle, PN with $N \rightarrow \infty$ is optimal. With $N = 4-5$ it is practically close to optimal.
Why PN works
the aim of interception is a future point (“lead point”), not the target’s current position. PN automatically computes lead via angular rate.
Parameters
$P$ and $E$ in $\mathbb{R}^2$, $\alpha = 2$, $\beta = 1$, $l = 0$ (point capture). Initial positions: $x_P = (0,0)$, $x_E = (10, 0)$.
Drones
the problem of safe collision avoidance is the reverse of the pursuit-evasion problem. Car $A$ wants to “escape” from $B$ to avoid collision. The optimal "evading" algorithm minimizes risk.
Multi-UAV capture
a group of pursuers versus one evader. Result: two coordinated pursuers are enough to guarantee capture even of a faster $E$ in a bounded space.
Robots
patrol-evader problem for autonomous security robots. The SafeRL library uses HJI to compute “safe” controls in real time.

Formulas

Optimality: with linear dynamics and small angle, PN with $N \rightarrow \infty$ is optimal. With $N = 4-5$ it is practically close to optimal.Parameters: $P$ and $E$ in $\mathbb{R}^2$, $\alpha = 2$, $\beta = 1$, $l = 0$ (point capture). Initial positions: $x_P = (0,0)$, $x_E = (10, 0)$.
  • ·Offline: precompute the value function $V$ on a grid of states
  • ·Online: look up the nearest value of $V$ and gradient, select optimal control
  • ·MPC (Model Predictive Control): at each step, solve the optimization problem over a short horizon
  • ·Military aviation: automatic interception systems (AIM-120 AMRAAM, Patriot)
  • ·Space: satellite maneuvers to avoid debris
  • ·Security: automatic perimeter guarding systems
  • ·Sport: analysis of optimal strategies in team games (hockey, football)
  • ·Biology: modeling predator hunts, evolution of “predator-prey” systems

A hunter pursues a hare. A fox chases a rabbit. A military interceptor — pursues a target. The Pursuit-Evasion (PE) problem is one of the oldest applied mathematical problems. Isaacs gave it a rigorous mathematical form and discovered some stunning results: the optimal strategy is not always “fly...

Two players in $\mathbb{R}^2$. Pursuer $P$ with position $x_P \in \mathbb{R}^2$, speed $|u| \leq \alpha$. Evader $E$ with position $x_E \in \mathbb{R}^2$, speed $|v| \leq \beta$.

Dynamics: $\dot{x}_P = u$, $\dot{x}_E = v$, $|u| \leq \alpha$, $|v| \leq \beta$.

Capture: $r(t) \leq l$ (capture radius). $P$ wants to achieve capture, $E$ wants to avoid it.

02

Zero-Sum Games and Minimax

Theory of zero-sum games, minimax theorem, and feedback strategies

Minimax Theorem and Its Extensions

Fundamental Fact: Both Players "Know" the Optimal Value → Von Neumann's Minimax Theorem → Nash Equilibrium in Matrix Games → Extension to Differential Games → Feedback Strategies vs Open-Loop → LQ Differential Games → Full Solution: 1D LQ Game → Saddle Points and Equilibrium → Algorithms for Finding Equilibria → Extensions

Definitions

Meaning
the maximum "guaranteed" payoff for player 1 = the minimum "guaranteed" loss for player 2. This value is called the value of the game.
Proof via LP
the task $\max_x \min_y x^\top A y$ is a linear program (one can introduce $v = \min_y x^\top A y$). Strong duality of LP $\rightarrow$ equality min = max.
Algorithm for finding
we write as an LP. Both problems are LPs, strong duality.
Important fact
for zero-sum games with fixed strategies — there is a difference!
Open-loop strategies
$u = u(t)$, $v = v(t)$ (fixed before the game). The "open" order of moves:
Feedback strategies
$u = \alpha(x, t)$, $v = \beta(x, t)$. Under Isaacs' condition: $\min \max = \max \min = V(x_0)$. Feedback strategies "bypass" the issue of move order.
Solution
optimal strategies are linear:
Problem
$\dot{x} = u + v$, $x(0) = 1$, $J = x(T)^2 + \int_0^T [u^2 - v^2] dt$ ($T = 1$).

Formulas

Meaning: the maximum "guaranteed" payoff for player 1 = the minimum "guaranteed" loss for player 2. This value is called the value of the game.Open-loop strategies: $u = u(t)$, $v = v(t)$ (fixed before the game). The "open" order of moves:
  • ·$x^*$ is optimal given $y^*$: $x^\top A y^* \leq x^{* \top} A y^*$ for all $x \in \Delta_m$
  • ·$y^*$ is optimal given $x^*$: $x^{* \top} A y \leq x^{* \top} A y^*$ for all $y \in \Delta_n$... no, actually the other way around for the maximizer
  • ·Games with informational asymmetry: Stackelberg, leader-follower, with information delay
  • ·Games with signals: one player can "bluff" — send false signals (application in cybersecurity)
  • ·Robust optimization as a game: "nature" as the opponent chooses the worst possible scenario — yields robust solutions for financial portfolios and engineering systems

In 1928, John von Neumann proved a remarkable fact: in any zero-sum matrix game there exists an "equilibrium." The minimizer cannot "worsen" the result below some value V, and the maximizer cannot raise it above the same V. This value V is the "value of the game." The minimax theorem is the mathe...

For a payoff matrix $A \in \mathbb{R}^{m \times n}$: $ \max_{x \in \Delta_m} \min_{y \in \Delta_n} x^\top A y = \min_{y \in \Delta_n} \max_{x \in \Delta_m} x^\top A y $ where $\Delta_k$ is the standard simplex of mixed strategies (a probability distribution over $k$ pure strategies).

Meaning: the maximum "guaranteed" payoff for player 1 = the minimum "guaranteed" loss for player 2. This value is called the value of the game.

Proof via LP: the task $\max_x \min_y x^\top A y$ is a linear program (one can introduce $v = \min_y x^\top A y$). Strong duality of LP $\rightarrow$ equality min = max.

H∞ Control as a Differential Game

The Stability Problem under Unknown Disturbances → The H∞ Problem: Formulation → Game-Theoretic Formulation → LMI Solution to H∞ → Physical Interpretation → Full Example: H∞ Synthesis for a Car Suspension → Applications → H∞ Norm and Interpretation → Connection with Differential Game → Synthesis Algorithms

Definitions

System
ẋ = Ax + Bu + Dw (w is an unknown disturbance), output z = Cx + Eu.
H∞ Problem
find control u = K(x) minimizing the "gain coefficient" from w to z in the worst case:
As a differential game
control u is the minimizer, disturbance w is the maximizer:
Connection with stability
if the H∞ norm is finite—the system is stable. The minimal γ for which the problem is solvable is the system's "robustness margin."
Model
ẋ₁ = x₂ (body velocity), mẋ₂ = −k(x₁−x₃) − c(x₂−x₄) + u (damper), Mẋ₃ = x₄, Mẋ₄ = k(x₁−x₃) + c(x₂−x₄) − kₜ(x₃−w). Here w is the road roughness, u is active suspension.
Goal
minimize ‖body acceleration ẍ₁‖ under limited ‖u‖ and worst-case ‖w‖.
Result
An H∞ regulator reduces body acceleration by 30-40% compared to passive suspension under the same constraints on suspension travel.

Formulas

System: ẋ = Ax + Bu + Dw (w is an unknown disturbance), output z = Cx + Eu.H∞ Problem: find control u = K(x) minimizing the "gain coefficient" from w to z in the worst case:
  • ·min over u: 2EᵀCx + 2EᵀEu + BᵀP = 0 → u* = −(EᵀE)⁻¹(EᵀCx + (1/2)BᵀPx)
  • ·max over w: −2γ²w + DᵀPx = 0 → w* = DᵀPx/(2γ²)
  • ·Riccati equations with γ-iteration: binary search over γ + solve the Riccati equation for each γ
  • ·LMI (Linear Matrix Inequalities): formulation via convex constraints, solution by SDP solvers (SeDuMi, MOSEK)
  • ·μ-synthesis: accounts for structured uncertainty (D-K iteration)
  • ·Loop-shaping: classical H∞ approach via shaping the frequency response

In real control systems—aircraft, power systems, chemical reactors—there are always unknown disturbances: turbulence, load changes, parametric uncertainty. Classical control (LQR) is optimal for a known model, but can "fail" in the presence of disturbances. H∞ control builds a regulator that is g...

H∞ Problem: find control u = K(x) minimizing the "gain coefficient" from w to z in the worst case:

‖T_{zw}‖_∞ is the H∞ norm of the transfer function from w to z. This is the "worst-case signal gain."

As a differential game: control u is the minimizer, disturbance w is the maximizer:

Differential Games with a Finite Horizon

Terminal Moment: What Happens "at the End" → Solution Structure via Backward Induction → LQ Game with Finite Horizon → Survival and Capture Zones → Complete Analysis: Two-Dimensional Capture Game → Numerical Methods for HJI → Problems with Fixed Time → Principle of Dynamic Programming → Reachability and Achievable Zones → Applications

Definitions

For LQ games
V(x,t) = xᵀP(t)x (quadratic in x), P(t) is the Riccati-Isaacs matrix satisfying an ODE.
Solvability condition
the Riccati equation must have a solution over all [0, T]. For large T (or large C), the solution may "blow up"—the value of the game is unbounded.
Reach-Avoid set
initial conditions x₀ from which P can guarantee capture. The boundary = barrier surface.
Computation
level-set method (Hamilton-Jacobi toolbox). V(x,t) = 0 — boundary. V(x,t) < 0 — P’s zone, V(x,t) > 0 — E’s zone.
System
ẋP = uP, ẋE = uE, |uP| ≤ αP, |uE| ≤ αE. Capture: |xP − xE| ≤ l.
Change of variable
r = xP − xE (relative position). ṙ = uP − uE.
Finite difference method
discretization in x on a grid, integration of HJI backwards in t.
Curse of dimensionality
for n=4 and step h=0.1: 10⁴ = 10,000 points—feasible. For n=6: 10⁶—hard. For n=10: impossible.

Formulas

For LQ games: V(x,t) = xᵀP(t)x (quadratic in x), P(t) is the Riccati-Isaacs matrix satisfying an ODE.Computation: level-set method (Hamilton-Jacobi toolbox). V(x,t) = 0 — boundary. V(x,t) < 0 — P’s zone, V(x,t) > 0 — E’s zone.System: ẋP = uP, ẋE = uE, |uP| ≤ αP, |uE| ≤ αE. Capture: |xP − xE| ≤ l.Change of variable: r = xP − xE (relative position). ṙ = uP − uE.Simplest 1D case (r ∈ ℝ): HJI: ∂V/∂t + min_u max_v [(u−v) ∂V/∂r] = 0.Curse of dimensionality: for n=4 and step h=0.1: 10⁴ = 10,000 points—feasible. For n=6: 10⁶—hard. For n=10: impossible.
  • ·Deep learning for HJI (DeepReach, 2021): neural network approximates V(x,t) → works in high dimensions
  • ·Linearization: V ≈ xᵀP(t)x (LQ-approximation)
  • ·PINN (Physics-Informed Neural Networks): train a neural net to satisfy HJI as a physical constraint
  • ·Fixed T, free x(T): V(x, T) = g(x)—terminal-cost problem
  • ·Fixed xT: achieve a given state—V(xT, T) = 0, V(x, T) = +∞ for x ≠ xT (degeneracy)
  • ·Free T (stopping time): T is defined by the first moment when x(T) enters the target set—games with stopping time

In problems with a finite horizon [0, T], the system state x(T) occupies a special status: the function g(x(T)) defines the "terminal payoff". This determines the "boundaries"—the sets of initial states x₀ from which P or E can guarantee the desired outcome. Mathematically: the value function is ...

The principle of optimality gives: V(x,t) = min_u max_v {F(x,u,v,t)dt + V(x+f·dt, t+dt)}.

This is the "Bellman equation" in reverse time: knowing V at t+dt, we compute V at t. We start from T (where V(x,T) = g(x)) and "move backward".

For LQ games: V(x,t) = xᵀP(t)x (quadratic in x), P(t) is the Riccati-Isaacs matrix satisfying an ODE.

03

Multi-Player and Cooperative Differential Games

N-player differential games, Nash equilibrium, and cooperative solution concepts

N-Player Differential Games and Nash Equilibrium

When There are More than Two Players → Formulation of the N-Player Problem → Nash Equilibrium → Nash Equations for LQ Games → Stackelberg Equilibrium → Full Analysis: Bertrand Price Competition → Computing NE in Practice → N-Player Games with Nonzero Sum → Existence and Uniqueness → Applications

Definitions

Dynamics
$\dot{x} = f(x, u_1, u_2, ..., u_N, t).$
Player $i
#x27;s functional
$J_i(u_1, ..., u_N) = g_i(x(T)) + \int_0^T F_i(x, u_1, ..., u_N, t) dt.$
Key difference from zero-sum
$\sum_i J_i \neq const$ in general. "Collective" win is possible, or conversely — everyone can lose.
Meaning
No player can improve their outcome by unilaterally changing their strategy (with the strategies of others fixed).
Existence
Under reasonable conditions (compact $U_i$, continuous $J_i$), an NE in mixed strategies exists (Nash's theorem, 1950).
Uniqueness
In general, NE may be multiple or unique. For LQ games with "diagonal" structure — unique.
Two-level game
the leader knows the follower's reaction function $R(u_L) = \arg\min_{u_F} J_F(u_L, u_F).$ The leader minimizes $J_L(u_L, R(u_L))$ — "solves first".
Stackelberg equilibrium
set $(u_L^*, u_F^*)$ with $u_F^* = R(u_L^*)$, $u_L^* = \arg\min_{u_L} J_L(u_L, R(u_L)).$
Property
The leader is always no worse than in NE (has a "first-move advantage").
Static NE
$\frac{\partial \pi_1}{\partial p_1} = 0$ and $\frac{\partial \pi_2}{\partial p_2} = 0 \rightarrow p_1^* = p_2^* = \frac{a + b k}{2b - c}.$
Nash equilibrium
via Riccati equations. Price trajectories $p_1(t)$, $p_2(t)$ converge to static NE — "dynamics of price competition."
Best Response Dynamics
each player alternately optimizes their strategy given others' fixed. Convergence to NE isn't guaranteed, but often works.
Deep Nash
explicit formulation of Nash conditions as a system of equations + neural network for joint solution.

Formulas

Stackelberg equilibrium: set $(u_L^*, u_F^*)$ with $u_F^* = R(u_L^*)$, $u_L^* = \arg\min_{u_L} J_L(u_L, R(u_L)).$Two companies set prices $p_1, p_2$. Demands: $q_1 = a - b p_1 + c p_2$, $q_2 = a - b p_2 + c p_1$ ($c < b$ — competition).
  • ·Regulators and companies: the government announces taxes (leader), companies respond (followers)
  • ·Supplier-retailer: supplier sets wholesale price, retailer — retail price
  • ·Patent races: the leading company invests, competitor responds
  • ·Nash equilibrium: profile $(u_1^*, ..., u_N^*)$, where it is unprofitable for anyone to deviate alone. $J_i(u_1^*, ..., u_i, ..., u_N^*) \geq J_i(u^*)$ for all $u_i$.
  • ·Pareto optimum: profile that cannot be improved for one without worsening for another.
  • ·Stackelberg equilibrium: hierarchy — leader chooses first, followers respond.
  • ·Cournot oligopoly with inventory dynamics: companies choose production volumes, dynamics — inventory accumulation
  • ·Climate negotiations: countries choose the level of emissions reduction, aggregate outcome — climate change (public good)
  • ·Traffic management: each car chooses a route, total network load forms travel time
  • ·Multi-agent robots: distributed drone control for a common task (search, surveillance)

Real-world competition is rarely a duel. Three companies share a market. Five countries manage fisheries. A hundred traders operate in a market. In such situations, the structure of strategic interaction is fundamentally more complex: each player optimizes against "all the others at once," and no...

N players, system state $x \in \mathbb{R}^n$, player $i$ controls $u_i \in U_i$.

Player $i

#x27;s functional: $J_i(u_1, ..., u_N) = g_i(x(T)) + \int_0^T F_i(x, u_1, ..., u_N, t) dt.$

Key difference from zero-sum: $\sum_i J_i \neq const$ in general. "Collective" win is possible, or conversely — everyone can lose.

Cooperative Differential Games and Payoff Allocation

When Cooperation is More Profitable → Characteristic Function → Shapley Value → Game Core → Dynamic Consistency → Application: Fisheries Management → Full Example: Three-player Model → Cooperative Games: Coalition Formation → Payoff Concepts → Dynamic Stability

Definitions

Superadditivity
$v(S \cup T) \geq v(S) + v(T)$ for $S \cap T = \varnothing$. If there is "synergy" from cooperation, it is advantageous to unite.
Axiomatization
the unique allocation satisfying:
Core
the set of payoff allocations $(x_1, \ldots, x_N)$ with:
Example
countries agreed at the beginning of the game on CO₂ restrictions. After 10 years, country A discovers it is better off "leaving" the agreement. The arrangement is "unstable" — not dynamically consistent.
Model
$N$ countries fish in a shared ocean. Fish biomass: $\dot{x} = r x(1 - x/K) - \sum_i u_i$ (logistic growth minus total catch).
Payoff for $i$
$J_i = \int_0^\infty e^{-\rho t} \left( u_i - c u_i^2 / (2x) \right) dt$ (profit from catch accounting for costs).
Nash (non-cooperative)
each country overfishes $\rightarrow$ "tragedy of the commons" (Hardin). Resource is depleted.
Cooperative solution
maximize $\sum_i J_i \rightarrow$ lower total catch $\rightarrow$ higher total payoff! The Shapley value distributes it fairly.
Dynamic consistency
IDP ensures that each country receives payments such that "leaving" the agreement is never profitable.
Problem
$v(\{1\}) = 2$, $v(\{2\}) = 3$, $v(\{3\}) = 4$, $v(\{1,2\}) = 7$, $v(\{1,3\}) = 8$, $v(\{2,3\}) = 9$, $v(\{1,2,3\}) = 12$.

Formulas

Superadditivity: $v(S \cup T) \geq v(S) + v(T)$ for $S \cap T = \varnothing$. If there is "synergy" from cooperation, it is advantageous to unite.Model: $N$ countries fish in a shared ocean. Fish biomass: $\dot{x} = r x(1 - x/K) - \sum_i u_i$ (logistic growth minus total catch).Payoff for $i$: $J_i = \int_0^\infty e^{-\rho t} \left( u_i - c u_i^2 / (2x) \right) dt$ (profit from catch accounting for costs).
  • ·Efficiency: $\sum_i x_i = v(N)$
  • ·Group rationality: $\sum_{i \in S} x_i \geq v(S)$ for all $S$
  • ·Superadditivity: $v(S \cup T) \geq v(S) + v(T)$ for disjoint $S, T$ — cooperation is more profitable
  • ·Convexity: $v(S \cup T) + v(S \cap T) \geq v(S) + v(T)$ — guarantees stability
  • ·Core: the set of allocations where no coalition can improve its position by leaving the agreement
  • ·Shapley vector: $\varphi_i = (1/n!) \sum_\pi [v(S_{\pi,i} \cup \{i\}) - v(S_{\pi,i})]$ — average contribution of player $i$ across all joining orders
  • ·Nucleolus (Schmeidler): minimizes the "dissatisfaction" of the least satisfied coalition
  • ·$\tau$-value (Tijs): a compromise between minimal rights and maximal claims

Nash equilibrium describes a "no-agreement situation": every player for themselves. But in reality, players often can agree on joint strategies and share the payoff. Fishing nations agree to limit catches. Countries create climate agreements. Companies unite into consortia. Cooperative games stud...

$v(S)$ = the maximum total payoff that $S$ can guarantee itself through joint actions

Superadditivity: $v(S \cup T) \geq v(S) + v(T)$ for $S \cap T = \varnothing$. If there is "synergy" from cooperation, it is advantageous to unite.

With superadditivity: $v(N) \geq \sum_i v(\{i\})$ — it is more profitable for everyone to unite than to act individually.

Mean Field Games: Games with an Infinite Number of Players

Markets, Traffic, and “Impersonal” Competition → Key Idea: The Mean Field → MFG System of Equations → Analysis of the Equations → Applications of MFG → Numerical Methods → Full Analysis: The Clustering Problem → Mean Field Games: Intuition → Coupled System of Equations → Existence and Numerical Methods

Definitions

Homogeneity assumption
All agents are identical (i.i.d. — independently and identically distributed initial states).
Nash Equilibrium in the limit $N\to\infty$
A typical agent optimizes their strategy, treating $m(x,t)$ as “given” (not dependent on their own actions). In equilibrium, $m(x,t)$ is generated by exactly this optimal strategy of the typical agent — self-consistency!
HJB (backward in time)
Optimal control $u^*(x, t)$ for the typical agent given $m$:
FPK (forward in time)
Evolution of the distribution $m$ under the optimal strategy $u^*(x, t)$:
Self-consistency
$V$ depends on $m$ (the agent adapts to the crowd), and $m$ depends on $V$ (the crowd moves optimally). This is a nonlinear system!
Existence of a solution
Under reasonable conditions on $H$ there exists a solution $(V, m)$ to the MFG system. For monotonic games (where “more agents $\to$ less attractive”), uniqueness holds.
Crowd dynamics
$m(x,t)$ is the density of pedestrians. Each one chooses the path, minimizing time plus discomfort from crowding. $H = |u|^2/2 + \alpha m$ (penalty for dense crowds). The MFG solution reproduces the observed physical effect of “formation of lanes”...
Financial markets
“Trading with price impact.” $N$ traders sell an asset, each sale lowers the price. MFG gives the “optimal” trading algorithm for each trader, accounting for the aggregate influence of the entire group.
Telecommunications
Users of a distributed network select resources (channels, servers). MFG describes the “distributional equilibrium" for a large number of users.
Epidemiology
Agents choose their level of “social distancing.” MFG describes “rational” behavior during a pandemic — which may not coincide with the “social optimum”!
Deep MFG (Carmona-Lauriere, 2021)
Approximate $V(x, t)$ and $m(x, t)$ with neural networks. Scales to high dimensions (50+ variables).
Problem
$N\to\infty$ particles seek to reach a target at $x=0$. Dynamics: $dX = u\,dt + \sigma\,dW$. Cost: $J = E\left[\int \left( \frac{|u|^2}{2} + \alpha m(X, t) \right)dt + |X(T)|^2\right]$.
MFG system
HJB: $-\frac{\partial V}{\partial t} - \frac{\sigma^2}{2} \Delta V + \frac{|\nabla V|^2}{2} + \alpha m = 0$. FPK: $\frac{\partial m}{\partial t} + \mathrm{div}(m \nabla V) - \frac{\sigma^2}{2} \Delta m = 0$.
  • ·$V(x,t)$ — the “value” of being in state $x$ at time $t$ for a typical agent
  • ·$m(x,t)$ — the distribution of agents in state space
  • ·$H_p = \partial H/\partial p$ — optimal “drift field” (velocity of agents’ movement)
  • ·$\Delta$ terms — random fluctuations (diffusion)
  • ·Fictitious play: iteratively update $u$ for a fixed $m$, then $m$ for the new $u$
  • ·Sinkhorn method for entropic regularization
  • ·DeepLearning approaches: Deep MFG (Carmona-Laurière) — neural networks represent $u$ and $m$
  • ·Crowds and evacuation: modeling the movement of people in buildings, at stadiums
  • ·Energy: millions of consumers choose tariffs and consumption
  • ·Finance: systemic risk, modeling crowded trades
  • ·Epidemiology: individual vaccination decisions accounting for the population effect
  • ·Cryptocurrencies: miners as MFG players competing for computing resources

Imagine thousands of traders on a financial market. Each one is rational and influences the price, but each is “small” compared to the market as a whole. Or thousands of pedestrians in a narrow corridor — each one optimally chooses their path, but interacts with the “average density” of the crowd...

With $N\to\infty$, a “typical” agent interacts not with specific other agents, but with the “distribution” of the entire population $m(x, t)$ — the density of agents in state $x$ at time $t$.

Homogeneity assumption: All agents are identical (i.i.d. — independently and identically distributed initial states).

Nash Equilibrium in the limit $N\to\infty$: A typical agent optimizes their strategy, treating $m(x,t)$ as “given” (not dependent on their own actions). In equilibrium, $m(x,t)$ is generated by exactly this optimal strategy of the typical agent — self-consistency!

04

Stochastic Differential Games

Games in stochastic environments, stochastic HJB, and BSDEs

Stochastic Differential Games: Problem Statement

Uncertainty in Strategic Interaction → Stochastic Dynamics → Bellman's Principle in the Stochastic Case → Optimal Strategies and the Minimax Principle → Related Backward Stochastic Differential Equations → Complete Analysis: Stochastic LQ-Game → Connection with Stochastic Control and Finance → Stochastic Differential Games → Connection with Financial Mathematics → Numerical Methods

Definitions

Connection between BSDE and the Pontryagin principle
the adjoint variable p(t) in the stochastic case is not just an ODE, but an SDE for (p, q), where q is an additional martingale term.

Formulas

Forward SDE (for X): dX = f(X, u*, v*, t)dt + σ dW, X(0) = x₀.
  • ·X ∈ ℝⁿ — state
  • ·u ∈ U, v ∈ V — controls of the players
  • ·σ(X, t) ∈ ℝ^{n×m} — volatility matrix
  • ·W — m-dimensional standard Brownian process (Wiener process)
  • ·Deterministic HJI: ∂V/∂t + H* = 0
  • ·Stochastic HJI: ∂V/∂t + (σ²/2)∆V + H* = 0
  • ·Stochastic grids: extension of finite differences
  • ·Symmetric splitting: decomposition into deterministic and noise parts
  • ·Backward SDE (BSDE): representation of V via stochastic equations, numerical solution via the Longstaff-Schwartz method
  • ·Deep BSDE (E-Han-Jentzen, 2017): neural network approximation for high dimensions
  • ·Portfolio management under risk-uncertainty: robust Markowitz-Shanning optimization
  • ·Distributed energy systems: coordination of millions of consumers with noisy loads
  • ·Autonomous vehicles: accounting for uncertainty in the behavior of other participants
  • ·Robotics under difficult conditions: quadcopters in wind

In deterministic games, the future is predetermined: knowing the initial state and the strategies of both players, one can accurately predict the trajectory. In real systems, there is always noise: market volatility, turbulence, thermal fluctuations. Stochastic differential games (SDG) generalize...

The additional term (1/2)tr(σσᵀ ∇²V) — the “Itô term” (a consequence of Ito’s formula for a stochastic differential).

Stochasticity adds the Laplacian ∆V = tr(∇²V), which “smooths” the value function.

Optimal game Hamiltonian: H*(x,t,p,Q) = min_{u∈U} max_{v∈V} [F + pᵀf + (1/2)tr(σσᵀQ)]

Reinforcement Learning and Differential Games

When Analytics Are Not Enough → Game RL: Formulation → Independent Q-learning (IQL) → MADDPG (Multi-Agent DDPG) → Self-Play and Convergence to Nash → Connection to the HJI Equation via Actor-Critic → Full Analysis: MADDPG Convergence on a Cooperation Task → Multi-Agent Reinforcement Learning (MARL) → MARL Algorithms → Connection to Differential Games

Definitions

Non-stationarity problem
if agent 1 updates its policy, the environment from the viewpoint of agent 2 changes. The "target" moves—Q-learning convergence is not guaranteed!
Advantages
simplicity, scalability to many agents.
Drawbacks
no theoretical guarantees of convergence. The environment is non-stationary. Often works in practice!
During training
critic $Q_i(x, a_1,...,a_N)$ sees all states and actions. Actor $\mu_i(o_i)$ sees only its own observation. The critic provides a "stable" quality estimate.
During execution
each agent acts only based on its own $o_i$ — decentralized.
Critic update
$L_i = E[(Q_i(x,a) - y_i)^2]$, $y_i = r_i + \gamma Q_i'(x', a_1',...,a_N')|_{a_j' = \mu_j'(o_j')}$.
Actor update
$\nabla_{\theta_i} J = E[\nabla_{a_i} Q_i \cdot \nabla_{\theta_i} \mu_i(o_i)]$.
Advantage
the critic "sees" the full picture → stable learning. In NE: $Q_i(x, a^*)$ accurately estimates the equilibrium value.
Self-play
the agent plays against a copy of itself. With proper implementation, it converges to NE for two-player zero-sum games (e.g., chess, go).
AlphaGo/AlphaZero
pure self-play + MCTS (Monte Carlo Tree Search) + deep neural networks. Achieves superhuman level in go and chess—essentially solving a huge discrete "differential" game.
League Training (AlphaStar)
for StarCraft II—a game with significant uncertainty. The "league" is a set of heterogeneous past agent versions, avoiding "cyclicality" ($A$ beats $B$, $B$ beats $C$, $C$ beats $A$).
Policy gradient for games
$\nabla_\theta E[J] = E\left[\sum_t \nabla_\theta \log \pi_\theta(a_{i,t}|o_{i,t}) \cdot A_{i,t}\right]$, where $A_{i,t} = Q_i(s, a) - V_i(s)$—advantage.
MAPPO (Multi-Agent PPO)
extension of PPO to $N$ agents with separate critics. The standard in modern MARL tasks (StarCraft, Google Football, traffic optimization).
Task
2 agents, goal—to meet at point (5, 5). Joint reward: $r = -|x_1 - goal| - |x_2 - goal|$.
Nash interpretation
in NE both agents move directly to (5,5)—neither can improve their result unilaterally. MADDPG finds this NE through interaction.

Formulas

Actor update: $\nabla_{\theta_i} J = E[\nabla_{a_i} Q_i \cdot \nabla_{\theta_i} \mu_i(o_i)]$.Task: 2 agents, goal—to meet at point (5, 5). Joint reward: $r = -|x_1 - goal| - |x_2 - goal|$.
  • ·State $s \in S$
  • ·Actions of agents: $a_1 \in A_1$, $a_2 \in A_2$
  • ·Transition: $P(s' \mid s, a_1, a_2)$
  • ·Rewards: $r_1(s, a_1, a_2)$, $r_2(s, a_1, a_2)$
  • ·Episodes 1-100: agents move randomly, average reward $\approx -15$
  • ·Episodes 100-500: agents start moving toward the center, but by different paths, $\approx -8$
  • ·Episodes 500-1000: convergence to a "rendezvous" strategy, $\approx -2$
  • ·Independent Q-learning: each agent learns independently. Simple, but with no convergence guarantees.
  • ·MADDPG (Multi-Agent DDPG, Lowe et al., 2017): centralized training, decentralized execution—the critic sees all policies during training, the actor uses only its own observability during execution.
  • ·Nash-Q learning: explicit search for Nash equilibrium at each step.
  • ·PSRO (Policy-Space Response Oracles): iteratively expands the policy population, seeks the best response to the current mixture.
  • ·MFRL (Mean Field RL): application of mean field approximation to large $N$-agent games.
  • ·AlphaZero—analogous to solving a zero-sum game (chess, Go) via self-play
  • ·AlphaStar—partial information (StarCraft II) via Counterfactual Regret Minimization
  • ·OpenAI Five—cooperation within a team versus a team (Dota 2)
  • ·Guarantees of MARL convergence in the general case
  • ·Scaling up to thousands of agents
  • ·Explainability of strategies
  • ·Safety (avoiding adversarial exploitation)

Differential games provide an elegant theory, but in practice, analytic solutions to the HJI are possible only in a few special cases (LQ-games, problems with simple dynamics). In real tasks there is nonlinear dynamics, high dimensionality, and the system model is unknown. Here, reinforcement lea...

Agent $i$ wants to maximize the discounted sum of rewards: $\sum_t \gamma^t r_{i,t}$.

Non-stationarity problem: if agent 1 updates its policy, the environment from the viewpoint of agent 2 changes. The "target" moves—Q-learning convergence is not guaranteed!

Each agent $i$ learns its own Q-function $Q_i(s, a_i)$ independently, ignoring the actions of others.

Game Applications in Finance and Economics

Economics as a Field for Games → Cournot Duopoly in Continuous Time → Arms Race: Richardson Model and Its Game Generalization → Competition in R&D (Spence Model) → Mean Field Game in Finance: Optimal Liquidation → International Environmental Agreements → Games in Financial Markets → Cooperative Games in Insurance → Games in Macroeconomics → Applications in Real Trading

Definitions

Model
Two producers release $q_i(t)$ units of goods. Price depends on total output: $P(t) = a − b(q_1(t) + q_2(t))$.
Capital dynamics
$\dot{K}_i = u_i − δK_i$ (investment $u_i$, depreciation $δ$). $q_i = αK_i$.
Functional
$J_i = \int_0^\infty e^{−ρt} [P(t)q_i(t) − c u_i(t)] dt$.
Nash equilibrium
via Hamiltonian equations or DP. Optimal investments $u^*_i(t)$ depend on own capital and the competitor’s capital.
Comparison with cooperative
Cooperative players produce less (monopoly output), earn more in total. Nash—higher total output, lower price, “social losses” are smaller. Prisoner's dilemma in dynamics!
Equilibrium
$\dot{x} = \dot{y} = 0 → x^* = (an + g_2b + g_1n)/(mn − ab)$, similarly $y^*$.
Stability
$mn > ab$ → stable equilibrium. $mn < ab$ → unstable arms race (armaments grow until war or disarmament). This is the classic model of the Cold War!
Game generalization
Each country optimally chooses $u_i$ (rate of arms increase). $J_i = \int e^{−ρt} [−c u_i^2 + π_i(x, y)] dt$. Nash equilibrium via Riccati equations—gives the "optimal" arms race.
Conclusion
Nash equilibrium of the "race" is inefficient—total arms expenditures in NE are higher than with a cooperative agreement. This is a mathematical justification for why arms control is beneficial to both sides.
Effect on society
Nash investments in R&D vs optimal? With spillovers ($α > 0$—one firm "learns" from another): Nash investments may be lower or higher than socially optimal. Patent system influences this balance.
Task
$N$ traders want to sell their positions $x_i(0)$ within time $T$. Sales affect price: $P(t) = P_0 − λ \sum_i \dot{q}_i(t)$ (aggregate “price impact”).
MFG equations
HJB: $−\frac{\partial V}{\partial t} + λQ \frac{\partial V}{\partial x} + \frac{(\frac{\partial V}{\partial x})^2}{2λ} = 0$. FPK: $\frac{\partial m}{\partial t} + \frac{\partial[m \cdot H_pV]}{\partial x} = 0$.
Nash without agreement
Each country maximizes $\int e^{−ρt}[b_i(e_i) − d_i(S)] dt$. The external effect of emissions (damage to others) is not considered → "tragedy of the atmosphere". Emissions are higher than optimum.
Cooperative agreement
Maximize $\sum_i J_i$ → reduce emissions to the social optimum. The "gain" from cooperation needs to be distributed through transfer payments.
Optimal execution
Sell a large block of shares in time $T$, minimizing costs and market impact. Basic Almgren–Chriss model (2001): Minimizing expected costs plus penalty for variance. Extensions for trader competition—a game between several executors.

Formulas

Model: Two producers release $q_i(t)$ units of goods. Price depends on total output: $P(t) = a − b(q_1(t) + q_2(t))$.Capital dynamics: $\dot{K}_i = u_i − δK_i$ (investment $u_i$, depreciation $δ$). $q_i = αK_i$.Equilibrium: $\dot{x} = \dot{y} = 0 → x^* = (an + g_2b + g_1n)/(mn − ab)$, similarly $y^*$.
  • ·Games between governments: Trade policy (tariffs, quotas), monetary policy—each country optimizes its outcome, influencing others
  • ·Stackelberg games between central bank and market: The central bank sets the rate, the market reacts with expectations
  • ·Games with common resources: Fishing, oil, water resources—classic “tragedy of the commons” problems, modeled as differential games
  • ·Climate change negotiations: Countries choose their level of emission reduction; aggregate result is global warming
  • ·HFT (High-Frequency Trading): Algorithmic trading systems use game theoretic models to forecast the actions of competitors
  • ·Market microstructure: Order books are modeled as games between limit and market orders
  • ·Algorithmic execution: VWAP, TWAP, Implementation Shortfall—all these algorithms can be interpreted as strategies in a differential game
  • ·Crypto markets: Decentralized exchanges (Uniswap, dYdX) create new game theoretic problems (front-running, MEV)
  • ·Risk management: Calculation of VaR (Value at Risk) considering strategic behavior of other market participants

Financial markets, oligopolistic competition, climate negotiations—all of these are tasks of strategic interaction in a dynamic environment. Differential games provide a rigorous mathematical apparatus for their analysis. The key advantage over static game theories is the consideration of dynamic...

Model: Two producers release $q_i(t)$ units of goods. Price depends on total output: $P(t) = a − b(q_1(t) + q_2(t))$.

Capital dynamics: $\dot{K}_i = u_i − δK_i$ (investment $u_i$, depreciation $δ$). $q_i = αK_i$.

Nash equilibrium: via Hamiltonian equations or DP. Optimal investments $u^*_i(t)$ depend on own capital and the competitor’s capital.