rel_states.RdAdd one or multiple states. Allows to specify action spaces, payoffs and state transitions via functions
rel_states( g, x, A1 = NULL, A2 = NULL, pi1, pi2, A.fun = NULL, pi.fun = NULL, trans.fun = NULL, static.A1 = NULL, static.A2 = NULL, static.A.fun = NULL, static.pi1, static.pi2, static.pi.fun = NULL, x.T = NULL, pi1.form, pi2.form, ... ) rel_state( g, x, A1 = NULL, A2 = NULL, pi1, pi2, A.fun = NULL, pi.fun = NULL, trans.fun = NULL, static.A1 = NULL, static.A2 = NULL, static.A.fun = NULL, static.pi1, static.pi2, static.pi.fun = NULL, x.T = NULL, pi1.form, pi2.form, ... )
| g | a relational contracting game created with rel_game |
|---|---|
| x | The names of the states |
| A1 | The action set of player 1. A named list, like |
| A2 | The action set of player 2. See A1. |
| pi1 | Player 1's payoff. (Non standard evaluation) |
| pi2 | Player 2's payoff. (Non standard evaluation) |
| A.fun | Alternative to specify A1 and A2, a function that returns action sets. |
| pi.fun | Alternative to specify pi1 and pi2 as formula. A vectorized function that returns payoffs directly for all combinations of states and action profiles. |
| trans.fun | A function that specifies state transitions |
| x.T | Relevant when solving a capped game. Which terminal state shall be set in period T onwards. By default, we stay in state x. |
| pi1.form | Player 1's payoff as formula with standard evaluation |
| pi2.form | Player 2's payoff as formula with standard evaluation |
Returns the updated game
rel_state: rel_state is just a synonym for the rel_states. You may want to use it if you specify just a single state.