`rel_states.Rd`

Add 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.