English

Game connectivity and adaptive dynamics in many-action games

Theoretical Economics 2026-01-12 v1 Computer Science and Game Theory Combinatorics

Abstract

We study the typical structure of games in terms of their connectivity properties. A game is said to be `connected' if it has a pure Nash equilibrium and the property that there is a best-response path from every action profile which is not a pure Nash equilibrium to every pure Nash equilibrium, and it is generic if it has no indifferences. In previous work we showed that, among all nn-player kk-action generic games that admit a pure Nash equilibrium, the fraction that are connected tends to 11 as nn gets sufficiently large relative to kk. The present paper considers the large-kk regime, which behaves differently: we show that the connected fraction tends to 1ζn1-\zeta_n as kk gets large, where ζn>0\zeta_n>0. In other words, a constant fraction of many-action games are not connected. However, ζn\zeta_n is small and tends to 00 rapidly with nn, so as nn increases all but a vanishingly small fraction of many-player-many-action games are connected. Since connectedness is conducive to equilibrium convergence we obtain, by implication, that there is a simple adaptive dynamic that is guaranteed to lead to a pure Nash equilibrium in all but a vanishingly small fraction of generic games that have one. Our results are based on new probabilistic and combinatorial arguments which allow us to address the large-kk regime that the approach used in our previous work could not tackle. We thus complement our previous work to provide a more complete picture of game connectivity across different regimes.

Keywords

Cite

@article{arxiv.2601.05965,
  title  = {Game connectivity and adaptive dynamics in many-action games},
  author = {Tom Johnston and Michael Savery and Alex Scott and Bassel Tarbush},
  journal= {arXiv preprint arXiv:2601.05965},
  year   = {2026}
}
R2 v1 2026-07-01T08:58:00.285Z