 The difference between games of perfect and of imperfect information is related to (though certainly not identical with!) a distinction between ways of representing games that is based on order of play. Let us begin by distinguishing between sequential-move and simultaneous-move games in terms of information. It is natural, as a first approximation, to think of sequential-move games as being ones in which players choose their strategies one after the other, and of simultaneous-move games as ones in which players choose their strategies at the same time. This isn’t quite right, however, because what is of strategic importance is not the temporal order of events per se, but whether and when players know about other players’ actions relative to having to choose their own. For example, if two competing businesses are both planning marketing campaigns, one might commit to its strategy months before the other does; but if neither knows what the other has committed to or will commit to when they make their decisions, this is a simultaneous-move game. Chess, by contrast, is normally played as a sequential-move game: you see what your opponent has done before choosing your own next action. (Chess can be turned into a simultaneous-move game if the players each call moves on a common board while isolated from one another; but this is a very different game from conventional chess.)