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Game Theory through Examples
 
Game Theory through Examples
MAA Press: An Imprint of the American Mathematical Society
eBook ISBN:  978-1-61444-115-1
Product Code:  CLRM/46.E
List Price: $55.00
MAA Member Price: $41.25
AMS Member Price: $41.25
Game Theory through Examples
Click above image for expanded view
Game Theory through Examples
MAA Press: An Imprint of the American Mathematical Society
eBook ISBN:  978-1-61444-115-1
Product Code:  CLRM/46.E
List Price: $55.00
MAA Member Price: $41.25
AMS Member Price: $41.25
  • Book Details
     
     
    Classroom Resource Materials
    Volume: 462014; 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 active-learning, example-driven 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 spirit-of-mathematics course. It could also serve as the active-learning supplement to a more abstract text in an upper-division 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: Multiple-Round 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: End-of-Semester Poker Tournament
    • Chapter 39. Stockholm 1994
  • Requests
     
     
    Review Copy – for publishers of book reviews
    Accessibility – to request an alternate format of an AMS title
Volume: 462014; 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 active-learning, example-driven 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 spirit-of-mathematics course. It could also serve as the active-learning supplement to a more abstract text in an upper-division 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: Multiple-Round 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: End-of-Semester Poker Tournament
  • Chapter 39. Stockholm 1994
Review Copy – for publishers of book reviews
Accessibility – to request an alternate format of an AMS title
Please select which format for which you are requesting permissions.