eBook ISBN:  9781614441151 
Product Code:  CLRM/46.E 
List Price:  $55.00 
MAA Member Price:  $41.25 
AMS Member Price:  $41.25 
eBook ISBN:  9781614441151 
Product Code:  CLRM/46.E 
List Price:  $55.00 
MAA Member Price:  $41.25 
AMS Member Price:  $41.25 

Book DetailsClassroom Resource MaterialsVolume: 46; 2014; 287 pp
Game Theory through Examples is a thorough introduction to elementary game theory, covering finite games with complete information. The core philosophy underlying this volume is that abstract concepts are best learned when encountered first (and repeatedly) in concrete settings. Thus, the essential ideas of game theory are here presented in the context of actual games, real games much more complex and rich than the typical toy examples. All the fundamental ideas are here: Nash equilibria, backward induction, elementary probability, imperfect information, extensive and normal form, mixed and behavioral strategies. The activelearning, exampledriven approach makes the text suitable for a course taught through problem solving.
Students will be thoroughly engaged by the extensive classroom exercises, compelling homework problems, and nearly sixty projects in the text. Also available are approximately eighty Java applets and three dozen Excel spreadsheets in which students can play games and organize information in order to acquire a gut feeling to help in the analysis of the games. Mathematical exploration is a deep form of play; that maxim is embodied in this book.
Game Theory through Examples is a lively introduction to this appealing theory. Assuming only high school prerequisites makes the volume especially suitable for a liberal arts or general education spiritofmathematics course. It could also serve as the activelearning supplement to a more abstract text in an upperdivision game theory course.

Table of Contents

Chapters

Chapter 1. Theory 1: Introduction

Chapter 2. Theory 2: Simultaneous Games

Chapter 3. Example: Selecting a Class

Chapter 4. Example: Doctor Location Games

Chapter 5. Example: Restaurant Location Games

Chapter 6. Using Excel

Chapter 7. Example: Election I

Chapter 8. Theory 3: Sequential Games I: Perfect Information and no Randomness

Chapter 9. Example: Dividing A Few Items I

Chapter 10. Example: Shubik Auction I

Chapter 11. Example: Sequential Doctor and Restaurant Location

Chapter 12. Theory 4: Probability

Chapter 13. France 1654

Chapter 14. Example: DMA Soccer I

Chapter 15. Example: Dividing A Few Items II

Chapter 16. Theory 5: Sequential Games with Randomness

Chapter 17. Example: Sequential Quiz Show I

Chapter 18. Las Vegas 1962

Chapter 19. Example: Mini Blackjack and Card Counting

Chapter 20. Example: Duel

Chapter 21. Santa Monica in the 50s

Chapter 22. Theory 6: Extensive Form of General Games

Chapter 23. Example: Shubik Auction II

Chapter 24. Theory 7: Normal Form and Strategies

Chapter 25. Example: VNM POKER and KUHN POKER

Chapter 26. Example: Waiting for Mr. Perfect

Chapter 27. Theory 8: Mixed Strategies

Chapter 28. Princeton in 1950

Chapter 29. Example: Airport Shuttle

Chapter 30. Example: Election II

Chapter 31. Example: VNM POKER$(2, r, m, n)$

Chapter 32. Theory 9: Behavioral Strategies

Chapter 33. Example: MultipleRound Chicken

Chapter 34. Example: DMA Soccer II

Chapter 35. Example: Sequential Quiz Show II

Chapter 36. Example: VNM POKER$(4, 4, 3, 5)$

Chapter 37. Example: KUHN POKER$(3, 4, 2, 3)$

Chapter 38. Example: EndofSemester Poker Tournament

Chapter 39. Stockholm 1994


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Game Theory through Examples is a thorough introduction to elementary game theory, covering finite games with complete information. The core philosophy underlying this volume is that abstract concepts are best learned when encountered first (and repeatedly) in concrete settings. Thus, the essential ideas of game theory are here presented in the context of actual games, real games much more complex and rich than the typical toy examples. All the fundamental ideas are here: Nash equilibria, backward induction, elementary probability, imperfect information, extensive and normal form, mixed and behavioral strategies. The activelearning, exampledriven approach makes the text suitable for a course taught through problem solving.
Students will be thoroughly engaged by the extensive classroom exercises, compelling homework problems, and nearly sixty projects in the text. Also available are approximately eighty Java applets and three dozen Excel spreadsheets in which students can play games and organize information in order to acquire a gut feeling to help in the analysis of the games. Mathematical exploration is a deep form of play; that maxim is embodied in this book.
Game Theory through Examples is a lively introduction to this appealing theory. Assuming only high school prerequisites makes the volume especially suitable for a liberal arts or general education spiritofmathematics course. It could also serve as the activelearning supplement to a more abstract text in an upperdivision game theory course.

Chapters

Chapter 1. Theory 1: Introduction

Chapter 2. Theory 2: Simultaneous Games

Chapter 3. Example: Selecting a Class

Chapter 4. Example: Doctor Location Games

Chapter 5. Example: Restaurant Location Games

Chapter 6. Using Excel

Chapter 7. Example: Election I

Chapter 8. Theory 3: Sequential Games I: Perfect Information and no Randomness

Chapter 9. Example: Dividing A Few Items I

Chapter 10. Example: Shubik Auction I

Chapter 11. Example: Sequential Doctor and Restaurant Location

Chapter 12. Theory 4: Probability

Chapter 13. France 1654

Chapter 14. Example: DMA Soccer I

Chapter 15. Example: Dividing A Few Items II

Chapter 16. Theory 5: Sequential Games with Randomness

Chapter 17. Example: Sequential Quiz Show I

Chapter 18. Las Vegas 1962

Chapter 19. Example: Mini Blackjack and Card Counting

Chapter 20. Example: Duel

Chapter 21. Santa Monica in the 50s

Chapter 22. Theory 6: Extensive Form of General Games

Chapter 23. Example: Shubik Auction II

Chapter 24. Theory 7: Normal Form and Strategies

Chapter 25. Example: VNM POKER and KUHN POKER

Chapter 26. Example: Waiting for Mr. Perfect

Chapter 27. Theory 8: Mixed Strategies

Chapter 28. Princeton in 1950

Chapter 29. Example: Airport Shuttle

Chapter 30. Example: Election II

Chapter 31. Example: VNM POKER$(2, r, m, n)$

Chapter 32. Theory 9: Behavioral Strategies

Chapter 33. Example: MultipleRound Chicken

Chapter 34. Example: DMA Soccer II

Chapter 35. Example: Sequential Quiz Show II

Chapter 36. Example: VNM POKER$(4, 4, 3, 5)$

Chapter 37. Example: KUHN POKER$(3, 4, 2, 3)$

Chapter 38. Example: EndofSemester Poker Tournament

Chapter 39. Stockholm 1994