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Game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
is the branch of
mathematics Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ...
in which
games A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
are studied: that is, models describing human behaviour. This is a glossary of some terms of the subject.


Definitions of a game


Notational conventions

;
Real numbers In mathematics, a real number is a number that can be used to measure a ''continuous'' one-dimensional quantity such as a distance, duration or temperature. Here, ''continuous'' means that values can have arbitrarily small variations. Every re ...
: \mathbb . ; The set of players : \mathrm . ; Strategy space : \Sigma\ = \prod_ \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 : \sigma\ _i is an element of \Sigma\ ^i . ; Complements : \sigma\ _ an element of \Sigma\ ^ = \prod_ \Sigma\ ^j , is a tuple of strategies for all players other than i. ; Outcome space : \Gamma is in most textbooks identical to - ; Payoffs : \mathbb ^ \mathrm , describing how much
gain Gain or GAIN may refer to: Science and technology * Gain (electronics), an electronics and signal processing term * Antenna gain * Gain (laser), the amplification involved in laser emission * Gain (projection screens) * Information gain in de ...
(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_ \Sigma\ ^ i \to \mathbb^\mathrm 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_ \Sigma\ ^i \to \Gamma the outcome function of the game (some authors call this function "the game form"), and: : \nu\ : \Gamma\ \to \mathbb^\mathrm the allocation of payoffs (or preferences) to players, for each outcome of the game.


Extensive form game

This is given by a
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, including only woody plants with secondary growth, plants that are ...
, where at each
vertex Vertex, vertices or vertexes may refer to: Science and technology Mathematics and computer science *Vertex (geometry), a point where two or more curves, lines, or edges meet *Vertex (computer graphics), a data structure that describes the position ...
of the ''tree'' a different player has the choice of choosing an
edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed ...
. The ''outcome'' set of an extensive form game is usually the set of tree leaves.


Cooperative game

A game in which players are allowed to form coalitions (and to enforce coalitionary discipline). A cooperative game is given by stating a ''value'' for every coalition: : \nu\ : 2^ \to \mathbb 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 \nu(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 either '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 for every possible preference profiles, the game has pure nash equilibria, all of which are pareto efficient. ; Allocation of goods : is a function \nu\ : \Gamma\ \to \mathbb ^\mathrm . The allocation is a cardinal approach for determining the good (e.g. money) the players are granted under the different outcomes of the game. ; Best reply : the best reply to a given complement \sigma\ _ is a strategy \tau\ _i that maximizes player i's payment. Formally, we want:
\forall \sigma\ _i \in\ \Sigma\ ^i \quad \quad \pi\ (\sigma\ _i ,\sigma\ _ ) \le \pi\ (\tau\ _i ,\sigma\ _ ) . ; Coalition : is any subset of the set of players: \mathrm \subseteq \mathrm . ; 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. ; Decidability : In relation to game theory, refers to the question of the existence of an algorithm that can and will return an answer as to whether a game can be solved or not. ;
Determinacy Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and si ...
: A subfield of set theory that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Games studied in set theory are Gale–Stewart games – two-player games of perfect information in which the players make an infinite sequence of moves and there are no draws. ;
Determined game Determinacy is a subfield of set theory, a branch of mathematics, that examines the conditions under which one or the other player of a game has a winning strategy, and the consequences of the existence of such strategies. Alternatively and si ...
(or Strictly determined game) : In game theory, a strictly determined game is a two-player zero-sum game that has at least one
Nash equilibrium In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
with both players using pure strategies. ; Dictator: A player is a ''strong dictator'' if he can guarantee any outcome regardless of the other players. m \in \mathbb is a ''weak dictator'' if he can guarantee 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:
\forall a \in \mathrm, \; \exist \sigma\ _n \in \Sigma\ ^n \; s.t. \; \forall \sigma\ _ \in \Sigma\ ^: \; \Gamma\ (\sigma\ _,\sigma\ _n) = a
''m'' is a ''Weak dictator'' if:
\forall a \in \mathrm, \; \forall \sigma\ _ \in \Sigma\ ^ \; \exist \sigma\ _n \in \Sigma\ ^n \; s.t. \; \Gamma\ (\sigma\ _,\sigma\ _n) = a :Another way to put it is: ::a ''weak dictator'' is \alpha-effective for every possible outcome. ::A ''strong dictator'' is \beta-effective for every possible outcome. ::A game can have no more than one ''strong dictator''. Some games have multiple ''weak dictators'' (in ''rock-paper-scissors'' both players are ''weak dictators'' but none is a ''strong dictator''). :Also see ''Effectiveness''. Antonym: ''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 \; \quad \nu\ _j (a) \le\ \nu\ _j (b) for domination, and
\exists i \in \mathrm \; 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\ _ , player ''i'' benefits by playing \tau\ _i . Formally speaking:
\forall \sigma\ _ \in\ \Sigma\ ^ \quad \quad \pi\ (\sigma\ _i ,\sigma\ _ ) \le \pi\ (\tau\ _i ,\sigma\ _ ) and
\exists \sigma\ _ \in\ \Sigma\ ^ \quad s.t. \quad \pi\ (\sigma\ _i ,\sigma\ _ ) < \pi\ (\tau\ _i ,\sigma\ _ ) .
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. :Antonyms: ''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 strategies 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. ; Grand coalition : refers to the coalition containing all players. In cooperative games it is often assumed that the grand coalition forms and the purpose of the game is to find stable imputations. ; 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 strategies. 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 preference profiles. ; Preference profile : is a function \nu\ : \Gamma\ \to \mathbb ^\mathrm . This is the ordinal approach at describing the outcome of the game. The preference describes how 'pleased' the players are with the possible outcomes of the game. See allocation of goods. ; Pure Nash Equilibrium : An element \sigma\ = (\sigma\ _i) _ of the strategy space of a game is a ''pure nash equilibrium point'' if no player i can benefit by deviating from his strategy \sigma\ _i , given that the other players are playing in \sigma. Formally:
\forall i \in \mathrm \quad \forall \tau\ _i \in\ \Sigma\ ^i \quad \pi\ (\tau\ ,\sigma\ _ ) \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. :Antonym: ''Dummy''. ; Shannon number : A conservative lower bound of the game-tree complexity of
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
(10120). ;
Solved game A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with full inform ...
: A game whose outcome (win, lose or draw) can be correctly predicted assuming perfect play from all players. ; Value : A value of a game is a rationally expected outcome. There are more than a few definitions of value, describing different methods 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. :Antonym: ''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_ \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 Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, checkers) are zero sum.


References


External links


Game Theory Dictionary - Game Theory.net
{{DEFAULTSORT:Glossary Of Game Theory *
Game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
Wikipedia glossaries using description lists