Dynamic Game
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Dynamic Game
In game theory, a sequential game is defined as a game where one player selects their action before others, and subsequent players are informed of that choice before making their own decisions. This turn-based structure, governed by a time axis, distinguishes sequential games from simultaneous games, where players act without knowledge of others’ choices and outcomes are depicted in payoff matrices (e.g., rock-paper-scissors). Sequential games are a type of dynamic game, a broader category where decisions occur over time (e.g., differential games), but they specifically emphasize a clear order of moves with known prior actions. Because later players know what earlier players did, the order of moves shapes strategy through information rather than timing alone. Sequential games are typically represented using decision trees, which map out all possible sequences of play, unlike the static matrices of simultaneous games. Examples include chess, infinite chess, backgammon, tic-ta ...
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Final Position Of Lawrence-Tan 2002
Final, Finals or The Final may refer to: *Final examination or finals, a test given at the end of a course of study or training *Final (competition), the last or championship round of a sporting competition, match, game, or other contest which decides a winner for an event ** Another term for playoffs, describing a sequence of contests taking place after a regular season or round-robin tournament, culminating in a final by the first definition. Art and entertainment * ''Finals'' (comics), a four-issue comic book mini-series * ''The Finals'', a first-person shooter game Film * ''Final'' (film), a science fiction film * ''The Final'' (film), a thriller film * ''Finals'' (film), a 2019 Malayalam sports drama film Music *Final, a tone of the Gregorian mode *Final (band), an English electronic musical group *'' Final (Vol. 1)'', 2021 album by Enrique Iglesias **'' Final (Vol. 2)'', 2024 album by Enrique Iglesias * ''The Final'' (album), by Wham! *"The Final", a song by Dir en grey o ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Research in this field has primarily focused on two-player games in which a ''position'' evolves through alternating ''moves'', each governed by well-defined rules, with the aim of achieving a specific winning condition. Unlike game theory, economic game theory, combinatorial game theory generally avoids the study of games of chance or games involving imperfect information, preferring instead games in which the current state and the full set of available moves are always known to both players. However, as mathematical techniques develop, the scope of analyzable games expands, and the boundaries of the field continue to evolve. Authors typically define the term "game" at the outset of academic papers, with definitions tailored to the specific game under analysis rather than reflecting the field’s full scope. Combinatorics, Comb ...
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Sequential Auction
A sequential auction is an auction in which several items are sold, one after the other, to the same group of potential buyers. In a ''sequential first-price auction'' (SAFP), each individual item is sold using a first price auction, while in a ''sequential second-price auction'' (SASP), each individual item is sold using a second price auction. A sequential auction differs from a combinatorial auction, in which many items are auctioned simultaneously and the agents can bid on bundles of items. A sequential auction is much simpler to implement and more common in practice. However, the bidders in each auction know that there are going to be future auctions, and this may affect their strategic considerations. Here are some examples. Example 1. There are two items for sale and two potential buyers: Alice and Bob, with the following valuations: * Alice values each item as 5, and both items as 10 (i.e., her valuation is additive). * Bob values each item as 4, and both items as 4 (i.e., ...
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Subgame Perfection
In game theory, a subgame perfect equilibrium (SPE), or subgame perfect Nash equilibrium (SPNE), is a refinement of the Nash equilibrium concept, specifically designed for dynamic games where players make sequential decisions. A strategy profile is an SPE if it represents a Nash equilibrium in every possible subgame of the original game. Informally, this means that at any point in the game, the players' behavior from that point onward should represent a Nash equilibrium of the continuation game (i.e. of the subgame), no matter what happened before. This ensures that strategies are credible and rational throughout the entire game, eliminating non-credible threats. Every finite extensive game with complete information (all players know the complete state of the game) and perfect recall (each player remembers all their previous actions and knowledge throughout the game) has a subgame perfect equilibrium. A common method for finding SPE in finite games is backward induction, wher ...
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Turn-based
Timekeeping is relevant to many types of games, including video games, tabletop role-playing games, board games, and sports. The passage of time must be handled in a way that players find fair and easy to understand. In many games, this is done using real-time and/or turn-based timekeeping. In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems. There are also additional timekeeping methods, such as timelines and progress clocks. Real-time In real-time games, time progresses continuously. This may occur at the same or different rates from the passage of time in the real world. For example, in '' Terraria'', one day-night cycle of 24 hours in the game is equal to 24 minutes in the real world. In a multi ...
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