Game Theory and Strategic Choices – Chapter 18

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40 vocabulary flashcards covering all major concepts from Chapter 18 on game theory, including strategic thinking steps, Prisoner’s Dilemma, coordination problems, first- and second-mover advantages, and repeated-game strategies.

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41 Terms

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Game Theory

The study of strategic decision-making in situations where the outcome depends on the choices of multiple players.

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Strategic Interaction

A setting in which each player’s best choice depends on the choices of others and vice versa.

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Interdependence Principle

The idea that your decisions and payoffs are intertwined with those of other people.

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Four-Step Recipe (for Strategic Decisions)

1) Consider all possible outcomes; 2) Think about the “what-ifs” separately; 3) Evaluate your best response; 4) Put yourself in someone else’s shoes.

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Payoff Table

A grid listing each player’s options, the combinations of choices, and the resulting payoffs in every cell.

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Best Response

The choice that yields the highest payoff for a player, given the other player’s action.

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Nash Equilibrium

A situation in which every player is making a best response to the choices of others; no one can gain by unilaterally deviating.

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Dominant Strategy

An action that is a player’s best response regardless of what the other player does.

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Prisoner’s Dilemma

A game in which individually rational strategies lead to a collectively worse outcome because each player has an incentive to defect.

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Failure of Cooperation

The outcome in a Prisoner’s Dilemma where players choose to defect even though mutual cooperation would make them better off.

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Socially Optimal Outcome

The set of choices that maximizes joint economic surplus for all players (often different from equilibrium).

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Collusion

An agreement among competitors to avoid competing (e.g., by charging the same high price).

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Coordination Game

A game where players benefit from making the same (complementary) choices; multiple equilibria often exist.

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Battle of the Sexes

A coordination problem where two players prefer being together but have different favorite options (e.g., match vs. ballet).

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Anti-coordination Game

A game in which players want to take different actions from one another (e.g., choosing different driving routes).

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Multiple Equilibria

The presence of more than one Nash equilibrium, making coordination on a single outcome difficult.

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Focal Point

An external cue (cultural norm, convention, salient option) that helps players coordinate on a particular equilibrium.

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First-Mover Advantage

A benefit gained by committing to an action before rivals, forcing them to respond less aggressively.

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Second-Mover Advantage

A benefit gained by acting after observing a rival’s move, allowing flexibility to adapt.

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Sequential Game

A strategic interaction in which players make moves one after another rather than simultaneously.

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Game Tree

A diagram showing the order of moves, available actions, and resulting payoffs in a sequential game.

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Look Forward, Reason Backward

Analyzing a sequential game by starting at the final decisions and working backward to determine earlier optimal choices.

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Credible Commitment

A believable pledge to carry out a strategy, often requiring irreversible actions to signal sincerity.

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One-Shot Game

A strategic interaction that occurs only once, with no future repercussions.

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Repeated Game

A game in which the same players face the same strategic situation in multiple periods.

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Finitely Repeated Game

A repeated game with a known final period; typically unravels to one-shot behavior through backward induction.

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Indefinitely Repeated Game

A repeated game with no known end point, allowing the possibility of sustained cooperation.

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Grim Trigger Strategy

A strategy of cooperating until an opponent defects, after which you defect forever as punishment.

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Punishment (in Repeated Games)

Threatened future actions that make deviation from cooperation unprofitable today.

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Joint Economic Surplus

The combined gains to all players from a given set of choices.

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Simultaneous Game

A game where players choose actions without knowledge of the others’ choices (e.g., rock-paper-scissors).

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Temptation to Defect

The incentive to pursue individual gain even when it reduces joint payoffs, central to the Prisoner’s Dilemma.

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Coordination Failure

An outcome where players end up in a worse equilibrium or out-of-equilibrium outcome because they couldn’t align choices.

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Boom Economy Equilibrium

A good equilibrium where firms hire and workers spend, reinforcing high economic activity.

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Bust Economy Equilibrium

A bad equilibrium where low hiring leads to low spending, reinforcing economic downturn.

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Communication (as a Solution)

Direct discussion that helps players coordinate when interests are aligned.

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Culture and Norms

Shared beliefs and conventions that guide players toward specific equilibria and facilitate coordination.

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Laws and Regulations

Formal rules imposed to enforce coordination on desirable equilibria (e.g., driving on the right side).

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Strategic Plan

A detailed set of contingent actions specifying how a player will respond in every possible game situation.

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Under-cutting

A strategy of lowering price below a rival’s collusive price, gaining short-term profit at the expense of long-term cooperation.

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Economic Surplus

The total benefits minus total costs accruing to all participants in a market or game.