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Encyclopedia > Glossary of game theory

Game theory is the branch of mathematics in which games are studied: that is, models describing human behaviour. This is a glossary of some terms of the subject. Game theory is a branch of applied mathematics that studies strategic situations where players choose different actions in an attempt to maximize their returns. ... Euclid, detail from The School of Athens by Raphael. ... Mathematical games include many topics which are a part of recreational mathematics, but can also cover topics such as the mathematics of games, and playing games with mathematics. ...

Contents


Definitions of a Game

Notational conventions

Real numbers 
mathbb{R}.
The set of players 
N.
Strategy space 
Sigma = prod_{i in mathrm{N}} Sigma ^i. Where:
Player i's strategy space 
Sigma ^i is the space of all possible ways in which player i can play the game.
A strategy for player i 

is an element of Sigma ^i. Please refer to Real vs. ...

complements 

sigma _{-i} an element of Sigma ^{-i} = prod_{ j in mathrm{N}, j ne i} Sigma ^j, is a tuple of strategies for all players other than i.

Outcome Space 
Gamma is in most textbooks identical to -
Payoffs 
mathbb{R} ^ mathrm{N}, describing how much gain (money, pleasure, etc.) the players are allocated by the end of the game.

Normal form game

A game in normal form is a function:

pi : prod_{iin mathrm{N}} Sigma ^ i to mathbb{R}^mathrm{N}

Given the tuple of strategies chosen by the players, one is given an allocation of payments (given as real numbers).


A further generalization can be achieved by splitting the game into a composition of two functions:

pi : prod_{i in mathrm{N}} Sigma ^i to Gamma

the outcome function of the game (some authors call this function "the game form"), and:

nu : Gamma to mathbb{R}^mathrm{N}

the allocation of payoffs (or preferences) to players, for each outcome of the game.


Extensive form game

This is given by a tree, where at each vertex of the tree a different player has the choice of choosing an edge. For other uses, see Tree (disambiguation). ... In geometry, a vertex (Latin: whirl, whirlpool; plural vertices) is a corner of a polygon (where two sides meet) or of a polyhedron (where three or more faces and an equal number of edges meet). ... Edge may have one of the following special meanings, in addition to its dictionary definition: // Computer Science In image processing, an edge is a position in a digital image where the luminous intensity changes sharply. ...


Cooperative game

A game in which players are allowed form coalitions (and to enforce coalitionary dicipline). A cooperative game is given by stating a value for every coalition:

nu : 2^{mathbb{P}(N)} to mathbb{R}

It is always assumed that the empty coalition gains nil. Solution concepts for cooperative games usually assume that the players are forming the grand coalition N, whose value ν(N) is then divided among the players to give an allocation.


Simple game

A Simple game is a simplified form of a cooperative game, where the possible gain is assumed to be eiter '0' or '1'. A simple game is couple (N, W), where W is the list of "winning" coalitions, capable of gaining the loot ('1'), and N is the set of players.


Glossary

Acceptable game 
is a game form such that it has pure nash equilibria, all of which are pareto efficient, under all preference profiles.
Allocation of goods 
is a function nu : Gamma to mathbb{R} ^mathrm{N}. Formally this is the same as a preference profile, this is interpreted as describing how much goods (e.g. money) the players are granted under the different outcomes of the game.
Best reply 
the best reply to a given complement sigma _{-i} is a strategy tau _i that maximizes player i's payment. Formally, we want:
.
Coalition 
is any subset of the set of players: mathrm{S} subseteq mathrm{N}.
Condorcet winner 
Given a preference ν on the outcome space, an outcome a is a condorcet winner if all non-dummy players prefer a to all other outcomes.
Dictator
A player is a strong dictator if he can garantie any outcome regardless of the other players. m in mathbb{N} is a weak dictator if he can garantie any outcome, but his strategies for doing so might depend on the complement strategy vector. Naturally, every strong dictator is a weak dictator. Formally:
m is a Strong dictator if:

m is a Weak dictator if:
forall a in mathrm{A}, ; forall sigma _{-n} in Sigma ^{-n} ; exist sigma _n in Sigma ^n ; s.t. ; Gamma (sigma _{-n},sigma _n) = a

Another way to put it is:
a weak dictator is α-effective for every possible outcome.
A strong dictator is β-effective for every possible outcome.
See Effectiveness. Acronym: dummy.

Dominated outcome 
Given a preference ν on the outcome space, we say that an outcome a is dominated by outcome b (hence, b is the dominant strategy) if it is preferred by all players. If, in addition, some player strictly prefers b over a, then we say that a is strictly dominated. Formally:
forall j in mathrm{N} ; quad nu _j (a) le nu _j (b) for domination, and
exists i in mathrm{N} ; s.t. ; nu _i (a) < nu _i (b) for strict domination.
An outcome a is (strictly) dominated if it is (strictly) dominated by some other outcome.
An outcome a is dominated for a coalition S if all players in S prefer some other outcome to a. See also Condorcet winner.
Dominated strategy 
we say that strategy is (strongly) dominated by strategy tau _i if for any complement strategies tuple sigma _{-i}, player i benefits by playing tau _i. Formally speaking:
forall sigma _{-i} in Sigma ^{-i} quad quad pi (sigma _i ,sigma _{-i} ) le pi (tau _i ,sigma _{-i} ) and
.
A strategy σ is (strictly) dominated if it is (strictly) dominated by some other strategy.
Dummy 
A player i is a dummy if he has no effect on the outcome of the game. I.e. if the outcome of the game is insensitive to player i's strategy.

Acronyms: say, veto, dictator.

Effectiveness 
A coalition (or a single player) S is effective for a if it can force a to be the outcome of the game. S is α-effective if the members of S have strategies s.t. no matter what the complement of S does, the outcome will be a.

S is β-effective if for any strategis of the complement of S, the members of S can answer with strategies that ensure outcome a.

Finite game 
is a game with finitely many players, each of which has a finite set of strategies.
Mixed strategy 
for player i is a probability distribution P on Sigma ^i. It is understood that player i chooses a strategy randomly according to P.
Mixed Nash Equilibrium 
Same as Pure Nash Equilibrium, defined on the space of mixed strategis. Every finite game has Mixed Nash Equilibria.
Pareto efficiency 
An outcome a of game form π is (strongly) pareto efficient if it is undominated under all prefference profiles.
Preference profile 
is a function nu : Gamma to mathbb{R} ^mathrm{N}. Formally this is the same as an allocation of goods, this is interpreted as describing how 'pleased' the players are with the possible outcomes of the game.
Pure Nash Equilibrium 
An element sigma = (sigma _i) _ {i in mathrm{N}} of the strategy space of a game is a pure nash equilibrium point if no player i can benefit by deviating from his strategy , given that the other players are playing in sigma. Formally:
forall i in mathrm{N} quad forall tau _i in Sigma ^i quad pi (tau ,sigma _{-i} ) le pi (sigma ).
No equilibrium point is dominated.
Say 
A player i has a Say if he is not a Dummy, i.e. if there is some tuple of complement strategies s.t. π (σ_i) is not a constant function.

Acromyn: Dummy.

Value 
A value of a game is a rationally expected outcome. There are more than a few definitions of value, describing different meathods of obtaining a solution to the game.
Veto 
A veto denotes the ability (or right) of some player to prevent a specific alternative from being the outcome of the game. A player who has that ability is called a veto player.

Acronym: Dummy.

Weakly acceptable game 
is a game that has pure nash equilibria some of which are pareto efficient.
Zero sum game 
is a game in which the allocation is constant over different outcomes. Formally:
forall gamma in Gamma sum_{i in mathrm{N}} nu _i (gamma ) = const.
w.l.g. we can assume that constant to be zero. In a zero sum game, one player's gain is another player's loss. Most classical board games (e.g. chess, checkers) are zero sum.
Topics in game theory
Definitions Normal form game - Extensive form game - Cooperative game - Information set - Strategy - Mixed strategy - Preference
Equilibrium concepts Relations between equilibrium concepts - Dominant strategy equilibrium - Nash equilibrium - Subgame-perfect Nash equilibrium - Bayes-Nash equilibrium - Perfect Bayes-Nash equilibrium - Sequential equilibrium - Equilibrium refinements - Evolutionarily stable strategy
Classes of games Symmetric game - Perfect information - Dynamic game - Repeated game - Signaling game - Cheap talk - Zero-sum game - Mechanism design - Win-win game
Games Prisoner's dilemma - Chicken - Stag hunt - Ultimatum game - Matching pennies - Minority Game - Rock, Paper, Scissors - Dictator game -...
Theorems Revelation principle - Minimax theorem - Purification theorems - Folk theorem of repeated games - Bishop-Cannings theorem
Related topics Mathematics - Economics - Behavioral economics - Evolutionary biology - Evolutionary game theory - Population genetics - Behavioral ecology - List of game theorists
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  Results from FactBites:
 
BIGpedia - Game theory - Encyclopedia and Dictionary Online (1982 words)
Game theory is a branch of applied mathematics that uses models to study interactions with formalised incentive structures ("games").
Subjective expected utility theory explains how to derive a measure of utility which will always satisfy the criterion of risk neutrality, and hence serve as a measure for the payoff in game theory.
Though touched on by earlier mathematical results, modern game theory became a prominent branch of mathematics in the 1940s, especially after the 1944 publication of The Theory of Games and Economic Behavior by John von Neumann and Oskar Morgenstern.
Nash equilibrium - Wikipedia, the free encyclopedia (2250 words)
In game theory, the Nash equilibrium (named after John Nash, who proposed it) is a kind of optimal collective strategy in a game involving two or more players, where no player has anything to gain by changing only his or her own strategy.
Let (S, f) be a game, where S is the set of strategy profiles and f is the set of payoff profiles.
If a game has a unique Nash equilibrium and is played among players with certain characteristics, then it is true (by definition of these characteristics) that the NE strategy set will be adopted.
  More results at FactBites »


 

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