Install#

Users installing Gambit have several options depending on their needs and their operating system. We recommended most new users install the PyGambit package and read the PyGambit documentation.

Developers & contributors should refer to the developer docs which contain guides for building Gambit from source and contributing to the project.

Installing PyGambit#

PyGambit is available on PyPI. We recommend installing it into a Python virtual environment via pip:

pip install pygambit

To install a specific older version:

pip install pygambit==X.Y.Z

Releases#

The current stable release of Gambit is 17.0.0-beta.1.

Install on Windows
  1. Download the installer:

    Download the .msi for Gambit 17.0.0-beta.1 from the GitHub releases page.

  2. Run the installer:

    Double-click the downloaded .msi file and follow the on-screen instructions to complete the installation.

Install on macOS with disk image
  1. Download the .dmg installer:

    Download the .dmg for Gambit 17.0.0-beta.1 from the GitHub releases page.

  2. Install the application:

    Double-click the .dmg file to mount it, then drag the Gambit application to your Applications folder.

Install on macOS via Homebrew
  1. Check that you have Homebrew installed by running brew –version. If not, follow the instructions at https://brew.sh/.

  2. Install Gambit using Homebrew:

    brew install gambit
    

Warning

Homebrew installation has not been set up or tested by the Gambit development team.

Install on Linux or macOS from source tarball
  1. Download the source tarball:

    Download the source tarball for Gambit 17.0.0-beta.1 from the GitHub releases page.

  2. Extract the tarball:

    Once downloaded, extract the tarball using the following command:

    tar -xzf gambit-|release|.tar.gz
    
  3. Build and install Gambit:

    Navigate to the extracted directory and run:

    ./configure
    make
    sudo make install
    

    Note

    Command-line options are available to modify the configuration process; do ./configure –help for information. Of these, the option which may be most useful is to disable the build of the graphical interface.

    By default Gambit will be installed in /usr/local. You can change this by replacing configure step with one of the form

    `./configure --prefix=/your/path/here`
    

All past releases are available on the GitHub releases page.

Changelog#

[17.0.0-beta.2] - unreleased#

Added#

  • The “Open existing game” button on the GUI’s welcome screen now has a dropdown listing the most recently opened games. (#1108)

  • Details on bifurcations found and actions taken to resolve them (by perturbation) are now reported by nash.logit_solve (and related functions) (#186)

Changed#

  • Refined the perturbation approach in path.cc (logit and hp solvers) to better handle paths on games with bifurcations. (#492)

  • Nash solver algorithms now return a method-specific Result class, rather than a generic class, with potentially richer information about the performance of the algorithm.

[17.0.0-beta.1] - 2026-09-08#

Added#

  • Added History and HistoryTransition, formalizing a node’s identity as the sequence of actions taken from the root to reach it, with each step’s acting player and information-set/event context; a History identifies an information set or event via its canonical (first-encountered) member.

  • Added Selector, GroupedSelector, and H, a small expression language (H.path(...), .by(...), .after(...), .plays, .filter(...), .with_recall(...), and similar) for selecting histories/nodes in an extensive game; this is now how every Game method that queries or mutates the tree identifies its target(s).

  • Added HistoryView, the read-only view of a history passed to filter callables (an H-expression’s own .filter/.by predicate, or Game.behavior_support_profile’s actions callback), exposing .actions, .members, and .last_action(player) without exposing the underlying game or node.

  • Added the Herings-Peeters homotopy method to compute equilibria, as hp_solve in pygambit and gambit-hp as a command line tool; also available as a user-selectable method in the graphical interface.

  • Added Game.has_perfect_recall(player), and GameRep::HasPerfectRecall(const GamePlayer &) in C++, reporting whether an individual player has perfect recall. (#1107)

  • Added MixedBehaviorProfile.event_probs, returning the probability with which each of the chance player’s events is reached, as an EventProbVector. (#1109)

  • Added Game.get_outcomes(), returning a materialized list of outcome labels, replacing Game.outcomes.

  • Added Game.get_outcome_payoffs(label), returning the payoff to each player at the outcome labeled label.

  • Added Game.set_outcome_payoffs(label, payoffs), setting the payoffs at the outcome labeled label; payoffs must be a complete mapping over the game’s players, as with Game.make_outcome.

  • Added Game.relabel_outcomes(labels, strict=True), simultaneously reassigning the labels of the game’s outcomes, following the same pattern as Game.relabel_players/ Game.relabel_strategies. Added GameRep::RelabelOutcomes in C++.

Changed#

  • MixedBehaviorProfile.node_values is renamed history_values, and NodeValueVector/ NodeValuesVector/NodeIndexedVector are renamed HistoryValueVector/HistoryValuesVector/ HistoryIndexedVector, matching RealizProbVector/BeliefVector, its other HistoryIndexedVector subclasses, which were always keyed by History.

  • MixedBehaviorProfile.infoset_probs now covers only the personal players’ information sets, as infoset_values and infoset_regrets; the chance player’s events moved to event_probs. (#1109)

  • Game.make_outcome now returns None instead of the Outcome created; use the label already passed in, together with Game.get_outcome_payoffs/Game.relabel_outcomes, to refer to it afterward.

Removed#

  • Outcome has been removed as a public-facing class in pygambit, following Action, Infoset, Player, and Strategy: no public method holds or returns a live handle into a game’s internal outcome list any longer. Game.outcomes has been removed; use Game.get_outcomes(), Game.get_outcome_payoffs(), Game.set_outcome_payoffs(), and Game.relabel_outcomes() instead.

  • Removed Node as a public-facing class. Every method that returned or accepted a Node in earlier 17.0.0 pre-releases – Game.get_infosets, Game.get_events, and the tree-querying/-mutation methods added since alpha.1 – now returns/accepts a History or Selector/GroupedSelector instead (see Added, above).

  • Removed Infoset and Event, which alpha.3 (below) had turned into lazy, node-anchored views; an information set or event is now identified purely by the History of one of its members.

  • Removed Branch, added in alpha.3 (below) as a (node, label) pair replacing Action; the equivalent is now a HistoryTransition within a History.

  • Removed Subgame. Game.subgames and Game.minimal_subgame are renamed Game.get_subgame_roots and Game.get_minimal_subgame, and now return the History of a subgame’s root rather than a Subgame object.

  • Removed Sequence. A player’s sequence at an information set is now identified by the History of one of the information set’s members.

Fixed#

  • GameTableRep’s constructor (used by Game.from_arrays/Game.from_dict, which build a non-sparse table with one outcome per contingency) gave every outcome the same empty label, violating the invariant that every non-null outcome has a unique, nonempty label. Outcomes are now labeled "1", "2", and so on, following the existing convention for default player/strategy labels.

[17.0.0-alpha.3] - 2026-08-31#

Added#

  • Added Game.get_infosets(player), returning a materialized list of one representative Node per information set belonging to player, replacing Player.infosets/Game.infosets. player must be a personal player; use Game.get_events() for the chance player’s events.

  • Added Game.get_events(), returning a materialized list of one representative Node per chance event in the game.

  • Added Event, the chance-event counterpart to Infoset: a lazy, node-anchored view of the chance player’s information partition. Added Node.event alongside the existing Node.infoset, which is now specific to personal players’ information sets; each is falsy when it does not apply to a given node.

  • Added Node.members, the set of nodes belonging to the same information set or event as Node, equivalent to Node.infoset.members/Node.event.members, whichever applies.

  • Added Node.actions, the labels of the actions available at the node’s current information set or event, whichever applies (equivalent to Node.infoset.actions/Node.event.actions).

  • Added Node.action_probs, the probability of each action at the node’s current chance event, keyed by label.

  • Added Branch, a (node, label) pair returned by Node.prior_action/Node.own_prior_action, replacing Action.

  • Added BehaviorSupportProfile to pygambit.

  • Added callback functions to Nash solvers, allowing calling code to take actions when an equilibrium is found or another solver event is emitted.

  • Added Game.make_outcome, which creates an outcome with the given payoffs and attaches it to a set of nodes (extensive) or contingencies (strategic) in a single operation. (#1061)

  • Added Game.make_outcome_null, which resets a set of nodes (extensive) or contingencies (strategic) to the null outcome, removing the previously-attached outcome if this was its last reference. (#1061)

  • Added MixedStrategyProfile.as_float and MixedBehaviorProfile.as_float, converting a rational-precision profile to floating-point precision. liap_solve, liap_agent_solve, logit_estimate, ipa_solve, and gnm_solve now also accept a rational-precision profile directly (as a starting point or perturbation vector), converting it internally. (#721, #458)

  • Added Game.get_outcome, which returns the Outcome attached to a pure-strategy contingency of a game in strategic (table) representation.

  • Added Game.get_payoffs, which returns the payoff to each player at a pure-strategy contingency, for a game in any representation.

  • Added Game.get_strategies(player), Game.get_sequences(player), Game.get_min_payoff(player), and Game.get_max_payoff(player), replacing Player.strategies/.sequences/.min_payoff/ .max_payoff now that Player has been removed.

  • In the GUI, computed strategy and behaviour profiles can now be sorted by probability (#1077)

Changed#

  • Entities are increasingly identified by their str label rather than by dedicated proxy objects, continuing the shift completed below for Player, Strategy, and Action. Node.player, Infoset.player/Event.player, StrategySupport.player/BehaviorSupport.player, and MixedStrategy.player/MixedBehavior.player now return a label (str), or None where applicable, rather than a Player object; Game.players iterates labels directly (indexing by label is no longer supported – use in to test membership); and player arguments throughout (Game.append_move, Game.insert_move, Game.reveal, Game.relabel_strategies, Game.set_strategies, and the filter callables of Game.strategy_support_profile and Game.behavior_support_profile) now take a label rather than a Player object.

  • Infoset is now a lazy, node-anchored view (like Node.player/Node.outcome), constructed by anchoring on a representative member node rather than carrying independent identity, and is now specific to personal players; see Event for the chance player. Infoset.is_chance has been removed, as Infoset is never chance; test truthiness of Node.infoset/Node.event instead. Game.append_infoset, Game.insert_infoset, Game.set_move_actions, Game.set_event_actions, Game.relabel_actions, Game.reveal, and Game.minimal_subgame now identify an information set or event via a member Node (or its label) rather than an Infoset object.

  • Infoset.actions/Event.actions/Node.actions now return plain labels (str) rather than Action objects, and Node.prior_action/Node.own_prior_action return a Branch (a (node, label) pair) rather than an Action; Game.behavior_support_profile’s actions filter callable is called accordingly, as actions(node, action) with action a label.

  • Command-line tools are now implemented in pygambit rather than C++-based compiled programs. The gambit-convert utility has been removed.

  • Refreshed GUI icons and standardised dialog layout and formatting

  • Improved installers for Windows, and disk-image “installer” for MacOS

  • Revised StrategySupportProfile to expose a slimmer set of operations, and implement StrategySupport as an immutable snapshot.

  • Absent outcomes are now represented by a per-game null outcome rather than by a null reference. Two null outcomes always compare unequal (cf. missing values in pandas). Null outcomes do not appear when iterating over a game’s outcomes, and assigning a payoff to one raises UndefinedOperationError. (#1061)

  • Game.new_table no longer creates an outcome for every contingency; a new strategic game has no outcomes, and every contingency is initially null. Outcomes are created as they are needed; games built by Game.from_arrays and Game.from_dict are unaffected. (#1061)

  • Tutorial notebooks that use gtdraw to draw game trees now degrade gracefully if it isn’t installed: the drawing cells print a short note instead of raising ImportError, so the rest of the tutorial (which doesn’t otherwise depend on gtdraw) still runs. gtdraw depends on a LaTeX installation, so this lets the tutorials be run without that heavier local setup.

Removed#

  • Game.add_outcome, Game.delete_outcome, and Game.set_outcome have been removed; use Game.make_outcome/Game.make_outcome_null, which create-and-attach or reset an outcome in a single operation and never leave an unattached outcome in the game. (#1061)

  • gtdraw is no longer part of the doc optional-dependency group. Install it separately (pip install gtdraw) to run tutorials locally or build the documentation.

  • Game.contingencies now yields contingencies as a mapping from player label to strategy label, rather than a list of per-player strategy indices.

  • Game.strategy_support_profile’s strategies filter callable is now called as strategies(player, label) (two positional arguments) rather than with a single Strategy.

  • Removed Player. Players are now identified purely by label (str), as returned by iterating Game.players. Player.strategies/.sequences/.min_payoff/.max_payoff are replaced by Game.get_strategies/Game.get_sequences/Game.get_min_payoff/Game.get_max_payoff; Player.number had no remaining use once labels are unambiguous (recover via list(game.players).index(label) if truly needed); Player.is_chance and Game.players.chance are removed outright, with no replacement – test Node.event/Node.infoset truthiness instead. GamePlayerRep in the C++ core is unaffected by this change (a separate, later piece of work).

  • Game.get_behavior’s player and strategy parameters are now labels (str) rather than accepting a Player/Strategy object; StrategyBehavior.player/.strategy now return labels rather than Player/Strategy objects.

  • Removed Game.__getitem__, replaced by Game.get_outcome/Game.get_payoffs.

  • Removed Game.strategies; iterate Game.players and each player’s strategies instead.

  • Removed Strategy.action; use Game.get_behavior(player, strategy)[infoset] (or .get), already the documented fuller form of the same lookup.

  • Removed Strategy. Strategies are now identified purely by label (str), as returned by Game.get_strategies(player); a Strategy object carried no information a label didn’t already carry, now that strategy labels are unique within a player. GameStrategyRep in the C++ core is unaffected by this change (a separate, later piece of work).

  • Removed Player.infosets and Game.infosets; use Game.get_infosets(player) instead.

  • Removed Game.actions/Player.actions; the total count/collection of actions across a game or player is now most directly available by iterating Game.get_infosets(player) and each node’s Node.actions.

  • Removed Action. Actions are now identified purely by label (str), as returned by Node.actions/Infoset.actions/Event.actions; use Node.action_probs for chance-event action probabilities, previously Action.prob, and Node.prior_action/Node.own_prior_action’s Branch in place of an Action reached via a node. StrategyBehavior’s prescribed actions are likewise now labels rather than Action objects. Also removed Infoset.own_prior_actions/Infoset.plays (and their Event mirrors), subsumed by the existing Node.own_prior_action/Node.plays.

[17.0.0-alpha.2] - 2026-08-21#

Added#

  • Undo/redo support has been re-enabled in the graphical interface.

  • Added Game.relabel_strategies, which simultaneously reassigns the labels of a player’s strategies. (#1047)

  • Added Game.set_strategies, which declares the ordered list of a player’s strategies in a game in strategic form, matching by label. (#1056)

  • gambit-ipa now supports verbose output via the -V flag, reporting on intermediate progress. (#501)

  • Added -R option to gambit-liap, gambit-simpdiv, gambit-ipa, and gambit-gnm to reproducibly seed random starting point generation. (#448)

  • Added Game.relabel_players, which simultaneously reassigns the labels of the game’s players. (#1058)

  • Added max_rectangles to enumpoly_solve (and -r to gambit-enumpoly), bounding the number of cells examined when searching for equilibria on a single support. (#1055)

  • Added Game.set_players, which declares the ordered list of the game’s players, matching by label. (#1059)

Fixed#

  • MixedStrategy.__eq__ raised AttributeError when comparing two MixedStrategy instances directly (as opposed to a MixedStrategy and a plain Mapping), because it read a Cython cdef-declared attribute off other without first casting it to MixedStrategy.

  • Numerical data in action graph games is now read with exact precision, to match other game formats. (#879)

  • enumpoly_solve correctly handles failed perturbations at singular Jacobians (#591)

  • enumpoly_solve iterates sequences of actions in a deterministic order, pre-empting the possibility of equilibria being found in orders that differ across runs. (#1016)

  • Improved the numerical stability of enumpoly_solve handling less-well-conditioned systems. (#1055)

Changed#

  • MixedStrategyProfile and MixedBehaviorProfile objects are now treated as products of distributions. Computed quantities (payoffs, probabilities, and so on) are returned as labeled vectors/mappings of values, rather than individual values per object.

  • All long-running calculations are now done in a thread in the GUI process, rather than calling the command-line executables as external processes. (#990)

  • When displaying a strategic form, the graphical interface preserves decimal payoffs when those are what are specified in the game, whenever possible. (#867)

  • The GUI’s strategic game table gained an “Edit strategies” dialog, opened by clicking any of a player’s strategy labels, supporting adding, deleting, reordering, and renaming that player’s strategies in one operation. The “+” toolbar icon for adding a strategy, and the strategy label’s right-click “Delete strategy” menu, are removed, superseded by the dialog. (#1056)

Removed#

  • Assigning to Strategy.label has been removed; use Game.relabel_strategies, which enforces nonempty, unique labels. (#1047)

  • Game.add_strategy and Game.delete_strategy have been removed; use Game.set_strategies, specifying the labels of the strategies the player is to have. (#1056)

  • Assigning to Player.label has been removed; use Game.relabel_players, which enforces nonempty, unique labels. (#1058)

  • Game.add_player has been removed; use Game.set_players, specifying the labels of the players. (#1059)

[17.0.0-alpha.1] - 2026-08-13#

Added#

  • Added Game.make_infoset, forming a collection of personal decision nodes into a single information set; the primitive operation for editing information structures. (#999)

  • Added Game.make_event, which forms a collection of nodes into a single event with a specified probability distribution over its actions. (#1009)

  • Added Game.append_event and Game.insert_event, the chance-move counterparts of Game.append_move and Game.insert_move: they add a brand-new chance move at a terminal node or before an existing node respectively, requiring the probability distribution over its actions to be specified up front, just as Game.make_event does. (#999)

  • Game.get_behavior returns a map-like view of the actions a reduced strategy prescribes at its player’s information sets; the unreachable information sets are absent. (#1002)

  • Added Game.set_move_actions and Game.set_event_actions, declaring the ordered action list of a move or an event (respectively) in a single operation: a label matching a current action keeps its subtree, an unmatched current label is dropped (with confirmation), and an unmatched new label creates a fresh action; listing the current labels in a new order reorders the actions and their subtrees together. (#1040)

Changed#

  • Adopted the C++20 standard; build system now enforces exactly C++20 (not a minimum) (cf. #1027)

  • Game object labels may now be any well-formed UTF-8 text, not just printable ASCII; a label must still not contain control characters, begin/end with whitespace, or contain two consecutive whitespace characters – where “whitespace” means any Unicode space separator (e.g. U+00A0 NO-BREAK SPACE), not just the ASCII space. A game’s title and description have no such printable-character or spacing restriction, but must also be well-formed UTF-8. In pygambit, labels/title/description are now encoded/decoded as UTF-8 rather than ASCII. (#862)

  • lcp_solve no longer silently absorbs internal exceptions if they occur, but instead these propagate out to match the behaviour of all other Nash equilibrium solvers. (#996)

  • gnm_solve executes callback when equilibrium is found rather than emitting all equilibria at the end of the run. (#998)

  • Implemented bespoke XML parser that handles the subset in the de-facto legacy XML workbook .gbt format; removes dependency on tinyxml. (#897)

  • Reduced strategies of extensive games are now labelled by sequential per-player integers (“1”, “2”, …) in the deterministic order in which they are generated, matching the labelling of strategies in strategic games.

  • Enumeration of candidate supports for a totally-mixed Nash equilibrium is now done by a lazy generator algorithm rather than materialising all as a single list up front.

  • Game.reveal now raises at absent-minded information sets; previously the result was undefined. The C++ Game::Reveal now enforces this too, since it is the single implementation shared by Game.reveal and the GUI’s reveal-action command (previously each had its own copy of the algorithm, and only the Python one checked for absent-mindedness). In the GUI, the Reveal menu item (both the Edit menu and the node’s context menu) is now disabled at an absent-minded information set, rather than letting the action be attempted and rejected. (#999)

  • The GUI’s infoset editing actions (assigning a node to an infoset, leaving an infoset) now enforce the same rules as Game.make_infoset, e.g. matching action labels rather than just a matching count; assigning a terminal node to an infoset now raises rather than silently doing nothing. (#999)

  • Game.append_move and Game.insert_move now require player to be a personal player; previously passing the chance player would silently create a new chance move with an unrequested uniform distribution, bypassing the validation that Game.make_event (and now Game.append_event/Game.insert_event) otherwise enforce for chance moves. In the GUI, the “Insert Move” dialog and the chance-token drag-and-drop action still create a chance move with a uniform default when creating a fresh move, but now do so through Game::InsertEvent; collecting the actual distribution at creation time in the GUI is left as a separate piece of UX work. (#999)

  • Game.reveal now requires player to be a personal player; previously passing the chance player was either a silent no-op or raised an uninformative RuntimeError, depending on the game’s structure, rather than a proper UndefinedOperationError. (#999)

  • Game.make_infoset now accepts nodes belonging to a chance event, converting them to personal decision nodes and discarding their probabilities; previously only personal decision nodes were accepted. This matches Game.make_event, which has always accepted personal decision nodes and converted them to a chance event. (#999)

  • The GUI’s “Move properties” dialog is renamed “Edit move”, and now supports adding, deleting, and reordering the actions at a move directly. The standalone “Insert action” menu command is removed, superseded by the dialog. (#1040)

Fixed#

  • Converting a behavior profile to a strategy profile, and computing pure-strategy payoffs no longer inserts spurious entries into a strategy’s internal action map.

Removed#

  • Game.set_player has been removed; use Game.make_infoset, specifying the members of the information set and the new player. (#999)

  • Game.set_infoset has been removed; use Game.make_infoset, specifying the members of the target information set together with the node to add. (#999)

  • Game.leave_infoset has been removed; use Game.make_infoset with a single node, specifying the current label if it should be retained. (#999)

  • Game.sort_infosets has been removed; it was deprecated in 16.5.0, as the iteration order of information sets and their members is now maintained automatically. (#999)

  • Assigning to Action.label has been removed; use Game.relabel_actions, which enforces nonempty, unique labels. (#1026)

  • Game.set_chance_probs has been removed; use Game.make_event, which expresses a change of probabilities as forming the nodes of the event with the required distribution. (#1009)

  • Game.add_action and Game.delete_action have been removed; use Game.set_move_actions or Game.set_event_actions. (#1040)

  • The corresponding C++ Game interface methods (SetPlayer, SetInfoset, LeaveInfoset, SetChanceProbs, InsertAction, DeleteAction, NormalizeChanceProbs) have likewise been removed, subsumed by MakeInfoset/MakeEvent/SetMoveActions/SetEventActions; Game::Reveal is kept as a genuinely useful composite operation, now implemented once in C++ rather than duplicated in pygambit and the GUI. (#999, #1040)

[16.7.0] - 2026-07-11#

Added#

  • Added Player.sequences as the collection of sequences available to a player.

  • Implement GameSubgameRep (C++) and Subgame (Python), a first-class object representing a subgame. (#585)

  • Games can be materialised directly from OpenSpiel games if pyspiel is installed. (#917)

  • Magnify events are now supported in GUI for zooming in/out on trees.

Fixed#

  • Corrected resizing of row and column index labels in strategic form so pivoting works correctly. (#844)

  • Corrected incorrect output of strategic game tables to .nfg files if strategies have previously been deleted in the game (#875)

  • Fix incorrect row index checking in swapping rows of a rectangular array (leading to errors in for example simpdiv_solve) (#868)

  • In GUI, typing a payoff with a trailing slash is now interpreted as a whole number (previously this led to a validation error dialog)

  • Improved initial zoom and centering of display of game trees on initial load, and focusing behavior on currently-selected node or jumping to the root. Also adjusted the initial size of the game window to a more comfortable size. (#569)

  • In the GUI, tab-traversal on tables (such as the strategic form payoff table) now works as expected (TAB moves one cell to the right, wrapping if appropriate; SHIFT-TAB moves to the left, wrapping if appropriate).

  • Max regret is calculated correctly for strategy and behavior profiles on games with zero player strategies or actions (is defined to be 0 trivially) (#904)

  • Corrected calculation of total number of actions for a player in pygambit (#938)

  • Corrected a regression in action graph games that left the internal data structure not fully initialised, leading to segmentation faults.

  • Corrected handling of malformed AGG/BAGG files: files with an invalid or degenerate header (for example a wrong file type, or a header declaring zero players) are now rejected with a ValueError instead of causing a segmentation fault while constructing the game.

Changed#

  • Added a new welcome/landing window on launching the GUI without a game. This has the effect of avoiding creating a window with a trivial extensive game which the user then has to dismiss if they do not require it. (#80)

  • Clarified handling of .efg/.nfg/.gbt file types in graphical interface and refined warnings about unsaved work. (#12)

  • Created and documented right-click context menu in the normal form pivot table, which makes the mechanism for deleting a strategy more clear. (#855)

  • Payoff editing in extensive games in the graphical interface is now done via a context popup window rather than text controls drawn (not always well!) over the game tree display. (#947)

  • In pygambit, indexing game object collections by integer position has been removed. (#942)

  • Validity of game object labels is enforced (printable ASCII and spaces only, no leading/trailing or double spaces); invalid labels raise ValueError in pygambit. (#944)

  • Nonempty labels are now required for all players, outcomes, actions, and strategies. Labels must be unique within the game for players and outcomes, within the player for strategies, and within the information set for actions.

  • Refined and clarified the graphical interface’s handling (and persisting) of “workspaces”, and improved warning messages on closing windows for games or workspaces with unsaved changes.

  • In pygambit, the .outcome, .player, and .infoset attributes are now treated as predicates that are evaluated on-demand, to align with the behaviour of collections. (#946)

Removed#

  • Built-in plotting of logit QRE for strategic games has been removed in the GUI (#809)

[16.6.0] - 2026-03-24#

Changed#

  • Gambit has a refreshed branding and logo which is reflected in this release!

  • Game.comment has been renamed to Game.description

  • With behaviour profiles that reach some information sets with probability zero, beliefs, action values, and infoset values are not well-defined. These functions now return a std::optional in C++ and type or None in Python, where nulls indicate these quantities are not defined. (#446)

Added#

  • Implement linear-time algorithm to find all root nodes of proper subgames, using an adaptation of Tarjan’s (1974) algorithm for finding bridges in an undirected graph. Subgame roots are cached so subsequent lookup is constant-time (if the game is unchanged). (#584)

Fixed#

  • enumpoly would take a very long time on some supports where an equilibrium is located on the boundary of the projected game. Search is now restricted to the interior of the space ruling these out; these will always be found by another projection. (#756)

  • In the graphical interface, the logit correspondence display would fail and terminate the program on very small (<10^{-300}) probabilities.

  • The new subgame root computation fixes a bug which failed to detect subgames where the subgame root node is a member of an absent-minded infoset. (#584)

  • Removed spurious warning in graphical interface when loading file as a command-line argument (or also by clicking on a file in MSW, as that uses the command-line mechanism). (#801)

  • Game.reveal raised a null pointer access exception or dumped core in some cases (#749)

[16.5.0] - 2026-01-05#

Fixed#

  • Sequence-form based equilibrium-finding methods returned incorrect output on games with outcomes at non-terminal nodes. (#654)

Added#

  • Implement IsAbsentMinded() on information sets (C++) and Infoset.is_absent_minded (Python) to detect if an information is absent-minded.

  • Tests for EFG Nash solvers – enumpoly_solve, lp_solve, lcp_solve – in behavior strategies

  • In pygambit, Node objects now have a read-only property own_prior_action and Infoset objects have a read-only property own_prior_actions to retrieve the last action or the set of last actions taken by the player before reaching the node or information set, respectively. (#582)

  • In pygambit, Node objects now have a read-only property is_strategy_reachable to determine if the node is reachable by at least one pure strategy profile. This proves useful for identifying unreachable parts of the game tree in games with absent-mindedness. (#629)

Changed#

  • Labels for players, outcomes, strategies, and actions are expected to be non-empty and unique within the relevant scope (games for players and outcomes, players for strategies, and information sets for actions). pygambit now issues a FutureWarning if a label is changed that does not conform to these expectations. There is now an optional flag normalize_labels to read_* which will automatically fill in non-confirming sets of labels. In version 16.6 these will be enforced; invalid label sets will generate an error and files will be normalized automatically on read. (#614)

  • Terminology for agent-form calculations on extensive games has been clarified. Mixed behavior profiles distinguish “agent” regret and liap values from their strategy-based analogs. Methods which compute using the agent-form - specifically enumpure_solve and liap_solve, now clarify this by being named differently in pygambit. (#617)

  • For clarity, the stop_after and max_depth arguments to lcp_solve are no longer permitted when solving using the sequence form. These actually had no effect in previous versions. (#671)

  • In the graphical interface, removed option to configure information set link drawing; information sets are always drawn and indicators are always drawn if an information set spans multiple levels.

  • In pygambit, indexing the children of a node by a string inteprets the string as an action label, not a label of a child node. In addition, indexing by an action object is now supported. (#587)

  • In pygambit, min_payoff and max_payoff (for both games and players) now refers to payoffs in any play of the game; previously this referred only to the set of outcomes. (#498)

  • In pygambit, calls to sort_infosets are no longer required to normalise the game representation. Iteration ordering of information sets and their members is ensured internally. sort_infosets is therefore now a no-op and is deprecated; it will be removed in a future version.

Removed#

  • Eliminating dominated actions has been removed from the GUI as it was implementing a non-standard formulation of dominance. (#612)

  • The C++ method for computing subgame perfect equilibria with selected methods has been removed (and as a result from the enumpure, lp, and lcp command-line tools); this will be replaced with new and more customisable approaches. (#639)

[16.4.1] - 2025-12-17#

Fixed#

  • Fixed a regression in which null outcomes in strategic game tables were not handled correctly when changing the number of strategies in the game (#571)

  • Fixed improper shared pointer handling when writing a .nfg file based on a game in extensive form.

  • Fixed a regression in the GUI in which unique action labels were not being generated when adding a move via drag-and-drop of a player icon (#618)

  • Fixed a regression generating null pointer dereference errors when setting the outcome of a node to the null outcome (#625, #647)

  • Fixed a regression in calculating payoff quantities for mixed strategy profiles derived from mixed behavior profiles (#616)

[16.3.2] - 2025-12-04#

Fixed#

  • Parsing of output of gambit-logit in the graphical interface did not handle the terminal Nash profile correctly. (#172)

  • Improved sizing of list of logit profiles computed for normal form games.

Changed#

  • Removed Ctrl/Cmd-X accelerator for closing program, as this clashes with modern standard expectations. (#507)

Removed#

  • Undo and redo have been removed from the graphical interface. (These were meant to be removed previously as they did not work properly and gave unpredictable behaviour.) (#505)

[16.4.0] - 2025-09-05#

General#

  • Officially added support for Python 3.13.

  • For graphical interface, added support for wxWidgets 3.3; require minimum of wxWidgets 3.2.

Removed#

  • The deprecated functions Game.read_game, Game.parse_game and Game.write functions have been removed as planned. (#357)

Added#

  • Implement GetPlays() (C++) and get_plays (Python) to compute the set of terminal nodes consistent with a node, information set, or action (#517)

  • Implement GameStrategyRep::GetAction (C++) and Strategy.action (Python) retrieving the action prescribed by a strategy at an information set

  • Tests for creation of the reduced strategic form from an extensive-form game (currently only for games with perfect recall)

  • Implement Nodes collection as a member of GameRep, including a C++ iterator that returns nodes in depth-first traversal order (#530)

Changed#

  • Internally in C++ std::shared_ptr are now used to manage memory allocated for game objects. (#518)

  • The iteration order of a player’s information sets, and of the members of an information set, now may depend on the order of operations to build a game tree. The previous behaviour - ensuring sorting by the order encountered in a depth-first traversal of the tree - can now be obtained by calling SortInfosets (C++) or sort_infosets (Python) on the game. (#483)

[16.3.1] - 2025-08-18#

Fixed#

  • Corrected a regression in which information sets were prematurely invalidated (and therefore delete this called on them) when removing the last node from an information set.

[16.3.0] - 2025-01-13#

General#

  • Dropped support for Python 3.8.

Added#

  • Implemented maximum-likelihood estimation for agent logit QRE, to parallel existing support for strategic logit QRE. Strategic logit QRE function names have been modified to provide parallel naming. Estimation using the correspondence now supports an option to stop at the first interior local maximizer found (if one exists).

  • Maximum-likelihood estimation for logit QRE using empirical payoffs has an improved internal calculation of log-likelihood, and returns the estimated profile instead of just a list of probabilities.

  • Reorganized naming conventions in pygambit for functions for computing QRE in both strategic and agent versions, and added a corresponding section in the user guide.

  • enumpoly_solve has been returned to being fully supported from temporarily being experimental; now available in pygambit.

  • enumpoly_solve for strategic games now uses the Porter, Nudelman, and Shoham (2004) ordering of supports to search.

  • to_arrays converts a Game to a list of numpy arrays containing its reduced strategic form. (#461)

  • Integrated support (in Python) for using PHCpack to solve systems of polynomial equations in enumpoly_solve based on an implementation formerly in the contrib section of the repository. (#165)

  • New format-specific functions pygambit.read_* and pygambit.Game.to_* functions have been added to (de-)serialise games. The existing Game.read_game and Game.write functions have been deprecated and will be removed in 16.4. (#357)

Changed#

  • The built-in implementation of lrslib (dating from 2016) has been removed. Instead, access to lrsnash is provided as an external tool via the enummixed_solve function, in parallel to PHCpack for enumpoly_solve.

Fixed#

  • When parsing .nfg files, check that the number of outcomes or payoffs is the expected number, and raise an exception if not. (#119)

Removed#

  • Game.write() no longer supports generation of the XML-format files for Game Theory Explorer, as GTE no longer reads files in this format.

[16.2.2] - 2025-08-18#

Fixed#

  • Game.copy_tree and Game.move_tree implementations reversed the roles of the src and dest nodes (#499)

Changed#

  • For graphical interface, added support for wxWidgets 3.3; require minimum of wxWidgets 3.2.

[16.2.1] - 2025-01-06#

Fixed#

  • Corrected an internal implementation error in Game.reveal() in resolving references to information sets and players (#453)

  • Reading .efg and .nfg game files which did not have whitespace at the end would lead to an infinite loop (#457)

  • Attempting to call the default constructor on Game objects (rather than one of the factory functions) now raises a more informative exception (#463)

[16.2.0] - 2024-04-05#

Fixed#

  • gnm_solve/gambit-gnm now correctly handles the degenerate case of a game where all payoffs are the same (#405), and checks that the perturbation vector specified has at least one non-zero component (#194)

  • ipa_solve/gambit-ipa ensures the use of a generic perturbation vector; this resolves a problem where the method could return non-Nash output (#406)

  • gambit-enumpoly could get stuck in an infinite loop, and/or fail to report some equilibria, due to floating-point rounding/tolerance issues; this has been fixed on known cases (#198)

  • gambit-logit now uses perturbations to attempt to resolve correspondences that have bifurcations, and instead tries always to follow a curve that has the same orientation. This should eliminate cases in which tracing gets stuck in a loop or reverses itself when encountering bifurcations (#3)

Added#

  • MixedStrategyProfile and MixedBehaviorProfile objects in pygambit can now be iterated in various dict-like ways

  • gnm_solve/gambit-gnm now exposes several parameters which control the behavior of the path-following procedure

  • The MixedBehaviorProfile object can now be initialized on creation by a given distribution.

  • append_move/append_infoset now resolves either a singleton node reference or any iterable set of node references

  • Additional regret-related functions added to MixedBehaviorProfile and MixedStrategyProfile in both C++ and Python

  • Some caching added to payoff/strategy value calculations in MixedStrategyProfile

  • gambit-simpdiv now supports expressing output as floating-point with a specified number of digits (#296)

  • Parameters first_step and max_accel added to gambit_logit for finer control of numerical continuation process

Changed#

  • Gambit now requires a compiler that supports C++17.

  • Functions to compute Nash equilibria now return a NashComputationResult object instead of a bare list of profiles (#190)

  • liap_solve/gambit-liap has been reimplemented to scale payoffs uniformly across games, to always take an explicit starting point (in liap_solve), and to specify a regret-based acceptance criterion (#330)

  • simpdiv_solve/gambit-simpdiv now accepts a regret-based acceptance criterion (#439)

  • simpdiv_solve now takes an explicit starting point (#445)

  • Converted test suite for mixed behavior profiles to pytest style; added parametrizations for test_realiz_prob; added test_martingale_property_of_node_value (#375)

  • Improved test suite for mixed strategy profiles (#374)

  • Test suite for pygambit moved from src/pygambit/tests/ to tests/

  • Improved repr methods in pygambit for game-related classes

  • Further extension of test suite for mixed behavior profiles to cover new indexing and profile order consistency for payoff-related calculations

  • Overhaul of caching in MixedBehaviorProfile to use maps (std::map)

  • Creation of random mixed profiles in pygambit is done with new Game.random_strategy_profile and Game.random_behavior_profile methods; these accept numpy.random.Generator objects for reproducible state. Creation of random mixed profiles in C++ is done with new Game::NewRandomStrategyProfile and Game::NewRandomBehaviorProfile methods; these accept STL Generator objects for reproducible state. The Python implementation is no longer just a wrapper around the C++ one.

  • Graphical interface now uses simplicial subdivision as the recommended method for finding some equilibria in games with more than two players, instead of Lyapunov function minimisation

[16.1.1] - 2024-01-10#

Fixed#

  • In gambit-logit, if there are chance actions with zero probability, information sets may be reached with zero probability. In this event, gambit-logit treats beliefs at those information sets as being uniform across nodes (#63)

  • Corrected outdated code in fit_fixedpoint and fit_empirical, and added extended documentation of both methods (#1)

  • Fixed bug in gambit-lp which would return non-Nash output on extensive games if the game had chance nodes other than the root node (#134)

  • In pygambit, fixed indexing in mixed behavior and mixed strategy profiles, which could result in strategies or actions belonging to other players or information sets being referenced when indexing by string label

Changed#

  • In pygambit, resolving game objects with ambiguous or duplicated labels results in a ValueError, instead of silently returning the first matching object found.

[16.1.0] - 2023-11-09#

Fixed#

  • Fixed regression in Game.from_dict() causing the method to fail (PR #399 by AbhijeetKrishnan)

  • In gambit-logit on extensive games, a spurious final value was being emitted on each line of the CSV output; this has been removed.

[16.1.0b1] - 2023-11-06#

Added#

  • Implement MixedBehaviorProfile.realiz_prob to return probability node is reached under the profile.

Fixed#

  • When an action at a chance node is deleted the probabilities for the remaining actions are normalized.

Changed#

  • The gambit-enumpoly solver has been marked as “experimental” and is no longer built by default, nor is it available via the graphical interface.

[16.1.0a4] - 2023-10-13#

Changed#

  • Empty or all-whitespace strings cannot be used to access members of games in pygambit.

  • Remaining compatibility code for wxWidgets 2.x removed from graphical interface.

  • Migrated to pytest for testing of pygambit.

  • ValueErrors raised for mixed behavior profiles when payoff, action_value, or infoset_value are called with the chance player.

  • Implemented Game.delete_strategy to remove a strategy from a strategic game.

  • Implemented regret for mixed strategy profiles.

Fixed#

  • Regret on mixed behavior profiles now implements the standard definition of regret (loss in expected payoff relative to best response conditional on reaching the information set).

[16.1.0a3] - 2023-09-29#

Changed#

  • The refine and leash parameters to simpdiv have been made available and documented in pygambit.

  • Repackage logit solver in src/solvers; make pygambit.nash.logit_solve available as a method for finding a Nash equilibrium.

  • Additional game transformation operations have been moved to the Game class, and old versions deprecated.

  • Accessing payoffs of outcomes and pure strategy profiles is now standardized to use player references, and accessing by index has been removed.

  • Game.num_nodes has been removed in favor of Game.nodes, which returns a list of the nodes in the game.

[16.1.0a2] - 2023-09-22#

Changed#

  • Most operations which modify games have been moved to being operations on Game instead of being operations on classes representing elements of games. For the most part old versions have been retained with a deprecation warning; these old versions will be removed in 16.2.0.

  • pygambit.supports has been introduced to organise algorithms which operates on sets of pure strategies or actions, such as finding undominated strategies.

  • .payoff() on mixed strategy and mixed behavior profiles now takes either a Player or string label. .infoset_value() and .action_value() have been introduced to replace calling .payoff() on these objects.

  • The implementation of mixed strategy profiles and mixed behavior profiles has been thoroughly rewritten for improved consistency in behavior across members and between the two types of profile.

  • The experimental concept of a StrategicRestriction has been removed from pygambit. Instead, calling restrict on a StrategySupportProfile creates a deep copy of its game with only the strategies specified.

[16.1.0a1] - 2023-09-14#

Changed#

  • Cython 3.0 is now used for pygambit.

  • Documentation of the pygambit API has been moved into docstrings.

  • Chance action probabilities are now enforced to sum to exactly one at an information set. This is accomplished by changing the API to set probabilities for all actions simultaneously; it is no longer possible to assign an action probability individually.

Added#

  • Documented support in Python for estimating quantal response equilibria using either fixed-point or empirical payoff methods

Fixed#

  • Corrected reference counting for C++ Game objects which could result in objects never being deallocated (see #331)

  • Corrected Lyapunov function minimisation returning critical points that are not global minima (i.e. not equilibria) (#329)

  • Corrected a regression in accessing contingencies of a game in Python.

  • Removed use of explicit StopIteration (a holdover from Python 2.x support).

[16.0.2] - 2022-01-28#

Fixed#

  • Updated build and packaging systems for current compilers across all platforms

  • Refactored Python implementation to make pygambit PyPI-installable