Game Theory I: Vocabulary (Gateway, Lecture 3)

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Vocabulary-style flashcards covering key game-theory concepts from the lecture notes.

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25 Terms

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Prisoner's Dilemma

A two-player game where each player can cooperate (C) or defect (D); each prefers to defect regardless of the other’s move; mutual cooperation beats mutual defection; if repeated, ongoing cooperation can be better for everyone.

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Temptation to Exploit (T)

The payoff to a player who defects while the other cooperates.

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Reward for Mutual Cooperation (R)

The payoff when both players cooperate.

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Punishment for Mutual Defection (P)

The payoff when both players defect.

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Sucker’s Payout (S)

The payoff to a player who cooperates while the other defects.

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Dominant Strategy

A strategy that yields a higher payoff for a player regardless of the other players’ actions.

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Strictly Dominant

A dominant strategy that is strictly better in every possible opponent's move.

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Weakly Dominant

A dominant strategy that is never worse and sometimes better.

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Iterated Elimination of Dominated Strategies

A process that repeatedly removes strategies that are dominated, then repeats on the reduced game.

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Nash Equilibrium

A strategy profile where each player's strategy is a best response to the others; no player can gain by unilaterally deviating.

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Best Response

A strategy that yields the highest payoff given the other players’ strategies.

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Pareto Improvement

An outcome that makes at least one player better off without making anyone worse off.

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Pareto Efficiency

An outcome for which no Pareto improvement is possible.

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Stag Hunt

A game where hunting stag together yields a large payoff; hunting hare yields a smaller payoff regardless of the partner; cooperation yields big gains if both coordinate.

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Chicken

A game where each may swerve or go straight; you win if the other swerves, you lose if you swerve, both swerve yields 0, neither swerves yields a crash.

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Battle of the Sexes

A coordination game where there are two preferred outcomes; you want your own favorite outcome, the other wants theirs; no agreement yields 0.

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Pure Strategy

A complete plan of action with no randomness; not just “try your best” or “rock or paper idk which.”

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Mixed Strategy

A strategy that assigns probabilities to pure strategies and randomizes over them.

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Simultaneous vs Sequential

Simultaneous: players move at the same time; Sequential: moves occur in sequence, with later moves potentially knowing earlier moves.

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Perfect vs Imperfect Information

Perfect information means all moves are visible to all players; imperfect information means some moves are hidden or uncertain.

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Complete vs Incomplete Information

Complete information means payoffs and game structure are common knowledge; incomplete information means some aspects are unknown.

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Maximize Expected Value

Choosing actions to maximize expected payoff given beliefs about others’ actions; can be circular (e.g., in Rock–Paper–Scissors).

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Conditional Strategy

A strategy that depends on others’ actions or types; used to remove options or constrain choices.

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Axelrod's Claim

Indefinitely repeated interactions promote cooperation; in other words, repeated games make cooperation more likely.

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Equilibrium

A state a system can stay in; some equilibria are more stable than others.