taining utility in a different way, by taking into ac-
count that the decision also influences the future, or
understanding altruism as something that benefits the
future generations that play the game (Nowak, 2006)
(Saez-Marti and Weibull, 2005). Besides, some ad-
vances made recently have to do with the change of
stage and its effects on the other characteristics of the
game, for example, by restricting the options available
to each player through the use of penal codes, that is,
by making players themselves punish each other ac-
cording to the deviations incurred by some of them
(Kitti, 2011). All of these models are within the con-
text of repeated simultaneous games, and they com-
pute the utilities as a discounted sum of winnings ob-
tained in each repetition of the game.
The work presented here is an effort to model sit-
uations in a sequential frame, where individuals take
decisions in order, but where the order in which such
decisions are made is not given from the beginning,
but rather decided at every period of the game. The
decision of whose turn it is is made by a selection
process which, in the eyes of every player, is random,
so players can assign a probability distribution to the
selection process. Individuals only receive a utility at
the end of the game, depending on all the decisions
taken by all the players. Given this model, the exis-
tence of an equilibrium will be proven, and the result
will be extended to some other models: the first one
allows changing the way each player models the se-
lection process as he learns new information; the sec-
ond one makes the turn selection process to be con-
ditioned on the decisions made by the players at all
previous turns; and a third one, where the strategy
sets are conditioned on the decisions made in previ-
ous turns. As far as we know, the models and results
presented here are a novel contribution to the theory
of sequential games.
The structure of this note is as follows: section
2 defines several models in the class of sequential
games with the turn selection process. The models
in subsections 2.1 and 2.2 consider a fixed number
of decisions made by each player during the game. In
subsection 2.3 the base model is described and refined
to obtain the models described in subsections 2.4–2.6.
In section 3, using the model of subsection 2.3 as
a base, the results that guarantee the existence of Nash
equilibria in the models are proved. The propositions
and their proofs can be easily modified to adapt them
for the other models presented before.
Finally, in section 4 an application is presented in
a “draft” of athletes for a certain sports league, where
the order of selection is not presented beforehand and
it changes throughoutthe game, as decisions are being
made.
2 SEQUENTIAL GAMES AND
TURN SELECTION PROCESS
2.1 One Turn per Player
Several concepts used in this article are standard in
game theory and can be consulted in a wide selec-
tion of books (Tadelis, 2013). Subscripts in elements
denote the player attributed to each element, super-
scripts denote the period of time considered, and left-
side subscripts are used for indexing sequences. A
glossary of terms can be found in the appendix at the
end of the article.
The main components of this model are:
• A set of players N = {1,2,... ,N}, with N ∈ N
fixed.
• For each player j, S
j
is a finite set of pure strate-
gies, which contains all the possible decisions that
can be made throughout the game.
• A fixed T ∈ N, which is the number of turns to be
played or the horizon of the game.
• A utility function u
j
: Σ → R for each player j,
where Σ is the cartesian product of S with itself T
times, where S = ∪
N
j=1
S
j
.
• A probability density p
j
: N → [0,1] of the distri-
bution that models the turn selection process ac-
cording to each player j.
Furthermore, M
j
will be defined as the set of
mixed strategies for every player j obtained from the
set of pure strategies S
j
.
The first thing to observe in any of the following
models is that, since no player has knowledge of the
turns at which they’ll be deciding, a strategy plan for
each of them must have an action for every turn, and
on each turn ℓ the decision should be conditioned on
the scenario s = (s
ℓ−1
,.. .,s
1
) made of the decisions
taken in periods 1 through ℓ − 1. Therefore, every
player j decides on s
j
a plan of conditioned strate-
gies for each period ℓ and for each possible scenario
of previously taken decisions. Now, the set of plans is
denoted by C
j
where only pure conditioned strategies
are used when confronted by any previous decisions
and the set of plans made of mixed conditioned strate-
gies by D
j
for each player j.
Finally, it is possible to build vectors of N compo-
nents, each of which is the strategy of a player. These
vectors are the profiles of conditioned strategies for
the game, whose sets will be denoted by C if they con-
sist completely of pure conditioned strategies, or D if
they allow the use of mixed conditioned strategies.