Game theory
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Game theory is the field of applied mathematics that models interactions between multiple agents as "games" of strategy between "players". It is a scientific method of describing, predicting, evaluating, and selecting choices (or "actions"), often with the view of maximising utility outcomes (or "payoffs") for one or more players.[1]
Game theory has applications in the natural, formal and social sciences,[2] including biology, computer science, economics, law, logic, political science, systems science, and philosophy. Subfields of game theory include algorithmic game theory, behavioral game theory, combinatorial game theory, evolutionary game theory, and quantum game theory.
In 1994, the Nobel Prize in economics was awarded to the mathematician John Nash, the philosopher John Harsanyi, and the economist Reinhard Selten for their pioneering work in game theory.[3] Since then, game theorists who were awarded the Nobel include Thomas Schelling and Robert Aumann (2005),[4] Leonid Hurwicz, Eric Maskin, and Roger Myerson (2007),[5] Alvin E. Roth and Lloyd S. Shapley (2012),[6] Jean Tirole (2014),[7] and Paul Milgrom and Robert B. Wilson (2020).[8]
Overview
[edit]In game theory, a "game" is an abstract, mathematical representation of an interaction between agents ("players"), meant to capture the most basic properties of the game, namely:
- the "players";
- the choices or actions available to each player;
- the value (or "payoff") that each player will receive for every possible strategy (i.e. a combination of actions of a given player in response to a given situation);[9]
- the information each player has at the time of making their decisions;
Eric Rasmusen refers to these four "essential elements" by the acronym "PAPI".[10][11][12][13]
History
[edit]The significance of the work of the early game theorists in economics was its formalisation of strategic interaction, equilibrium concepts, and rational choice behavior, under the assumptions of perfect rationality, self-interest, complete information, and fixed game structure.[14] Game theory as a field had its genesis in the 1944 book Theory of Games and Economic Behavior, written my mathematicians John von Neumann and Oskar Morgenstern. The book built upon von Neumann's earlier work, which used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, a method that later became standard in game theory and mathematical economics.[15] In 1994, the Nobel Prize in economics was awarded to the game theorists John Forbes Nash, Reinhard Selten, and John Harsanyi.[3][9]
Initially, as a field of applied mathematics, game theory was used in economics to describe and predict the behaviors of firms, markets, and consumers. The use of game theory in the social sciences has since expanded, with game theory later being widely applied in the analysis of political, sociological, psychological, and animal behaviours.[16][17] Modern academic research finds applications of game theory in fields as broad as international relations, network science, voting systems, linguistics, law, distributed control, policy design, competition regulations, project management, and military technology.[9][18]
Game theory has also been used to develop theories of ethical or normative behavior and to prescribe such behavior.[19][20] In economics and philosophy, scholars have applied game theory to help in the understanding of good or proper behavior. Game-theoretic approaches have also been suggested in the philosophy of language and philosophy of science.[21]
Within economics
[edit]The main branches of economic theory are game theory, decision theory, mechanism design theory, and general equilibrium theory. Unlike game theory, which analyses multi-agent interactions, decision theory focuses on preferences and the formation of beliefs within single-player scenarios. Decision theory is often used in the form of decision analysis, which shows how best to acquire information before making a decision. Mechanism design theory is closely related to game theory, although the former is more focused on about the consequences of different types of rules, whereas the latter often takes the rules of the game as given. Areas of focus within mechanism design include compensation, wages, risk, incentives, and auctions.[22] Within game theory and mechanism design, a metagame refers to a game that aims to develop rules for the target or subject game, being applied in the contexts of metagame analysis, and confrontation analysis.[23]
Although game theory has broad application in general equilibrium theory, general equilibrium economists are usually concerned with macroeconomic issues of trade and production in scenarios with a very large number of individual consumers and producers. In particular, the theory of dynamic stochastic general equilibrium (DSGE) is applied, often in combination with game theoretic methods, to issues of investment management, political economy, industrial organisation, international trade, and monetary, fiscal, and tax policy.[22]
As an economic methodology, game theory provides a framework for the analysis of decision-making processes involving multiple stakeholders, each with conflicting or cooperative objectives. Unlike traditional econometric models that are descriptive (in the sense of predicting future outcomes based on historical data and statistical trends between variables) and optimisation algorithms (which assume static environments and generally address single-objective problems within predefined constraints), game theory is inherently dynamic and accounts for the strategic interactions among participants. Game theory can further be applied in simulation-based approaches, such as agent-based modeling, in order replicate market dynamics and policy outcomes under different scenarios by way of modelling reward-punishment mechanisms, competition for limited resources, and coalition formation.[24]
Terminology
[edit]Types of games
[edit]A game is cooperative if the players are able to form binding commitments externally enforced (e.g. through contract law). A game is non-cooperative if players cannot form alliances or if all agreements need to be self-enforcing (e.g. through credible threats).[25]
A symmetric game is a game where each player earns the same payoff when making the same choice. The identity of the player does not change the resulting game facing the other player, and the game looks the same to all players.[26][27] Formally, a symmetric two-player game can be defined as one where the matrix of one player's payoffs is the transpose of the other player's payoffs.[28][29]
| E | F | |
| E | 1, 2 | 0, 0 |
| F | 0, 0 | 1, 2 |
| An asymmetric game | ||
| A | B | |
| A | –1, 1 | 3, −3 |
| B | 0, 0 | –2, 2 |
| A zero-sum game | ||
Zero-sum games (or constant-sum games) are games in which choices by players can neither increase nor decrease the available resources. More informally, in such a game, a player benefits only at the equal expense of others.[30]
Simultaneous games are games where both players move simultaneously, such that all players are unaware of the actions of other players. Sequential games are games where players do not make decisions simultaneously, and player's earlier actions affect the outcome and decisions of other players.[31]
Games typically are assumed to be finite and discrete, with a finite number of players, moves, events, and outcomes. Nonetheless, continuous games allow players to choose a strategy from a continuous strategy set. For example, Cournot competition is typically modeled with players' strategies being any non-negative quantities, including fractional quantities.[citation needed]
Information
[edit]A game of complete information is one where every player knows the rules, strategies and payoffs available to the other players but not necessarily the actions taken.[32] A Bayesian game, in contrast, is a strategic game with incomplete information.[33]
A game with perfect information is a game of complete information that also has all players, at every move in the game, know the previous history of the game and all moves previously made by all other players.[34] An imperfect information game is played when the players do not know all moves already made by the opponent, which is the case in a simultaneous move game.[35]
Games will change significantly if they are repeated, that is, if the players will interact with each other again in the future with the information they obtained from previous games. In future games, players may act in response to the way in which other players had acted in the past; and in present games, these other players may choose their actions in such a way to prevent them from being punished in future games but instead to reward the players based on their reputation.[22] Examples of perfect-information recreational games include tic-tac-toe, checkers, chess, and Go.[36][37][38] Poker and bridge are examples of games of imperfect information.[39]
Strategies
[edit]A pure strategy is a deterministic strategy, whereas a mixed strategy is probabilistic. Games can be divided into strictly and non-strictly determined games, such that a non-strictly determined game possesses only mixed strategies, whereas a strictly determined game possesses pure strategies as well.[40][41] Only a strictly determined game possesses a saddle point, that is, an equilibrium that represents the best strategies for all players.[42]
For a two-player game, a dominant strategy for a given player is a strategy that produces a better payoff than the other player; conversely, a dominated strategy is one that is always worse than the other player and therefore never rational to play.[43][44]
Domination
[edit]Dominated strategies can be grouped into strictly and weakly dominated strategies. A strategy is strictly dominated if, no matter what the other players do, a player always receives a strictly higher payoff by playing another strategy. A weakly dominated strategy, on the other hand, is one that does at least as well as all other strategies, no matter what the other players do, and is strictly better than at least one other strategy.[44]
Formally, for the two-player game , a strategy is strictly dominated by strategy if, for all strategies of the other player , ,, where represents the utility function. A strategy may be weakly dominated if, instead, and there exists some value of such that .[44]
Equilibria
[edit]For any given game, a strategy profile (or strategy combination) is a combination of strategies, such that each player gets one strategy.[9] For example, in a 3-player game where the action set is such that , a valid strategy profile might be , indicating that players 1 and 2 choose A, and player 3 chooses B.[44]
An equilibrium is a stable state in which either one outcome occurs or a set of outcomes occur with known probability.[citation needed] A Nash equilibrium is a particular type of equilibrium strategy profile where every player is best responding to the strategies of the others. In such a setting, no player has an incentive to unilaterally deviate from their choice. John Forbes Nash proved that at least one such equilibrium exists in any finite non-cooperative game.[45][46]
Rationality and utility
[edit]Players in game theory are generally assumed to be rational agents in a formal, mathematical sense. Rational agents act as if they have consistent preferences and unlimited computational capacity to achieve their well-defined objectives, and they behave in a manner in order to obtain the maximum possible payoff.[9] Players are also assumed to be self-interested, with the structure of the game itself being fixed and closed, such that each player’s objective is to maximize expected utility, given the strategies chosen by others. In this regard, utility functions are exogenous, typically one-dimensional, and stable over time.[14] Game theoretic models also generally assume common knowledge of rationality, such that players are rational; they also know that others are rational; and that this knowledge is shared recursively.[44]
Representation of games
[edit]| Player 2 chooses Left |
Player 2 chooses Right | |
| Player 1 chooses Up |
4, 3 | –1, –1 |
| Player 1 chooses Down |
0, 0 | 3, 4 |
| Normal form or payoff matrix of a 2-player, 2-strategy game | ||
Games can be broadly represented in three forms. Generally, normal form is used to represent non-cooperative simultaneous games; extensive form is used to represent non-cooperative sequential ones; and characteristic function form is used to represent cooperative games.
Every extensive-form game has an equivalent normal-form game, however, the transformation to normal form may result in an exponential blowup in the size of the representation, making it computationally impractical.[47]
Normal form
[edit]The normal form (or strategic form) game is usually represented by a matrix which shows the players, strategies, and payoffs. In linear algebra notation, a two-player normal-form game can be mapped by a matrix. A general matrix mapping rows (actions of the first player) and columns (actions of the second player) to pairs of payoff values can be represented as follows:[40]
where the set of actions (or action set) available to each player are, respectively, and .
An alternative approach is to use two separate matrices: for the row player and for the column player, defined as follows:[40]
Prisoner's dilemma
[edit]The most popular example of a normal-form game is Prisoner's dilemma. In the dilemma, there are two players who are both accomplices to a crime. Both have been arrested and imprisoned, and they cannot communicate with each other, nor do they know what the other prisoner is doing. The police do not have sufficient evidence for a conviction, but the prisoners do not know this. Instead, they tell each prisoner that, if they confess to their crimes, they will get a lighter sentence. Each player may thus either inform on themselves and the other player, or they may remain silent. If neither confess, neither will go to jail; if both confess, they will get an ordinary sentence; however, if one confesses and the other does not, the confessor will get a short sentence while the denier will get a long one.[48]
Despite the best possible outcome being the situation in which both parties refuse to confess, the dominant strategy for each individual player, no matter what a suspect believes his partner is going to do, is in fact to betray the other, which aligns with the sure-thing principle.[49] The utility of this illustration is that it demonstrates the conflict between the pursuit of individual, selfish goals and the common good of both parties, representing an issue present in a variety of public goods problems.[22]
| Cooperate | Defect | |
| Cooperate | -1, −1 | -10, 0 |
| Defect | 0, −10 | -5, −5 |
| The prisoner's dilemma | ||
Formal definition
[edit]Formally, an -player normal form game comprises:[40]
- A finite set of players.
- An action set for the players: .
- A set of payoff functions for the player that maps action sets to : .
A strategy for a player with action set is a probability distribution over the elements of , such that:[40]
, with .
Given an action set , the set of valid strategies (also known as the strategic profile or strategic set) is denoted as so that:[40]
In order to calculate expected utility for a given action set,[40]
In mathematical optimisation, assuming complete information, a normal-form game can also be defined as follows:[50]
- Let I be a set of agents, .
- Each agent chooses its decision variable (i.e., its strategy or action) from its local decision set.
- Let Ω be a decision set, such that the local decision set , and is the overall decision space, and .
- Let denote the stacked vector of all agent decisions.
Thus, the game, , is then defined such that the goal of each agent is to minimize its objective function , which depends on both the local variable and the decision variables of the other agents, .[50]
Extensive form
[edit]
Extensive form games can be visualized using game trees. Within a tree, each vertex (or node) represents a point of choice for a player; the lines out of the vertex represent a possible action for that player; information sets are represented by dashed lines; and the payoffs are specified at the bottom of the tree, that is, being represented as the terminal nodes. The extensive form can be viewed as a multi-player generalization of a decision tree.[51][52]
Solving an extensive form game (that is, finding its Nash equilibrium) involves the use of backwards induction, which involves the analysis of the tree from the end nodes to the root, removing or "pruning" dominated strategies at each information set.[53][54]
Battle of the sexes
[edit]| Preferred Action (action1) | Unpreferred action (action2) | |
| Unpreferred action (action1) | 1,2 | 0,0 |
| Preferred action (action2) | 0,0 | 2,1 |
| Battle of sexes (note that they both want to do the same action but have different preferences) | ||
The "battle of the sexes" game involves two players of different sexes, arbitrarily chosen, each with a different set of preferences.[55]

Formal definition
[edit]Formally, an -player extensive form game with complete information is characterised by:[40]
- A finite set of players with .
- A tree where:
- is the set of vertices,
- is the set of edges, and
- is the root of the tree.
- A partition of the non-terminal vertices, assigning each decision node to a player.
- A set of possible outcomes.
- A function mapping each terminal node (leaf) of to an element of .
A strategy for a player is a mapping from each information set to a probability distribution over the available actions at that set. Given a game in extensive form , the set of information sets for player is defined as a partition of , such that each element of denotes a set of nodes at which the player cannot distinguish their exact location when choosing an action. Thus, every information set contains vertices for a single player, who has the move at that information set, and all vertices in an information set must have the same number of successors (with the same action labels).[40][52]
Games of incomplete information can be reduced, within extensive form representations, to games of imperfect information by introducing "moves by nature",[56] that is, by characterising nature as a "player 0". Information sets belonging to nature are known as "singletons", with moves of nature regarded as behavior strategies, that is, strategies that map from information sets to probability distributions over feasible actions.[52]
Characteristic function form
[edit]In cooperative game theory the characteristic function lists the payoff of each coalition. The origin of this formulation is in John von Neumann and Oskar Morgenstern's book.[57]
Formally, a characteristic function is a function [58] from the set of all possible coalitions of players to a set of payments, and also satisfies . The function describes how much collective payoff a set of players can gain by forming a coalition.
Alternative game representations
[edit]
Alternative game representation forms are used for some subclasses of games or adjusted to the needs of interdisciplinary research.[59] In addition to classical game representations, some of the alternative representations also encode time related aspects.
| Name | Year | Means | Type of games | Time |
|---|---|---|---|---|
| Congestion game[60] | 1973 | functions | subset of n-person games, simultaneous moves | No |
| Sequential form[61] | 1994 | matrices | 2-person games of imperfect information | No |
| Timed games[62][63] | 1994 | functions | 2-person games | Yes |
| Gala[64] | 1997 | logic | n-person games of imperfect information | No |
| Graphical games[65][66] | 2001 | graphs, functions | n-person games, simultaneous moves | No |
| Local effect games[67] | 2003 | functions | subset of n-person games, simultaneous moves | No |
| GDL[68] | 2005 | logic | deterministic n-person games, simultaneous moves | No |
| Game Petri-nets[69] | 2006 | Petri net | deterministic n-person games, simultaneous moves | No |
| Continuous games[70] | 2007 | functions | subset of 2-person games of imperfect information | Yes |
| PNSI[71][72] | 2008 | Petri net | n-person games of imperfect information | Yes |
| Action graph games[73] | 2012 | graphs, functions | n-person games, simultaneous moves | No |
Theorems and lemmas
[edit]Nash equilibrium and existence
[edit]Formally stated, in an N-player normal form game, a Nash equilibrium is defined as a strategy profile such that:[74]
The Nash existence theorem states that every finite N-player normal form game has at least one Nash equilibrium in mixed strategies.[74][75] At the same time, it is also known that every finite game with perfect information has a Nash equilibrium in pure strategies.[76]
Best response
[edit]In an N-player normal form game, a strategy for player i is a best response to some incomplete strategy profile , representing the strategies chosen by all players except player i, if and only if:
That is, gives player i the highest possible payoff, given the strategies chosen by the other players.
The action set that a strategy σ plays with non zero probability is referred to as the support of σ. A mixed strategy is a best response if and only if every pure strategy within its support is itself a best response. For example, for a two-player game , a strategy of the row player is a best response to a strategy of the column player if and only if:
where the term represents the utility for the row player when playing their action.[44]
Minimax
[edit]Given a zero-sum game defined by a payoff matrix and a strategy for the column player, the row player seeks a best response strategy that maximises their expected payoff: . This corresponds to choosing the rows of that yields the highest expected value under the strategy , i.e.,. The column player, by selecting , can influence the upper bound of this maximum. Since the game is zero-sum, the column player will aim to choose to make this upper bound as small as possible. Hence:[77]
.
The min-max strategy for the column player is the solution to the following optimisation problem (referred to as a linear program), where v is the min-max value of the game:[77]
The corresponding max-min strategy for the row player solves the following linear program, where u is the max-min value of the game:[77]
The minimax theorem states that, for all constant-sum games, if there exist:[78]
- optimal values of u and the ''max-min'' strategy x,
- optimal values of v and the ''min-max'' strategy y,
then, . In less formal terms, it holds that optimal strategies exist that minimize potential losses in every constant-sum game.[14]
Static games
[edit]Ultimatum game
[edit]The ultimatum game is a game that has become a popular instrument of economic experiments. An early description is by Nobel laureate John Harsanyi in 1961.[79]
One player, the proposer, is endowed with a sum of money. The proposer is tasked with splitting it with another player, the responder (who knows what the total sum is). Once the proposer communicates his decision, the responder may accept it or reject it. If the responder accepts, the money is split per the proposal; if the responder rejects, both players receive nothing. Both players know in advance the consequences of the responder accepting or rejecting the offer. The game demonstrates how social acceptance, fairness, and generosity influence the players decisions.[80]
Trust game
[edit]The Trust Game is an experiment designed to measure trust in economic decisions. It is also called "the investment game" and is designed to investigate trust and demonstrate its importance rather than "rationality" of self-interest. The game was designed by Berg Joyce, John Dickhaut and Kevin McCabe in 1995.[81]
In the game, one player (the investor) is given a sum of money and must decide how much of it to give to another player (the trustee). The amount given is then tripled by the experimenter. The trustee then decides how much of the tripled amount to return to the investor. If the trustee is completely self-interested, then they would return nothing. However, experiments have shown that this isn't the expected behavior of the trustee. The outcome instead suggests that people are willing to place trust, by risking some amount of money, in the belief that there will be reciprocity.[82]
Cournot competition
[edit]The Cournot competition model involves players choosing quantity of a homogenous product to produce independently and simultaneously, where marginal cost can be different for each firm and the firm's payoff is profit. The production costs are public information and the firm aims to find their profit-maximizing quantity based on what they believe the other firm will produce and behave like monopolies. In this game firms want to produce at the monopoly quantity but there is a high incentive to deviate and produce more, which decreases the market-clearing price.[35] For example, firms may be tempted to deviate from the monopoly quantity if there is a low monopoly quantity and high price, with the aim of increasing production to maximize profit.[35] However this option does not provide the highest payoff, as a firm's ability to maximize profits depends on its market share and the elasticity of the market demand.[83] The Cournot equilibrium is reached when each firm operates on their reaction function with no incentive to deviate, as they have the best response based on the other firms output.[35] Within the game, firms reach the Nash equilibrium when the Cournot equilibrium is achieved.

Bertrand competition
[edit]The Bertrand competition assumes homogenous products and a constant marginal cost and players choose the prices.[35] The equilibrium of price competition is where the price is equal to marginal costs, assuming complete information about the competitors' costs. Therefore, the firms have an incentive to deviate from the equilibrium because a homogenous product with a lower price will gain all of the market share, known as a cost advantage.[84]
Dynamic games
[edit]Evolutionary
[edit]Under traditional game theory (TGT), games face significant limitations in real-world applications, owing to the inapplicability of non-bounded rationality, information asymmetries, and the dynamism of interactions.[9] Originating as a field of mathematical biology, evolutionary game theory (EGT) adopts a more flexible and adaptive approach, aiming to capture factors such as the long-term dynamic adjustments of players and the time of evolution.[24] Under EGT, the focus is less on equilibria that correspond to a notion of rationality, but instead equilibria that are maintained by evolutionary forces, such that players are not necessarily rational and strategies are accordingly not adjusted according to rational rules.[85] The best-known equilibrium in biology is the evolutionarily stable strategy (ESS), which is equivalent to a Nash equilibrium in TGT.[86]
Another distinct concept in EGT is that of replicator dynamics, which model the speed of response to strategy-selection adjustments via differential equations. In general terms, the rate at which the frequency of strategy adoption changes, with respect to time, is directly proportional to the difference between the expected gain and population average gain. More formally, a general replicator equation can be expressed as follows:[24]
where
- is the probability or frequency of a particular pure strategy being adopted in a population,
- represents the overall distribution of strategies in the population,
- is the fitness, or expected utility of strategy ,
- and is the average population fitness or utility (given by the weighted average of the fitness of the types in the population).
In general, the evolution of strategies over time according to such rules is modeled as a Markov chain with a state variable such as the current strategy profile or how the game has been played in the recent past. Such rules may feature imitation, optimization, or survival of the fittest.[citation needed] In the social sciences, such models are also used to represent strategic adjustment by players who play a game many times within their lifetime and, consciously or unconsciously, occasionally adjust their strategies.[87]
Biology
[edit]Unlike those in traditional game theory, the payoffs for games in EGT are often interpreted as corresponding to fitness. In addition, offspring generally adopt their parents' "strategies" and parents who play more successful strategies have a greater number of offspring.[87][88]
In population genetics, EGT provides an explanation for the stability of the approximate 1:1 sex ratios, in light of the evolutionary forces acting on players trying to maximize their number of grandchildren.[89] In animal communication, EGT has also been used to model and explain communicative behaviours by way of signaling games and other communication games.[90][91] Ethologists have also used the game of chicken to analyze fighting behavior and territoriality.[92]
Frequency-dependent selection and population polymorphism
[edit]In EGT, the Hawk-Dove game is a two-player game where the row and column players can choose to either exhibit hawk or dove phenotypes. When one player chooses Hawk and the other Dove, Hawk gets the resource, while Dove retreats before injury. When two Hawks meet, they engage in an escalating fight, seriously risking injury. When two Doves meet, they share the resource.[93]
| Hawk | Dove | |
|---|---|---|
| Hawk | ||
| Dove |
Frequency-dependent selection thus occurs because the expected payoff to a Hawk or a Dove depends on the frequency of Hawks and Doves in the population. A Hawk in a population of Doves does well, but a Hawk in a population of Hawks does poorly. A population of all Doves is unstable to invasion by Hawks, and similarly a population of all Hawks is unstable to invasion by Doves. These two possible equilibria are therefore unstable, and the ESS is a mixed strategy Nash equilibrium, consisting of a mixed population of both Hawks and Doves, the proportion of which is determined by assuming that the expected payoff to a Hawk in a mixed population of Hawks and Doves is the same as the expected payoff to a Dove, such that:, where p is the frequency of hawks.
Biological altruism and kin selection
[edit]Biological altruism is the situation in which an organism appears to act in a way that benefits other organisms, in particular, those of a group, but is detrimental to itself. EGT explains this phenomena by way of kin selection; Hamilton's rule states that c < b × r where the cost c to the altruist must be less than the benefit b to the recipient multiplied by the coefficient of relatedness r. That is to say, because closely related organisms share many of the same alleles, incidences of altruism increase where the altruistic player can ensure those alleles of its close relative are passed on through survival of the latter's offspring. This behaviour occurs even where it requires the altruist to forgo the option of having offspring itself, because the same number of alleles are passed on.[94]
Stackelberg game
[edit]The Stackelberg game, also known as the leader-follower game, is a dynamic form of game where players of differing power participate in a sequential order over time, assuming that all players have perfect information, but they do not know the next moves of other participants. In a Stackelberg game, leaders (e.g., producers with high market power) make the first move, and followers (e.g. consumers) select actions based on the leaders’ decisions.[24]
Mean field game theory
[edit]Mean field game theory is the study of strategic decision making in very large populations of small interacting agents. This class of problems was considered in the economics literature by Boyan Jovanovic and Robert W. Rosenthal, in the engineering literature by Peter E. Caines, and by mathematicians Pierre-Louis Lions and Jean-Michel Lasry.
Differential games
[edit]Differential games such as the continuous pursuit and evasion game are continuous games where the evolution of the players' state variables is governed by differential equations. The problem of finding an optimal strategy in a differential game is closely related to the optimal control theory. In particular, there are two types of strategies: the open-loop strategies are found using the Pontryagin maximum principle while the closed-loop strategies are found using Bellman's Dynamic Programming method.
A particular case of differential games are the games with a random time horizon.[95] In such games, the terminal time is a random variable with a given probability distribution function. Therefore, the players maximize the mathematical expectation of the cost function. It was shown that the modified optimization problem can be reformulated as a discounted differential game over an infinite time interval.
Games of computation
[edit]Game theory is widely applied in the computational and formal sciences, including in artificial intelligence (e.g. autonomous agents, machine learning, robotics),[96][97][98] computer networking (e.g. blockchain, cybersecurity), and the digital economy (e.g. advertising auctions, surge pricing, matching markets).[14] It is used as a basis for the modelling, analysis and development of communication protocols, interactive computations, and multi-agent systems.[14][99]
Algorithmic
[edit]Algorithmic game theory (AGT), and within it algorithmic mechanism design, combine computational algorithm design and analysis of complex systems with classical methods of game theory. AGT is widely used in the development of online games, e-commerce markets, computational auctions, peer-to-peer systems, securities markets, and information markets.[100][101][102][103][104]
Game theory has played a role in online algorithms; in particular, the k-server problem, which has in the past been referred to as games with moving costs and request-answer games.[105] Yao's principle is a game-theoretic technique for proving lower bounds on the computational complexity of randomized algorithms, especially online algorithms.
Combinatorial
[edit]Games in which the difficulty of finding an optimal strategy stems from the multiplicity of possible moves are called combinatorial games. Examples include chess, shogi, and Go. Games that involve imperfect information may also have a strong combinatorial character, for instance backgammon. There is no unified theory addressing combinatorial elements in games. There are, however, mathematical tools that can solve some particular problems and answer some general questions.[106]
Games of perfect information have been studied in combinatorial game theory, which has developed novel representations, e.g. surreal numbers, as well as combinatorial and algebraic (and sometimes non-constructive) proof methods to solve games of certain types, including "loopy" games that may result in infinitely long sequences of moves. These methods address games with higher combinatorial complexity than those usually considered in traditional (or "economic") game theory.[107][108] A typical game that has been solved this way is Hex. A related field of study, drawing from computational complexity theory, is game complexity, which is concerned with estimating the computational difficulty of finding optimal strategies.[109]
Research in artificial intelligence has addressed both perfect and imperfect information games that have very complex combinatorial structures (like chess, go, or backgammon) for which no provable optimal strategies have been found. The practical solutions involve computational heuristics, like alpha–beta pruning or use of artificial neural networks trained by reinforcement learning, which make games more tractable in computing practice.[106][110]
Stochastic outcomes
[edit]Individual decision problems with stochastic outcomes are sometimes considered "one-player games". They may be modeled using similar tools within the related disciplines of decision theory, operations research, and areas of artificial intelligence, particularly AI planning (with uncertainty) and multi-agent system. Although these fields may have different motivators, the mathematics involved are substantially the same, e.g. using Markov decision processes (MDP).[111]
Stochastic outcomes can also be modeled in terms of game theory by adding a randomly acting player who makes "chance moves" ("moves by nature").[112] This player is not typically considered a third player in what is otherwise a two-player game, but merely serves to provide a roll of the dice where required by the game.
For some problems, different approaches to modeling stochastic outcomes may lead to different solutions. For example, the difference in approach between MDPs and the minimax solution is that the latter considers the worst-case over a set of adversarial moves, rather than reasoning in expectation about these moves given a fixed probability distribution. The minimax approach may be advantageous where stochastic models of uncertainty are not available, but may also be overestimating extremely unlikely (but costly) events, dramatically swaying the strategy in such scenarios if it is assumed that an adversary can force such an event to happen.[113] (See Black swan theory for more discussion on this kind of modeling issue, particularly as it relates to predicting and limiting losses in investment banking.)
General models that include all elements of stochastic outcomes, adversaries, and partial or noisy observability (of moves by other players) have also been studied. The "gold standard" is considered to be partially observable stochastic game (POSG), but few realistic problems are computationally feasible in POSG representation.[113]
Relation to other fields
[edit]Economics
Game theory is a major method used in mathematical economics and business for modeling competing behaviors of interacting agents.[a][114][115][116] Applications include a wide array of economic phenomena and approaches, such as auctions, bargaining, mergers and acquisitions pricing,[117] fair division, duopolies, oligopolies, social network formation, agent-based computational economics,[118][119] general equilibrium, mechanism design,[120][121][122][104][103] and voting systems;[123] and across such broad areas as experimental economics,[124][125][126][127][128] behavioral economics,[129][130][131][132][133][134] information economics,[10][11][12][13] industrial organization,[135][136][137][138] political economy,[139][140][141][12] and managerial economics.[142]
A prototypical paper on game theory in economics begins by presenting a game that is an abstraction of a particular economic situation. One or more solution concepts are chosen, and the author demonstrates which strategy sets in the presented game are equilibria of the appropriate type. Economists and business professors suggest two primary uses (noted above): descriptive and prescriptive.[19]
Political science
[edit]| Conflict resolution |
|---|
| Principles |
| Law |
| Management |
| International relations |
| Models and theories |
The application of game theory to political science is focused in the overlapping areas of fair division, political economy, public choice, law and economics, war bargaining, strategic warfare, positive political theory, democratic peace theory, and social choice theory. In each of these areas, researchers have developed game-theoretic models in which the players are often voters, states, special interest groups, and politicians.[143][144][145][146][147]
Early examples of game theory applied to political science are provided by Anthony Downs. In his 1957 book An Economic Theory of Democracy,[148] he applies the Hotelling firm location model to the political process. In the Downsian model, political candidates commit to ideologies on a one-dimensional policy space. Downs first shows how the political candidates will converge to the ideology preferred by the median voter if voters are fully informed, but then argues that voters choose to remain rationally ignorant which allows for candidate divergence. Game theory was applied in 1962 to the Cuban Missile Crisis during the presidency of John F. Kennedy.[149]
Philosophy
[edit]| Stag | Hare | |
| Stag | 3, 3 | 0, 2 |
| Hare | 2, 0 | 2, 2 |
| Stag hunt | ||
Game theory has been put to several uses in philosophy. Responding to two papers by W.V.O. Quine (1960, 1967), Lewis (1969) used game theory to develop a philosophical account of convention. In so doing, he provided the first analysis of common knowledge and employed it in analyzing play in coordination games. In addition, he first suggested that one can understand meaning in terms of signaling games. This later suggestion has been pursued by several philosophers since Lewis.[150][151] Following Lewis (1969) game-theoretic account of conventions, Edna Ullmann-Margalit (1977) and Bicchieri (2006) have developed theories of social norms that define them as Nash equilibria that result from transforming a mixed-motive game into a coordination game.[152][153]
Game theory has also challenged philosophers to think in terms of interactive epistemology: what it means for a collective to have common beliefs or knowledge, and what are the consequences of this knowledge for the social outcomes resulting from the interactions of agents. Philosophers who have worked in this area include Bicchieri (1989, 1993),[154][155] Skyrms (1990),[156] and Stalnaker (1999).[157]
The synthesis of game theory with ethics was championed by R. B. Braithwaite.[158] The hope was that rigorous mathematical analysis of game theory might help formalize the more imprecise philosophical discussions. However, this expectation was only materialized to a limited extent.[159]
In ethics, some (most notably David Gauthier, Gregory Kavka, and Jean Hampton) [who?] authors have attempted to pursue Thomas Hobbes' project of deriving morality from self-interest. Since games like the prisoner's dilemma present an apparent conflict between morality and self-interest, explaining why cooperation is required by self-interest is an important component of this project. This general strategy is a component of the general social contract view in political philosophy (for examples, see Gauthier (1986) and Kavka (1986)).[b]
Other authors have attempted to use evolutionary game theory in order to explain the emergence of human attitudes about morality and corresponding animal behaviors. These authors look at several games including the prisoner's dilemma, stag hunt, and the Nash bargaining game as providing an explanation for the emergence of attitudes about morality (see, e.g., Skyrms (1996, 2004) and Sober and Wilson (1998)).
Several logical theories have a basis in game semantics.[citation needed]
Epidemiology
[edit]Since the decision to take a vaccine for a particular disease is often made by individuals, who may consider a range of factors and parameters in making this decision (such as the incidence and prevalence of the disease, perceived and real risks associated with contracting the disease, mortality rate, perceived and real risks associated with vaccination, and financial cost of vaccination), game theory has been used to model and predict vaccination uptake in a society.[160][161]
History
[edit]Discussions on the mathematics of games began long before the rise of modern, mathematical game theory. Game-theoretic arguments in philosophy can be found as far back as Plato.[162] Cardano wrote on games of chance in Liber de ludo aleae (Book on Games of Chance), written around 1564 but published posthumously in 1663.[163] Influenced by the work of Fermat and Pascal on the problem of points, Huygens developed the concept of expectation on reasoning about the structure of games of chance, publishing his gambling calculus in De ratiociniis in ludo aleæ (On Reasoning in Games of Chance) in 1657.[164]
In 1713, a letter attributed to Charles Waldegrave, an active Jacobite and uncle to British diplomat James Waldegrave, analyzed a game called "le her". Waldegrave provided a minimax mixed strategy solution to a two-person version of the card game, and the problem is now known as the Waldegrave problem.[165][166]
In 1838, Antoine Augustin Cournot provided a model of competition in oligopolies. Though he did not refer to it as such, he presented a solution that is the Nash equilibrium of the game in his Recherches sur les principes mathématiques de la théorie des richesses (Researches into the Mathematical Principles of the Theory of Wealth).[167] In 1883, Joseph Bertrand critiqued Cournot's model as unrealistic, providing an alternative model of price competition[168] which would later be formalized by Francis Ysidro Edgeworth.[169][170]
In 1913, Ernst Zermelo published Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels (On an Application of Set Theory to the Theory of the Game of Chess), which proved that the optimal chess strategy is strictly determined.[171] In his 1938 book Applications aux Jeux de Hasard and earlier notes, Émile Borel proved a minimax theorem for two-person zero-sum matrix games only when the pay-off matrix is symmetric and provided a solution to a non-trivial infinite game (known in English as Blotto game). Borel conjectured the non-existence of mixed-strategy equilibria in finite two-person zero-sum games, a conjecture that was proved false by von Neumann.[172]
As a formal discipline (early–mid 20th century)
[edit]
The work of American mathematician John von Neumann established game theory as its own independent field in the early-to-mid 20th century, with von Neumann publishing his paper On the Theory of Games of Strategy (1928), which proved the minimax theorem.[78] Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics. Von Neumann's work in game theory culminated in his 1944 book Theory of Games and Economic Behavior, co-authored with German political scientist and economist Oskar Morgenstern.[173][174]
This foundational work provided the first comprehensive formal model for situations in which each participant’s outcomes depend not only on their own choices but also on the choices of others, also containing the method for finding mutually consistent solutions for two-person zero-sum games.[14] Their subsequent work focused primarily on cooperative game theory, which analyzes optimal strategies for groups of individuals, presuming that they can enforce agreements between them about proper strategies.[175]
Building upon the work of von Neumann and Morgenstern, the Princeton mathematician John Forbes Nash Jr in 1950 formalised a solution concept (later known as the Nash equilibrium) for non-cooperative games that were not necessarily zero-sum contests. In his 1950 paper, Nash also proved that every finite non-cooperative game had at least one Nash equilibrium solution.[75] The generality of the Nash equilibrium allowed it to be applied to scenarios such as oligopoly pricing and environmental agreements. Further, Nash’s bargaining model offered a formal framework for negotiations.[14]
Early, theoretic Nobel-winning work (c. 1950s–1980s)
[edit]
Game theory experienced a flurry of activity in the 1950s, during which the concepts of the core, the extensive form game, fictitious play, repeated games, and the Shapley value were developed. The 1950s also saw the first applications of game theory to philosophy and political science. The first mathematical discussion of the prisoner's dilemma appeared, and an experiment was undertaken by mathematicians Merrill M. Flood and Melvin Dresher, as part of the RAND Corporation's investigations into game theory. RAND pursued the studies because of possible applications to global nuclear strategy.[176]
In 1994, the first Nobel Prize in economics given to game theorists was awarded to the mathematician John Nash, the philosopher John Harsanyi, and the economist Reinhard Selten for “for their pioneering analysis of equilibria in the theory of non-cooperative games”. Harsanyi had applied Bayesian inference to game theory in formulating Bayesian games, whereas Selten had introduced the solution concept of subgame perfect equilibria, which further refined the Nash equilibrium, and the trembling hand perfection, among other contributions.[3][14] In 1996, the economist William Vickrey, who had applied game theory to the field of auction theory, was announced as a half-winner of the Nobel for "fundamental contributions to the economic theory of incentives under asymmetric information”, but he died before he could receive it.[14][177]
In 2005, the American economist Thomas Schelling and Israeli mathematician Robert Aumann were awarded the Nobel “for having enhanced our understanding of conflict and cooperation through game-theory analysis”.[4] Schelling had showed how strategic behavior and coordination can emerge even from simple individual choices, particularly through focal points and dynamic models of conflict and cooperation. Aumann introduced correlated equilibrium and repeated games, showing how cooperation can persist over time even among self-interested actors.[178][14]
In 2007 the legally-trained Polish-American economist Leonid Hurwicz, and the American mathematicians Eric Maskin and Roger Myerson, won the Nobel “for having laid the foundations of mechanism design theory”.[5] Hurwicz was the first to develop mechanism design theory, which shifted attention from analyzing outcomes of given rules to designing rules that yield socially desirable outcomes even under self-interest.[14]
In 2012, Alvin E. Roth and Lloyd S. Shapley were warded the Prize “for the theory of stable allocations and the practice of market design”.[6] In particular,Shapley's application of game theory in market design led to the concept of the market game.[14][179]
Recent laureates include Jean Tirole (2014),[7] and Paul Milgrom and Robert B. Wilson (2020).[8]
Computational and alternative game theories
[edit]John Maynard Smith applied game-theoretic concepts to evolutionary biology, defining evolutionarily stable strategies that cannot be displaced once established in a population.[180] The 1990s also brought computational advancements and refined mechanism design, enabling large-scale applications in telecommunications, market platforms, and auctions. In the 2000s, behavioral game theory incorporated insights from psychology, exploring bounded rationality, fairness, and reciprocity, challenging the assumption of perfect rationality.[14]
From the 2010s onward, game theory has become deeply embedded in the digital economy and artificial intelligence. Today, its applications span almost every domain. In economics and markets, it shapes auction design, antitrust policy, and matching markets. In politics and international relations, it informs voting systems, coalition-building, treaty design, and deterrence strategies. In military and security, it guides defense planning, cybersecurity, and counterterrorism resource allocation. In biology and ecology, it models evolutionary dynamics and cooperation among species. In business and management, it informs supply chain negotiations, contract structures, and competitive strategy.[14]
See also
[edit]- Applied ethics – Practical application of moral considerations
- Bandwidth-sharing game – Type of resource allocation game
- Chainstore paradox – Game theory paradox
- Collective intentionality – Social concept in philosophy of mind
- Glossary of game theory
- Intra-household bargaining – Negotiations within a household
- Kingmaker scenario – Endgame situation in game theory
- Mutual assured destruction – Doctrine of military strategy
- Parrondo's paradox – Paradox of combining strategies
- Precautionary principle – Risk management strategy
- Quantum refereed game – Class of games in quantum game theory
- Risk management – Identification, evaluation and control of risks
- Self-confirming equilibrium – Aspect of game theory
- Tragedy of the commons – Overuse of a shared resource
- Traveler's dilemma – Non-zero-sum game thought experiment
- Wilson doctrine (economics) – Argument in economic theory
Notes
[edit]- ↑ At JEL:C7 of the Journal of Economic Literature classification codes.
- ↑ For a more detailed discussion of the use of game theory in ethics, see the Stanford Encyclopedia of Philosophy's entry game theory and ethics.
References
[edit]- ↑ Myerson, Roger B. (1991). Game Theory: Analysis of Conflict. Harvard University Press. ISBN 9780674341166.
- ↑ Shapley, Lloyd S.; Shubik, Martin (1 January 1971). "Chapter 1, Introduction, The Use of Models". Game Theory in Economics. Archived from the original on 23 April 2023. Retrieved 23 April 2023.
- 1 2 3 "Sveriges Riksbank Prize in Economic Sciences in Memory of Alfred Nobel 1994". NobelPrize.org. Retrieved 11 September 2026.
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- 1 2 "Sveriges Riksbank Prize in Economic Sciences in Memory of Alfred Nobel 2007". NobelPrize.org. Retrieved 11 September 2026.
- 1 2 "Sveriges Riksbank Prize in Economic Sciences in Memory of Alfred Nobel 2012". NobelPrize.org. Retrieved 11 September 2026.
- 1 2 "Sveriges Riksbank Prize in Economic Sciences in Memory of Alfred Nobel 2014". NobelPrize.org. Retrieved 11 September 2026.
- 1 2 "Sveriges Riksbank Prize in Economic Sciences in Memory of Alfred Nobel 2020". NobelPrize.org. Retrieved 11 September 2026.
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- 1 2 Rasmusen, Eric (2007). Games and Information (4th ed.). Wiley. ISBN 978-1-4051-3666-2.
- 1 2 Kreps, David M. (1990). Game Theory and Economic Modelling. Oxford University Press. doi:10.1093/0198283814.001.0001. ISBN 978-0-19-828381-2.[page needed]
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- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Roszkowska, Ewa (29 November 2025). "Generalized Game Theory in Perspective: Foundations, Developments and Applications for Socio-Economic Decision Models". Information. 16 (12): 1041. doi:10.3390/info16121041. ISSN 2078-2489.
- ↑ Neumann, John von; Morgenstern, Oskar (8 April 2007). Theory of Games and Economic Behavior. Princeton University Press. ISBN 978-0-691-13061-3. Archived from the original on 28 March 2023. Retrieved 23 April 2023.
- ↑ Larson, Jennifer M. (11 May 2021). "Networks of Conflict and Cooperation". Annual Review of Political Science. 24 (1): 89–107. doi:10.1146/annurev-polisci-041719-102523.
- ↑ Friedman, Daniel (1998). "On economic applications of evolutionary game theory" (PDF). Journal of Evolutionary Economics. 8: 14–53. Archived (PDF) from the original on 11 February 2014.
- ↑ Piraveenan, Mahendra (2019). "Applications of Game Theory in Project Management: A Structured Review and Analysis". Mathematics. 7 (9): 858. doi:10.3390/math7090858.
- 1 2 Camerer, Colin F. (2003). "1.1 What Is Game Theory Good For?". Behavioral Game Theory: Experiments in Strategic Interaction. pp. 5–7. Archived from the original on 14 May 2011.
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- ↑ Bruin, Boudewijn de (September 2005). "Game Theory in Philosophy". Topoi. 24 (2): 197–208. doi:10.1007/s11245-005-5055-3.
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- 1 2 3 4 Lefeng, Cheng; Mengya, Zhang; Pengrong, Huang; Wentian, Lu (2025). "Game-Theoretic Approaches for Power-Generation Companies' Decision-Making in the Emerging Green Certificate Market". Sustainability. 17 (1). ISSN 2071-1050.
- ↑ Shor, Mike. "Non-Cooperative Game". GameTheory.net. Archived from the original on 1 April 2014. Retrieved 15 September 2016.
- ↑ Shor, Mike (2006). "Symmetric Game". Game Theory.net.
- ↑ "3.7: Undercut". Mathematics LibreTexts. 2021-08-17. Retrieved 2026-09-11.
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- ↑ "3.5: Properties of endorelations". Mathematics LibreTexts. 24 January 2022. Retrieved 11 September 2026.
- ↑ Owen, Guillermo (1995). Game Theory: Third Edition. Bingley: Emerald Group Publishing. p. 11. ISBN 978-0-12-531151-9.
- ↑ Chang, Kuang-Hua (2015). "Decisions in Engineering Design". Design Theory and Methods Using CAD/CAE. pp. 39–101. doi:10.1016/b978-0-12-398512-5.00002-5. ISBN 978-0-12-398512-5.
- ↑ Mirman, Leonard (1989). Perfect Information. London: Palgrave Macmillan. pp. 194–195. ISBN 978-1-349-20181-5.
- ↑ Osborne, Martin J (2020). An Introduction to Game Theory. Oxford University Press. pp. 271–277.
- ↑ Mirman, Leonard J. (1989). "Perfect Information". Game Theory. pp. 194–198. doi:10.1007/978-1-349-20181-5_22. ISBN 978-0-333-49537-7.
- 1 2 3 4 5 Gibbons, Robert (1992). Game Theory for Applied Economists. Princeton, New Jersey: Princeton University Press. pp. 14–17. ISBN 0-691-04308-6.
- ↑ Ferguson, Thomas S. "Game Theory" (PDF). UCLA Department of Mathematics. pp. 56–57. Archived (PDF) from the original on 30 July 2004.
- ↑ Mycielski, Jan (1992). "Games with Perfect Information". Handbook of Game Theory with Economic Applications. Vol. 1. pp. 41–70. doi:10.1016/S1574-0005(05)80006-2. ISBN 978-0-4448-8098-7.
- ↑ "Infinite Chess". PBS Infinite Series. 2 March 2017. Archived from the original on 28 October 2021. Perfect information defined at 0:25, with academic sources arXiv:1302.4377 and arXiv:1510.08155.
- ↑ Owen, Guillermo (1995). Game Theory: Third Edition. Bingley: Emerald Group Publishing. p. 4. ISBN 978-0-12-531151-9.
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- ↑ "11.1: Strictly Determined Games". Mathematics LibreTexts. 2020-03-22. Retrieved 2026-09-10.
- ↑ "11.3: Reduction by Dominance". Mathematics LibreTexts. 2020-03-22. Retrieved 2026-09-10.
- 1 2 3 4 5 6 "Rationality - Game Theory". vknight.org. Retrieved 2026-09-11.
- ↑ Chandrasekaran, Ramaswamy. "Cooperative Game Theory" (PDF). University of Texas at Dallas. Archived (PDF) from the original on 18 April 2016.
- ↑ Brandenburger, Adam. "Cooperative Game Theory: Characteristic Functions, Allocations, Marginal Contribution" (PDF). Archived from the original (PDF) on 29 August 2017. Retrieved 14 April 2020.
- ↑ Shoham & Leyton-Brown (2008), p. 35.
- ↑ Poundstone 1993, pp. 8, 117.
- ↑ Rapoport, Anatol (1987). "Prisoner's Dilemma". The New Palgrave Dictionary of Economics. pp. 1–5. doi:10.1057/978-1-349-95121-5_1850-1. ISBN 978-1-349-95121-5.
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- ↑ Fudenberg, Drew; Tirole, Jean (1991). Game Theory. MIT Press. p. 67. ISBN 978-0-262-06141-4.
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- ↑ denotes the power set of .
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- ↑ Rosenthal, Robert W. (December 1973). "A class of games possessing pure-strategy Nash equilibria". International Journal of Game Theory. 2 (1): 65–67. doi:10.1007/BF01737559. S2CID 121904640.
- ↑ Koller, Daphne; Megiddo, Nimrod; von Stengel, Bernhard (1994). "Fast algorithms for finding randomized strategies in game trees". Proceedings of the twenty-sixth annual ACM symposium on Theory of computing – STOC '94. pp. 750–759. doi:10.1145/195058.195451. ISBN 0-89791-663-8. S2CID 1893272.
- ↑ Alur, Rajeev; Dill, David L. (April 1994). "A theory of timed automata". Theoretical Computer Science. 126 (2): 183–235. doi:10.1016/0304-3975(94)90010-8.
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- ↑ Michael, Michael Kearns; Littman, Michael L. (2001). "Graphical Models for Game Theory". In UAI: 253–260.
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- ↑ Leyton-Brown, Kevin; Tennenholtz, Moshe (2005). Local-Effect Games (PDF). Dagstuhl Seminar Proceedings. Schloss Dagstuhl-Leibniz-Zentrum für Informatik. Archived from the original (PDF) on 3 February 2023. Retrieved 3 February 2023.
- ↑ Genesereth, Michael; Love, Nathaniel; Pell, Barney (15 June 2005). "General Game Playing: Overview of the AAAI Competition". AI Magazine. 26 (2): 62. doi:10.1609/aimag.v26i2.1813.
- ↑ Clempner, Julio (2006). "Modeling shortest path games with Petri nets: a Lyapunov based theory". International Journal of Applied Mathematics and Computer Science. 16 (3): 387–397.
- ↑ Sannikov, Yuliy (September 2007). "Games with Imperfectly Observable Actions in Continuous Time" (PDF). Econometrica. 75 (5): 1285–1329. doi:10.1111/j.1468-0262.2007.00795.x.
- ↑ Tagiew, Rustam (December 2008). "Multi-Agent Petri-Games". 2008 International Conference on Computational Intelligence for Modelling Control & Automation. pp. 130–135. doi:10.1109/CIMCA.2008.15. ISBN 978-0-7695-3514-2. S2CID 16679934.
- ↑ Tagiew, Rustam (2009). "On Multi-agent Petri Net Models for Computing Extensive Finite Games". New Challenges in Computational Collective Intelligence. Studies in Computational Intelligence. Vol. 244. Springer. pp. 243–254. doi:10.1007/978-3-642-03958-4_21. ISBN 978-3-642-03957-7.
- ↑ Bhat, Navin; Leyton-Brown, Kevin (11 July 2012). "Computing Nash Equilibria of Action-Graph Games". arXiv:1207.4128 [cs.GT].
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{{cite book}}: ISBN / Date incompatibility (help) - ↑ Harsanyi, John C. (June 1961). "On the rationality postulates underlying the theory of cooperative games". Journal of Conflict Resolution. 5 (2): 179–196. doi:10.1177/002200276100500205.
- ↑ Aoki, Ryuta; Yomogida, Yukihito; Matsumoto, Kenji (January 2015). "The neural bases for valuing social equality". Neuroscience Research. 90: 33–40. doi:10.1016/j.neures.2014.10.020. PMID 25452125.
- ↑ Berg, Joyce; Dickhaut, John; McCabe, Kevin (July 1995). "Trust, Reciprocity, and Social History". Games and Economic Behavior. 10 (1): 122–142. Bibcode:1995GEB....10..122B. doi:10.1006/game.1995.1027.
- ↑ Johnson, Noel D.; Mislin, Alexandra A. (October 2011). "Trust games: A meta-analysis". Journal of Economic Psychology. 32 (5): 865–889. doi:10.1016/j.joep.2011.05.007.
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- ↑ Newton, Jonathan (2018). "Evolutionary Game Theory: A Renaissance". Games. 9 (2): 31. doi:10.3390/g9020031. hdl:10419/179191.
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- 1 2 Webb (2007).
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- ↑ (Fisher 1930)
- ↑ Harper & Maynard Smith (2003).
- ↑ Paul Ormerod, Butterfly Economics
- ↑ Maynard Smith, John (1974). "The theory of games and the evolution of animal conflicts" (PDF). Journal of Theoretical Biology. 47 (1): 209–221. Bibcode:1974JThBi..47..209M. doi:10.1016/0022-5193(74)90110-6. PMID 4459582.
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- ↑ Petrosjan, L. A.; Murzov, N. V. (1966). "Game-theoretic problems of mechanics". Litovsk. Mat. Sb. (in Russian). 6: 423–433.
- ↑ Hanley, John T. (14 December 2021). "GAMES, game theory and artificial intelligence". Journal of Defense Analytics and Logistics. 5 (2): 114–130. doi:10.1108/JDAL-10-2021-0011.
- ↑ Albrecht, Stefano V.; Christianos, Filippos; Schäfer, Lukas (2024). Multi-Agent Reinforcement Learning: Foundations and Modern Approaches. MIT Press. ISBN 978-0-262-04937-5.[page needed]
- ↑ Hazra, Tanmoy; Anjaria, Kushal (March 2022). "Applications of game theory in deep learning: a survey". Multimedia Tools and Applications. 81 (6): 8963–8994. doi:10.1007/s11042-022-12153-2. PMC 9039031. PMID 35496996.
- ↑ Shoham, Yoav; Leyton-Brown, Kevin (2008). Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations. Cambridge University Press. ISBN 978-1-139-47524-2.[page needed]
- ↑ Halpern, Joseph Y. (2008). "Computer science and game theory". The New Palgrave Dictionary of Economics (2nd ed.).
- ↑ Shoham, Yoav (August 2008). "Computer science and game theory". Communications of the ACM. 51 (8): 74–79. doi:10.1145/1378704.1378721.
- ↑ Littman, Amy; Littman, Michael L. (2007). "Introduction to the Special Issue on Learning and Computational Game Theory". Machine Learning. 67 (1–2): 3–6. doi:10.1007/s10994-007-0770-1. S2CID 22635389.
- 1 2 Nisan, Noam; Roughgarden, Tim; Tardos, Eva; Vazirani, Vijay V., eds. (2007). Algorithmic Game Theory. Cambridge University Press. ISBN 9780521872829. LCCN 2007014231.
- 1 2 Nisan, Noam; Ronen, Amir (April 2001). "Algorithmic Mechanism Design". Games and Economic Behavior. 35 (1–2): 166–196. doi:10.1006/game.1999.0790.
- ↑ Ben-David et al. (1994).
- 1 2 Jörg Bewersdorff (2005). "31". Luck, logic, and white lies: the mathematics of games. A K Peters, Ltd. pp. ix–xii. ISBN 978-1-56881-210-6.
- ↑ Albert, Michael H.; Nowakowski, Richard J.; Wolfe, David (2007), Lessons in Play: In Introduction to Combinatorial Game Theory, A K Peters Ltd, pp. 3–4, ISBN 978-1-56881-277-9
- ↑ Beck, József (2008). Combinatorial Games: Tic-Tac-Toe Theory. Cambridge University Press. pp. 1–3. ISBN 978-0-521-46100-9.
- ↑ Hearn, Robert A.; Demaine, Erik D. (2009), Games, Puzzles, and Computation, A K Peters, Ltd., ISBN 978-1-56881-322-6
- ↑ Jones, M. Tim (2008). Artificial Intelligence: A Systems Approach. Jones & Bartlett Learning. pp. 106–118. ISBN 978-0-7637-7337-3.
- ↑ Lozovanu, D; Pickl, S (2015). A Game-Theoretical Approach to Markov Decision Processes, Stochastic Positional Games and Multicriteria Control Models. Springer, Cham. ISBN 978-3-319-11832-1.
- ↑ Osborne & Rubinstein (1994).
- 1 2 McMahan, Hugh Brendan (2006). Robust Planning in Domains with Stochastic Outcomes, Adversaries, and Partial Observability (PDF) (PhD dissertation). Carnegie Mellon University. pp. 3–4. Archived (PDF) from the original on 1 April 2011.
- ↑ Aumann, Robert J. (2008). "game theory". The New Palgrave Dictionary of Economics (2nd ed.). Archived from the original on 15 May 2011. Retrieved 22 August 2011.
- ↑ Shubik, Martin (1981). "Game Theory Models and Methods in Political Economy". In Arrow, Kenneth; Intriligator, Michael (eds.). Handbook of Mathematical Economics, v. 1. 1. Vol. 1. pp. 285–330. doi:10.1016/S1573-4382(81)01011-4. ISBN 978-0-444-86126-9.
- ↑ Shapiro, Carl (Spring 1989). "The Theory of Business Strategy". The RAND Journal of Economics. 20 (1). Wiley: 125–137. JSTOR 2555656. PMID 10296625..
- ↑ Agarwal, N.; Zeephongsekul, P. (11–12 December 2011). Psychological Pricing in Mergers & Acquisitions using Game Theory (PDF). 19th International Congress on Modelling and Simulation. Perth. Retrieved 3 February 2023.
- ↑ Tesfatsion, Leigh (2006). Agent-Based Computational Economics: A Constructive Approach to Economic Theory. Handbook of Computational Economics. Vol. 2. pp. 831–880. doi:10.1016/S1574-0021(05)02016-2. ISBN 978-0-444-51253-6.
- ↑ Joseph Y. Halpern (2008). "computer science and game theory". The New Palgrave Dictionary of Economics.
- ↑ Myerson, Roger B. (2008). "mechanism design". The New Palgrave Dictionary of Economics. Archived from the original on 23 November 2011. Retrieved 4 August 2011.
- ↑ Myerson, Roger B. (2008). "revelation principle". The New Palgrave Dictionary of Economics. Archived from the original on 16 May 2013. Retrieved 4 August 2011.
- ↑ Sandholm, Tuomas (2008). "computing in mechanism design". The New Palgrave Dictionary of Economics. Archived from the original on 23 November 2011. Retrieved 5 December 2011.
- ↑ Brams, Steven J. (1994). Chapter 30 Voting procedures. Handbook of Game Theory with Economic Applications. Vol. 2. pp. 1055–1089. doi:10.1016/S1574-0005(05)80062-1. ISBN 978-0-444-89427-4. and Moulin, Hervé (1994). Chapter 31 Social choice. Handbook of Game Theory with Economic Applications. Vol. 2. pp. 1091–1125. doi:10.1016/S1574-0005(05)80063-3. ISBN 978-0-444-89427-4.
- ↑ Smith, Vernon L. (December 1992). "Game Theory and Experimental Economics: Beginnings and Early Influences". History of Political Economy. 24 (Supplement): 241–282. doi:10.1215/00182702-24-Supplement-241.
- ↑ Smith, Vernon L. (2001). "Experimental Economics". International Encyclopedia of the Social & Behavioral Sciences. pp. 5100–5108. doi:10.1016/B0-08-043076-7/02232-4. ISBN 978-0-08-043076-8.
- ↑ Plott, Charles R.; Smith, Vernon L., eds. (2008). Handbook of Experimental Economics Results. Elsevier. ISBN 978-0-08-088796-8.[page needed]
- ↑ Vincent P. Crawford (1997). "Theory and Experiment in the Analysis of Strategic Interaction," in Advances in Economics and Econometrics: Theory and Applications, pp. 206–242 Archived 1 April 2012 at the Wayback Machine. Cambridge. Reprinted in Colin F. Camerer et al., ed. (2003). Advances in Behavioral Economics, Princeton. 1986–2003 papers. Description Archived 18 January 2012 at the Wayback Machine, preview, Princeton, ch. 12
- ↑ Shubik, Martin (2002). "Chapter 62 Game theory and experimental gaming". Handbook of Game Theory with Economic Applications Volume 3. Vol. 3. pp. 2327–2351. doi:10.1016/S1574-0005(02)03025-4. ISBN 978-0-444-89428-1.
- ↑ The New Palgrave Dictionary of Economics. 2008.Faruk Gul. "behavioural economics and game theory." Abstract. Archived 7 August 2017 at the Wayback Machine
- ↑ Camerer, Colin F. (2008). "behavioral game theory". The New Palgrave Dictionary of Economics. Archived from the original on 23 November 2011. Retrieved 4 August 2011.
- ↑ Camerer, Colin F. (1997). "Progress in Behavioral Game Theory". Journal of Economic Perspectives. 11 (4): 172. doi:10.1257/jep.11.4.167.
- ↑ Camerer, Colin F. (2003). Behavioral Game Theory. Princeton. Description Archived 14 May 2011 at the Wayback Machine, preview Archived 26 March 2023 at the Wayback Machine ([ctrl]+), and ch. 1 link Archived 4 July 2013 at the Wayback Machine.
- ↑ Camerer, Colin F.; Loewenstein, George; Rabin, Matthew, eds. (2011). Advances in Behavioral Economics. Princeton University Press. ISBN 978-1-4008-2911-8.[page needed]
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- ↑ Tirole, Jean (1988). The Theory of Industrial Organization. MIT Press. Description and chapter-preview links, pp. vii–ix, "General Organization," pp. 5–6, and "Non-Cooperative Game Theory: A User's Guide Manual,' " ch. 11, pp. 423–59.
- ↑ Bagwell, Kyle; Wolinsky, Asher (2002). "Game theory and industrial organization". Handbook of Game Theory with Economic Applications Volume 3. Vol. 3. pp. 1851–1895. doi:10.1016/S1574-0005(02)03012-6. ISBN 978-0-444-89428-1.
- ↑ Fels, E. M. (1961). "Review of Strategy and Market Structure: Competition, Oligopoly, and the Theory of Games". Weltwirtschaftliches Archiv. 87: 12–14. JSTOR 40434883.
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- ↑ Martin Shubik (1981). "Game Theory Models and Methods in Political Economy," in Handbook of Mathematical Economics, v. 1, pp. 285–330 doi:10.1016/S1573-4382(81)01011-4.
- ↑ Martin Shubik (1987). A Game-Theoretic Approach to Political Economy. MIT Press. Description. Archived 29 June 2011 at the Wayback Machine
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- ↑ Wilkinson, Nick (2005). "Game theory". Managerial Economics. pp. 331–381. doi:10.1017/CBO9780511810534.015. ISBN 978-0-521-81993-0.
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- ↑ Bicchieri, Cristina (1993), Rationality and Coordination, Cambridge University Press, ISBN 978-0-521-57444-0
- ↑ Skyrms, Brian (1990), The Dynamics of Rational Deliberation, Harvard University Press, ISBN 978-0-674-21885-7
- ↑ Stalnaker, Robert (October 1996). "Knowledge, Belief and Counterfactual Reasoning in Games". Economics and Philosophy. 12 (2): 133–163. doi:10.1017/S0266267100004132.
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{{cite book}}: ISBN / Date incompatibility (help)[page needed] - ↑ Kuhn, Steven T. (July 2004). "Reflections on Ethics and Game Theory". Synthese. 141 (1): 1–44. doi:10.1023/B:SYNT.0000035846.91195.cb.
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- ↑ Ross, Don (10 March 2006). "Game Theory". In Zalta, Edward N. (ed.). Stanford Encyclopedia of Philosophy. Stanford University. Retrieved 21 August 2008.
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- ↑ Edgeworth, Francis Y. (1881), Mathematical Psychics, London: Kegan Paul
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- ↑ Zermelo, Ernst (1913). Hobson, E. W.; Love, A. E. H. (eds.). Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels [On an Application of Set Theory to the Theory of the Game of Chess] (PDF). Proceedings of the Fifth International Congress of Mathematicians (1912) (in German). Cambridge: Cambridge University Press. pp. 501–504. Archived from the original (PDF) on 31 July 2020. Retrieved 29 August 2019.
- ↑ Kim, Sungwook, ed. (2014). Game theory applications in network design. IGI Global. p. 3. ISBN 978-1-4666-6051-9.
- ↑ Mirowski, Philip (1992). "What Were von Neumann and Morgenstern Trying to Accomplish?". In Weintraub, E. Roy (ed.). Toward a History of Game Theory. Durham: Duke University Press. pp. 113–147. ISBN 978-0-8223-1253-6.
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Further reading
[edit]- Ben-David, S.; Borodin, A.; Karp, R.; Tardos, G.; Wigderson, A. (January 1994). "On the power of randomization in on-line algorithms". Algorithmica. 11 (1): 2–14. doi:10.1007/BF01294260. S2CID 26771869.
- Downs, Anthony (1957), An Economic theory of Democracy, New York: Harper
- Fisher, Sir Ronald Aylmer (1930). The Genetical Theory of Natural Selection. Clarendon Press.
- Gauthier, David (1986), Morals by agreement, Oxford University Press, ISBN 978-0-19-824992-4
- Grim, Patrick; Kokalis, Trina; Alai-Tafti, Ali; Kilb, Nicholas; St Denis, Paul (2004), "Making meaning happen", Journal of Experimental & Theoretical Artificial Intelligence, 16 (4): 209–243, Bibcode:2004JETAI..16..209G, doi:10.1080/09528130412331294715, S2CID 5737352
- Harper, David; Maynard Smith, John (2003), Animal signals, Oxford University Press, ISBN 978-0-19-852685-8
- Howard, Nigel (1971), Paradoxes of Rationality: Games, Metagames, and Political Behavior, Cambridge, MA: The MIT Press, ISBN 978-0-262-58237-7
- Kavka, Gregory S. (1986). Hobbesian Moral and Political Theory. Princeton University Press. ISBN 978-0-691-02765-4.
- Lewis, David (1969), Convention: A Philosophical Study, ISBN 978-0-631-23257-5 (2002 edition)
- Maynard Smith, John; Price, George R. (1973), "The logic of animal conflict", Nature, 246 (5427): 15–18, Bibcode:1973Natur.246...15S, doi:10.1038/246015a0, S2CID 4224989
- Osborne, Martin J.; Rubinstein, Ariel (1994), A course in game theory, MIT Press, ISBN 978-0-262-65040-3. A modern introduction at the graduate level.
- Poundstone, William (1993). Prisoner's Dilemma (1st Anchor Books ed.). New York: Anchor. ISBN 0-385-41580-X.
- Quine, W.v.O (1967), "Truth by Convention", Philosophica Essays for A.N. Whitehead, Russel and Russel Publishers, ISBN 978-0-8462-0970-6
- Quine, W.v.O (1960), "Carnap and Logical Truth", Synthese, 12 (4): 350–374, doi:10.1007/BF00485423, S2CID 46979744
- Skyrms, Brian (1996), Evolution of the social contract, Cambridge University Press, ISBN 978-0-521-55583-8
- Skyrms, Brian (2004), The stag hunt and the evolution of social structure, Cambridge University Press, ISBN 978-0-521-53392-8
- Sober, Elliott; Wilson, David Sloan (1998), Unto others: the evolution and psychology of unselfish behavior, Harvard University Press, ISBN 978-0-674-93047-6
- Webb, James N. (2007), Game theory: decisions, interaction and evolution, Undergraduate mathematics, Springer, ISBN 978-1-84628-423-6 Consistent treatment of game types usually claimed by different applied fields, e.g. Markov decision processes.
Textbooks and general literature
[edit]- Camerer, Colin (2003), "Introduction", Behavioral Game Theory: Experiments in Strategic Interaction, Russell Sage Foundation, pp. 1–25, ISBN 978-0-691-09039-9, archived from the original on 14 May 2011, retrieved 9 February 2011, Description.
- Dutta, Prajit K. (1999), Strategies and games: theory and practice, MIT Press, ISBN 978-0-262-04169-0. Suitable for undergraduate and business students.
- Fernandez, L F.; Bierman, H S. (1998), Game theory with economic applications, Addison-Wesley, ISBN 978-0-201-84758-1. Suitable for upper-level undergraduates.
- Gaffal, Margit; Padilla Gálvez, Jesús (2014). Dynamics of Rational Negotiation: Game Theory, Language Games and Forms of Life. Springer.
- Gibbons, Robert D. (1992), Game theory for applied economists, Princeton University Press, ISBN 978-0-691-00395-5. Suitable for advanced undergraduates.
- Published in Europe as Gibbons, Robert (2001), A Primer in Game Theory, London: Harvester Wheatsheaf, ISBN 978-0-7450-1159-2.
- Gintis, Herbert (2000), Game theory evolving: a problem-centered introduction to modeling strategic behavior, Princeton University Press, ISBN 978-0-691-00943-8
- Green, Jerry R.; Mas-Colell, Andreu; Whinston, Michael D. (1995), Microeconomic theory, Oxford University Press, ISBN 978-0-19-507340-9. Presents game theory in formal way suitable for graduate level.
- Joseph E. Harrington (2008) Games, strategies, and decision making, Worth, ISBN 0-7167-6630-2. Textbook suitable for undergraduates in applied fields; numerous examples, fewer formalisms in concept presentation.
- Isaacs, Rufus (1999), Differential Games: A Mathematical Theory With Applications to Warfare and Pursuit, Control and Optimization, New York: Dover Publications, ISBN 978-0-486-40682-4
- Michael Maschler; Eilon Solan; Shmuel Zamir (2013), Game Theory, Cambridge University Press, ISBN 978-1-108-49345-1. Undergraduate textbook.
- Miller, James H. (2003), Game theory at work: how to use game theory to outthink and outmaneuver your competition, New York: McGraw-Hill, ISBN 978-0-07-140020-6. Suitable for a general audience.
- Shoham, Yoav; Leyton-Brown, Kevin (2009), Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations, New York: Cambridge University Press, ISBN 978-0-521-89943-7, retrieved 8 March 2016
- Watson, Joel (2013), Strategy: An Introduction to Game Theory (3rd edition), New York: W.W. Norton and Co., ISBN 978-0-393-91838-0. A leading textbook at the advanced undergraduate level.
- McCain, Roger A. (2010). Game Theory: A Nontechnical Introduction to the Analysis of Strategy. World Scientific. ISBN 978-981-4289-65-8.
- Farquharson, Robin (1969), Theory of Voting, Blackwell (Yale U.P. in the U.S.), ISBN 978-0-631-12460-3
- Luce, R. Duncan; Raiffa, Howard (1957), Games and decisions: introduction and critical survey, New York: Wiley. Reprinted edition: R. Duncan Luce; Howard Raiffa (1989), Games and decisions: introduction and critical survey, New York: Dover Publications, ISBN 978-0-486-65943-5
Other material
[edit]- Allan Gibbard, "Manipulation of voting schemes: a general result", Econometrica, Vol. 41, No. 4 (1973), pp. 587–601.
- McDonald, John (1950–1996), Strategy in Poker, Business & War, W. W. Norton, ISBN 978-0-393-31457-1
{{citation}}: ISBN / Date incompatibility (help). A layman's introduction. - Papayoanou, Paul (2010), Game Theory for Business: A Primer in Strategic Gaming, Probabilistic, ISBN 978-0-9647938-7-3.
- Satterthwaite, Mark Allen (April 1975). "Strategy-proofness and Arrow's conditions: Existence and correspondence theorems for voting procedures and social welfare functions" (PDF). Journal of Economic Theory. 10 (2): 187–217. doi:10.1016/0022-0531(75)90050-2.
- Siegfried, Tom (2006), A Beautiful Math, Joseph Henry Press, ISBN 978-0-309-10192-9
- Skyrms, Brian (1990), The Dynamics of Rational Deliberation, Harvard University Press, ISBN 978-0-674-21885-7
- Thrall, Robert M.; Lucas, William F. (1963), "-person games in partition function form", Naval Research Logistics Quarterly, 10 (4): 281–298, doi:10.1002/nav.3800100126
- Dolev, Shlomi; Panagopoulou, Panagiota N.; Rabie, Mikaël; Schiller, Elad M.; Spirakis, Paul G. (2011). "Rationality authority for provable rational behavior". Proceedings of the 30th annual ACM SIGACT-SIGOPS symposium on Principles of distributed computing. pp. 289–290. doi:10.1145/1993806.1993858. ISBN 978-1-4503-0719-2.
- Chastain, Erick; Livnat, Adi; Papadimitriou, Christos; Vazirani, Umesh (June 2014), "Algorithms, games, and evolution", Proceedings of the National Academy of Sciences of the United States of America, 111 (29): 10620–10623, Bibcode:2014PNAS..11110620C, doi:10.1073/pnas.1406556111, PMC 4115542, PMID 24979793
External links
[edit]- "Games, theory of", Encyclopedia of Mathematics, EMS Press, 2001 [1994]
- Al Roth: History of Game Theory Page, "Game Theory and Experimental Economics page". Archived from the original on 15 August 2000. Retrieved 13 September 2003.
- David Levine: Game Theory. Papers, Lecture Notes (CC BY 2.0)
- McKelvey, Richard D., McLennan, Andrew M., and Turocy, Theodore L. (2007) Gambit: Software Tools for Game Theory.
- Benjamin Polak: Open Course on Game Theory at Yale Archived 3 August 2010 at the Wayback Machine
- Yu-Chi Ho: What is Mathematical Game Theory