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Introduction to Game Theory: a Discovery Approach
Many colleges offer courses in quantitative reasoning for all students. One model for a quantitative reasoning course is to provide students with a single cohesive topic. Ideally, such a topic can pique the curiosity of students with wide ranging academic interests and limited mathematical background. This text is intended for use in such a course. This text may also be appropriate for a high school enrichment course.
- Author
- Jennifer A. Firkins Nordstrom
- Publisher
- Linfield College
- Source
- LibreTexts
- License
- CC BY-SA
- Language
- EN
- Category
- Basic Sciences
Contents· 28 sections
- 01: What is Game Theory
- 1.01: Players and Strategies
- 1.02: Game Matrices and Payoff Vectors
- 02: Two-Person Zero-Sum Games
- 2.01: Introduction to Two-Person Zero-Sum Games
- 2.02: Dominated Strategies
- 2.03: Probability and Expected Value
- 2.04: A Game of Chance
- 2.05: Equilibrium Points
- 2.06: Strategies for Zero-Sum Games and Equilibrium Points
- 2.07: Popular Culture: Rationality and Perfect Information
- 03: Repeated Two-Person Zero-sum Games
- 3.01: Introduction to Repeated Games
- 3.02: Mixed Strategies: Graphical Solution
- 3.03: Using Sage to Graph Lines and Solve Equations
- 3.04: Mixed Strategies: Expected Value Solution
- 3.05: Liar's Poker
- 3.06: Augmented Matrices
- 3.07: Undercut
- 04: Non-Zero-Sum Games
- 4.01: Introduction to Two-Player Non-Zero-Sum Games
- 4.02: Prisoner's Dilemma and Chicken
- 4.03: A Class-Wide Experiment
- 4.04: What Makes a Prisoner's Dilemma
- 4.05: Another Multiplayer Experiment
- 4.06: Volunteer's Dilemma
- 4.07: Repeated Prisoner's Dilemma
- 4.08: Popular Culture: Prisoner's Dilemma and Chicken