In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends not only on their own actions but on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship. A player's strategy will determine the action which the player will take at any stage of the game. In studying game theory, economists enlist a more rational lens in analyzing decisions rather than the psychological or sociological perspectives taken when analyzing relationships between decisions of two or more parties in different disciplines.
The strategy concept is sometimes (wrongly) confused with that of a move. A move is an action taken by a player at some point during the play of a game (e.g., in chess, moving white's Bishop a2 to b3). A strategy on the other hand is a complete algorithm for playing the game, telling a player what to do for every possible situation throughout the game. It is helpful to think about a "strategy" as a list of directions, and a "move" as a single turn on the list of directions itself. This strategy is based on the payoff or outcome of each action. The goal of each agent is to consider their payoff based on a competitors action. For example, competitor A can assume competitor B enters the market. From there, Competitor A compares the payoffs they receive by entering and not entering. The next step is to assume Competitor B doesn't enter and then consider which payoff is better based on if Competitor A chooses to enter or not enter. This technique can identify dominant strategies where a player can identify an action that they can take no matter what the competitor does to try to maximize the payoff. This also helps players to identify Nash equilibrium which are discussed in more detail below.
A strategy profile (sometimes called a strategy combination) is a set of strategies for all players which fully specifies all actions in a game.
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Students will be able to formulate a multi-agent decision-making problem as a game and apply relevant mathematical theories and algorithms to analyze the interaction of the agents and predict the outc
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In game theory, an extensive-form game is a specification of a game allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the (possibly imperfect) information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as "moves by nature".
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 equilibrium strategies of the other players, and no one has anything to gain by changing only one's own strategy. The principle of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to competing firms choosing outputs.
The game of chicken, also known as the hawk–dove game or snowdrift game, is a model of conflict for two players in game theory. The principle of the game is that while the ideal outcome is for one player to yield (to avoid the worst outcome if neither yields), the individuals try to avoid it out of pride for not wanting to look like a "chicken". Each player taunts the other to increase the risk of shame in yielding. However, when one player yields, the conflict is avoided, and the game is for the most part over.
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