Lesson Plans & Class Activities
Game Theory
Game theory is a branch of applied mathematics which is used in the social sciences (most notably economics), biology, computer science and philosophy. Game theory attempts to mathematically capture behavior in strategic situations,
where an individual's success in making choices depends on the choices
of others. While initially developed to analyze competitions where one
individual does better at another's expense (zero sum games), it has been expanded to treat a wide class of interactions, which are classified according to several criteria.
Traditional applications of game theory attempt to find equilibria in these games—sets of strategies where individuals are unlikely to change their behavior. Many equilibrium concepts have been developed (most famously the Nash equilibrium)
in an attempt to capture this idea. These equilibrium concepts are
motivated differently depending on the field of application, although
they often overlap or coincide. This methodology is not without
criticism, and debates continue over the appropriateness of particular
equilibrium concepts, the appropriateness of equilibria altogether, and
the usefulness of mathematical models more generally.
Although some developments occurred before it, the field of game theory came into being with the 1944 book Theory of Games and Economic Behavior by John von Neumann and Oskar Morgenstern.
This theory was developed extensively in the 1950s by many scholars.
Game theory was later explicitly applied to biology in the 1970s,
although similar developments go back at least as far as the 1930's.
Game theory has been widely recognized as an important tool in many
fields. In total eight game theorists have won Nobel prizes in economics and John Maynard Smith was awarded the Crafoord Prize for his application of game theory to biology.
Representation of games
- See also: List of games in game theory
The games studied by game theory are well-defined mathematical objects. A game consists of a set of players, a set of moves (or strategies)
available to those players, and a specification of payoffs for each
combination of strategies. Most cooperative games are presented in the
characteristic function form, while the extensive and the normal forms
are used to define noncooperative games.
Extensive form
-
The extensive form can be used to formalize games with some important order. Games here are often presented as trees (as pictured to the left). Here each vertex
(or node) represents a point of choice for a player. The player is
specified by a number listed by the vertex. The lines out of the vertex
represent a possible action for that player. The payoffs are specified
at the bottom of the tree.
In the game pictured here, there are two players. Player 1 moves first and chooses either F or U. Player 2 sees Player 1's move and then chooses A or R. Suppose that Player 1 chooses U and then Player 2 chooses A, then Player 1 gets 8 and Player 2 gets 2.
The extensive form can also capture simultaneous-move games and
games with incomplete information. To represent it, either a dotted
line connects different vertices to represent them as being part of the
same information set (i.e., the players do not know at which point they are), or a closed line is drawn around them.
Normal form
|
Player 2
chooses Left |
Player 2
chooses Right |
Player 1
chooses Up |
4, 3 |
–1, –1 |
Player 1
chooses Down |
0, 0 |
3, 4 |
| Normal form or payoff matrix of a 2-player, 2-strategy game |
-
The normal (or strategic form) game is usually represented by a matrix
which shows the players, strategies, and payoffs (see the example to
the right). More generally it can be represented by any function that
associates a payoff for each player with every possible combination of
actions. In the accompanying example there are two players; one chooses
the row and the other chooses the column. Each player has two
strategies, which are specified by the number of rows and the number of
columns. The payoffs are provided in the interior. The first number is
the payoff received by the row player (Player 1 in our example); the
second is the payoff for the column player (Player 2 in our example).
Suppose that Player 1 plays Up and that Player 2 plays Left. Then Player 1 gets a payoff of 4, and Player 2 gets 3.
When a game is presented in normal form, it is presumed that each
player acts simultaneously or, at least, without knowing the actions of
the other. If players have some information about the choices of other
players, the game is usually presented in extensive form.
Characteristic function form
-
In cooperative games with transferable utility
no individual payoffs are given. Instead, the characteristic function
determines the payoff of each coalition. The standard assumption is
that the empty coalition obtains a payoff of 0.
The origin of this form is to be found in the seminal book of von Neumann and Morgenstern who, when studying coalitional normal form games, assumed that when a coalition C forms, it plays against the complementary coalition ( ) as if they were playing a 2-player game. The equilibrium payoff of C is characteristic.
Now there are different models to derive coalitional values from normal
form games, but not all games in characteristic function form can be
derived from normal form games.
Formally, a characteristic function form game (also known as a TU-game) is given as a pair (N,v), where N denotes a set of players and is a characteristic function.
The characteristic function form has been generalised to games without the assumption of transferable utility.
Partition function form
The characteristic function form ignores the possible externalities
of coalition formation. In the partition function form the payoff of a
coalition depends not only on its members, but also on the way the rest
of the players are partitioned (Thrall & Lucas 1963).
Application and challenges
Game theory has been used to study a wide variety of human and animal behaviors. It was initially developed in economics
to understand a large collection of economic behaviors, including
behaviors of firms, markets, and consumers. The use of game theory in
the social sciences has expanded, and game theory has been applied to
political, sociology, and psychological behaviors as well.
Game theoretic analysis was initially used to study animal behavior by Ronald Fisher in the 1930's (although even Charles Darwin
makes a few informal game theoretic statements). This work predates the
name "game theory", but it shares many important features with this
field. The developments in economics were later applied to biology
largely by John Maynard Smith in his book Evolution and the Theory of Games.
In addition to being used to predict and explain behavior, game
theory has also been used to attempt to develop theories of ethical or
normative behavior. In economics and philosophy,
scholars have applied game theory to help in the understanding of good
or proper behavior. Game theoretic arguments of this type can be found
as far back as Plato.
Political science
The application of game theory to political science is focused in the overlapping areas of fair division, political economy, public choice, positive political theory, and social choice theory.
In each of these areas, researchers have developed game theoretic
models in which the players are often voters, states, interest groups,
and politicians.
For early examples of game theory applied to political science, see the work of Anthony Downs. In his book An Economic Theory of Democracy (Downs 1957),
he applies a Hotelling firm location model to the political process. In
the Downsian model, political candidates commit to ideologies on a
one-dimensional policy space. The theorist shows how the political
candidates will converge to the ideology preferred by the median voter.
For more recent examples, see the books by Steven Brams, George Tsebelis, Gene M. Grossman and Elhanan Helpman, or David Austen-Smith and Jeffrey S. Banks.
A game-theoretic explanation for democratic peace
is that public and open debate in democracies send clear and reliable
information regarding their intentions to other states. In contrast, it
is difficult to know the intentions of nondemocratic leaders, what
effect concessions will have, and if promises will be kept. Thus there
will be mistrust and unwillingness to make concessions if at least one
of the parties in a dispute is a nondemocracy (Levy & Razin 2003)
Game theory provides a theoretical description for a variety of
observable consequences of changes in governmental policies. For
example, in a static world where producers were not themselves decision
makers attempting to optimize their own expenditure of resources while
assuming risks, response to an increase in tax rates would imply an
increase in revenues and vice versa. Game Theory inclusively weights
the decision making of all participants and thus explains the contrary
results illustrated by the Laffer curve.
Economics and business
Economists have long used game theory to analyze a wide array of economic phenomena, including auctions, bargaining, duopolies, fair division, oligopolies, social network formation, and voting systems. This research usually focuses on particular sets of strategies known as equilibria in games. These "solution concepts" are usually based on what is required by norms of rationality. In non-cooperative games, the most famous of these is the Nash equilibrium.
A set of strategies is a Nash equilibrium if each represents a best
response to the other strategies. So, if all the players are playing
the strategies in a Nash equilibrium, they have no unilateral incentive
to deviate, since their strategy is the best they can do given what
others are doing.
The payoffs of the game are generally taken to represent the utility
of individual players. Often in modeling situations the payoffs
represent money, which presumably corresponds to an individual's
utility. This assumption, however, can be faulty.
A prototypical paper on game theory in economics begins by
presenting a game that is an abstraction of some particular economic
situation. One or more solution concepts are chosen, and the author
demonstrates which strategy sets in the presented game are equilibria
of the appropriate type. Naturally one might wonder to what use should
this information be put. Economists and business professors suggest two
primary uses.
Descriptive
The first use is to inform us about how actual human populations
behave. Some scholars believe that by finding the equilibria of games
they can predict how actual human populations will behave when
confronted with situations analogous to the game being studied. This
particular view of game theory has come under recent criticism. First,
it is criticized because the assumptions made by game theorists are
often violated. Game theorists may assume players always act in a way
to directly maximize their wins (the Homo economicus model), but in practice, humans behaviour is often contrary to this model. Explanations of this phenomenon are many; irrationality, new models of deliberation, or even different motives (like that of altruism).
Game theorists respond by comparing their assumptions to those used in
physics. Thus while their assumptions do not always hold, they can
treat game theory as a reasonable scientific ideal akin to the models used by physicists.
However, additional criticism of this use of game theory has been
levied because some experiments have demonstrated that individuals do
not play equilibrium strategies. For instance, in the centipede game, guess 2/3 of the average game, and the dictator game, people regularly do not play Nash equilibria. There is an ongoing debate regarding the importance of these experiments.[1]
Alternatively, some authors claim that Nash equilibria do not
provide predictions for human populations, but rather provide an
explanation for why populations that play Nash equilibria remain in
that state. However, the question of how populations reach those points
remains open.
Some game theorists have turned to evolutionary game theory in order to resolve these worries. These models presume either no rationality or bounded rationality on the part of players. Despite the name, evolutionary game theory does not necessarily presume natural selection
in the biological sense. Evolutionary game theory includes both
biological as well as cultural evolution and also models of individual
learning (for example, fictitious play dynamics).
Prescriptive or normative analysis
|
Cooperate |
Defect |
| Cooperate |
-1, -1 |
-10, 0 |
| Defect |
0, -10 |
-5, -5 |
| The Prisoner's Dilemma |
On the other hand, some scholars see game theory not as a predictive
tool for the behavior of human beings, but as a suggestion for how
people ought to behave. Since a Nash equilibrium of a game constitutes one's best response
to the actions of the other players, playing a strategy that is part of
a Nash equilibrium seems appropriate. However, this use for game theory
has also come under criticism. First, in some cases it is appropriate
to play a non-equilibrium strategy if one expects others to play
non-equilibrium strategies as well. For an example, see Guess 2/3 of the average.
Second, the Prisoner's dilemma
presents another potential counterexample. In the Prisoner's Dilemma,
each player pursuing his own self-interest leads both players to be
worse off than had they not pursued their own self-interests.
Biology
|
Hawk |
Dove |
| Hawk |
v−c, v−c |
2v, 0 |
| Dove |
0, 2v |
v, v |
| The hawk-dove game |
Unlike economics, the payoffs for games in biology are often interpreted as corresponding to fitness. In addition, the focus has been less on equilibria that correspond to a notion of rationality, but rather on ones that would be maintained by evolutionary forces. The best known equilibrium in biology is known as the Evolutionarily stable strategy or (ESS), and was first introduced by John Maynard Smith (described in his 1982 book). Although its initial motivation did not involve any of the mental requirements of the Nash equilibrium, every ESS is a Nash equilibrium.
In biology, game theory has been used to understand many different
phenomena. It was first used to explain the evolution (and stability)
of the approximate 1:1 sex ratios. Ronald Fisher
(1930) suggested that the 1:1 sex ratios are a result of evolutionary
forces acting on individuals who could be seen as trying to maximize
their number of grandchildren.
Additionally, biologists have used evolutionary game theory and the ESS to explain the emergence of animal communication (Maynard Smith & Harper, 2003). The analysis of signaling games and other communication games has provided some insight into the evolution of communication among animals. For example, the Mobbing behavior
of many species, in which a large number of prey animals attack a
larger predator, seems to be an example of spontaneous emergent
organization.
Biologists have used the hawk-dove game (also known as chicken) to analyze fighting behavior and territoriality.
Maynard Smith, in the preface to Evolution of the Theory of Games
writes, “"[p]aradoxically, it has turned out that game theory is more
readily applied to biology than to the field of economic behaviour for
which it was originally designed." Evolutionary game theory has been
used to explain many seemingly incongruous phenomena in nature. [2]One
such phenomena is known as biological altruism. This is a situation
where an organism appears to act in a way that benefits other organisms
and is detrimental to itself. This is distinct from traditional notions
of altruism because such actions are not conscious, but appear to be
evolutionary adaptations to increase overall fitness. Examples can be
found in species ranging from vampire bats that regurgitate blood they
have obtained from a night’s hunting and give it to group members who
have failed to feed, to worker bees that care for the queen bee for
their entire lives and never mate, to Vervet monkeys that warn group
members of a predator’s approach, even when it endangers that
individual’s chance of survival. [3]
All of these actions increase the overall fitness of a group, but occur
at a cost to the individual. Evolutionary game theory explains this
altruism with the idea of kin selection. Altruists discriminate between
the individuals they help and favor relatives. Hamilton’s rule explains
the evolutionary reasoning behind this selection with the equation
c<b*r where the cost ( c ) to the altruist must be less than the
benefit ( b ) to the recipient multiplied by the coefficient of
relatedness ( r ). The more closely related two organisms are causes
the incidence of altruism to increase because they share many of the
same alleles. This means that the altruistic individual, by ensuring
that the alleles of its close relative are passed on, (through survival
of its offspring) can forgo the option of having offspring itself
because the same number of alleles are passed on. Helping a sibling for
example, has a coefficient of ½, because an individual shares ½ of the
alleles in its sibling’s offspring. Ensuring that enough of a sibling’s
offspring survive to adulthood precludes the necessity of the
altruistic individual producing offspring. [4]
Recent applications of biological game theory to humans has garnered
some criticism because evolutionary analysis cannot provide a
value-neutral evaluation of a given cultural situation. The valuations
of whether an action is good or bad constitute an normative judgment of
whether an action is altruistic. Altruism also has a different socially
constructed meaning in the context of human society because all
altruistic actions within culture are not instinctually driven and do
not always result in increased fitness for a group. [5]
Computer science and logic
Game theory has come to play an increasingly important role in logic and in computer science. Several logical theories have a basis in game semantics. In addition, computer scientists have used games to model interactive computations. Also, game theory provides a theoretical basis to the field of multi-agent systems.
Separately, game theory has played a role in online algorithms. In particular, the k-server problem, which has in the past been referred to as games with moving costs and request-answer games (Ben David; Borodin & Karp et al. 1994). Yao's principle is a game-theoretic technique for proving lower bounds on the computational complexity of randomized algorithms, and especially of online algorithms.
Philosophy
|
Stag |
Hare |
| Stag |
3, 3 |
0, 2 |
| Hare |
2, 0 |
2, 2 |
| Stag hunt |
Game theory has been put to several uses in philosophy. Responding to two papers by W.V.O. Quine (1960, 1967), Lewis (1969) used game theory to develop a philosophical account of convention. In so doing, he provided the first analysis of common knowledge and employed it in analyzing play in coordination games. In addition, he first suggested that one can understand meaning in terms of signaling games. This later suggestion has been pursued by several philosophers since Lewis (Skyrms (1996), Grim; Kokalis & Alai-Tafti et al. (2004)).
In ethics, some authors have attempted to pursue the project, begun by Thomas Hobbes, of deriving morality from self-interest. Since games like the Prisoner's dilemma
present an apparent conflict between morality and self-interest,
explaining why cooperation is required by self-interest is an important
component of this project. This general strategy is a component of the
general social contract view in political philosophy (for examples, see Gauthier (1986) and Kavka (1986).[6]
Other authors have attempted to use evolutionary game theory
in order to explain the emergence of human attitudes about morality and
corresponding animal behaviors. These authors look at several games
including the Prisoner's dilemma, Stag hunt, and the Nash bargaining game as providing an explanation for the emergence of attitudes about morality (see, e.g., Skyrms (1996, 2004) and Sober & Wilson (1999)).
Some assumptions used in some parts of game theory have been challenged in philosophy; psychological egoism states that rationality reduces to self-interest—a claim debated among philosophers. (see Psychological egoism#Criticism)
Types of games
Cooperative or noncooperative
-
A game is cooperative if the players are able to form binding
commitments. For instance the legal system requires them to adhere to
their promises. In noncooperative games this is not possible.
Often it is assumed that communication among players is allowed in cooperative games, but not in noncooperative ones. This classification on two binary criteria has been rejected (Harsanyi 1974).
Of the two types of games, noncooperative games are able to model
situations to the finest details, producing accurate results.
Cooperative games focus on the game at large. Considerable efforts have
been made to link the two approaches. The so-called Nash-programme has
already established many of the cooperative solutions as noncooperative
equilibria.
Hybrid games contain cooperative and non-cooperative elements. For instance, coalitions of players are formed in a cooperative game, but these play in a non-cooperative fashion.
Symmetric and asymmetric
|
E |
F |
| E |
1, 2 |
0, 0 |
| F |
0, 0 |
1, 2 |
| An asymmetric game |
-
Main article: Symmetric game
A symmetric game is a game where the payoffs for playing a
particular strategy depend only on the other strategies employed, not
on who is playing them. If the identities of the players can be changed
without changing the payoff to the strategies, then a game is
symmetric. Many of the commonly studied 2×2 games are symmetric. The
standard representations of chicken, the prisoner's dilemma, and the stag hunt
are all symmetric games. Some scholars would consider certain
asymmetric games as examples of these games as well. However, the most
common payoffs for each of these games are symmetric.
Most commonly studied asymmetric games are games where there are not
identical strategy sets for both players. For instance, the ultimatum game and similarly the dictator game
have different strategies for each player. It is possible, however, for
a game to have identical strategies for both players, yet be
asymmetric. For example, the game pictured to the right is asymmetric
despite having identical strategy sets for both players.
Zero sum and non-zero sum
|
A |
B |
| A |
–1, 1 |
3, –3 |
| B |
0, 0 |
–2, 2 |
| A zero-sum game |
-
Zero sum games are a special case of constant sum games, in which
choices by players can neither increase nor decrease the available
resources. In zero-sum
games the total benefit to all players in the game, for every
combination of strategies, always adds to zero (more informally, a
player benefits only at the equal expense of others). Poker
exemplifies a zero-sum game (ignoring the possibility of the house's
cut), because one wins exactly the amount one's opponents lose. Other
zero sum games include matching pennies and most classical board games including Go and chess.
Many games studied by game theorists (including the famous prisoner's dilemma) are non-zero-sum games, because some outcomes
have net results greater or less than zero. Informally, in non-zero-sum
games, a gain by one player does not necessarily correspond with a loss
by another.
Constant sum games correspond to activities like theft and gambling,
but not to the fundamental economic situation in which there are
potential gains from trade. It is possible to transform any game into a
(possibly asymmetric) zero-sum game by adding an additional dummy
player (often called "the board"), whose losses compensate the players'
net winnings.
Simultaneous and sequential
-
Simultaneous games are games where both players move simultaneously,
or if they do not move simultaneously, the later players are unaware of
the earlier players' actions (making them effectively
simultaneous). Sequential games (or dynamic games) are games where
later players have some knowledge about earlier actions. This need not
be perfect information
about every action of earlier players; it might be very little
knowledge. For instance, a player may know that an earlier player did
not perform one particular action, while he does not know which of the
other available actions the first player actually performed.
The difference between simultaneous and sequential games is captured in the different representations discussed above. Often, normal form is used to represent simultaneous games, and extensive form is used to represent sequential ones; although this isn't a strict rule in a technical sense.
Perfect information and imperfect information
A game of imperfect information (the dotted line represents ignorance on the part of player 2)
-
An important subset of sequential games consists of games of perfect
information. A game is one of perfect information if all players know
the moves previously made by all other players. Thus, only sequential
games can be games of perfect information, since in simultaneous games
not every player knows the actions of the others. Most games studied in
game theory are imperfect information games, although there are some
interesting examples of perfect information games, including the ultimatum game and centipede game. Perfect information games include also chess, go, mancala, and arimaa.
Perfect information is often confused with complete information,
which is a similar concept. Complete information requires that every
player know the strategies and payoffs of the other players but not
necessarily the actions.
Infinitely long games
-
Main article: Determinacy
Games, as studied by economists and real-world game players, are
generally finished in a finite number of moves. Pure mathematicians are
not so constrained, and set theorists in particular study games that last for infinitely many moves, with the winner (or other payoff) not known until after all those moves are completed.
The focus of attention is usually not so much on what is the best
way to play such a game, but simply on whether one or the other player
has a winning strategy. (It can be proven, using the axiom of choice, that there are games—even with perfect information, and where the only outcomes are "win" or "lose"—for which neither player has a winning strategy.) The existence of such strategies, for cleverly designed games, has important consequences in descriptive set theory.
Discrete and continuous games
Most of the objects treated in most branches of game theory are
discrete, with a finite number of players, moves, events, outcomes,
etc. However, the concepts can be extended into the realm of real
numbers. This branch has sometimes been called differential games,
because they map to a real line, usually time, although the behaviors
may be mathematically discontinuous. A typical example of a
differential game is the continuous pursuit and evasion game. Much of this is discussed under such subjects as optimization theory and extends into many fields of engineering and physics.
Metagames
These are games the play of which is the development of the rules for another game, the target or subject game. Metagames seek to maximize the utility value of the rule set developed. The theory of metagames is related to mechanism design theory.
History
The first known discussion of game theory occurred in a letter written by James Waldegrave in 1713. In this letter, Waldegrave provides a minimax mixed strategy solution to a two-person version of the card game le Her. It was not until the publication of Antoine Augustin Cournot's Researches into the Mathematical Principles of the Theory of Wealth in 1838 that a general game theoretic analysis was pursued. In this work Cournot considers a duopoly and presents a solution that is a restricted version of the Nash equilibrium.
Although Cournot's analysis is more general than Waldegrave's, game theory did not really exist as a unique field until John von Neumann published a series of papers in 1928. While the French mathematician Émile Borel
did some earlier work on games, Von Neumann can rightfully be credited
as the inventor of game theory. Von Neumann was a brilliant
mathematician whose work was far-reaching from set theory to his
calculations that were key to development of both the Atom and Hydrogen
bombs and finally to his work developing computers. Von Neumann's work
in game theory culminated in the 1944 book Theory of Games and Economic Behavior by von Neumann and Oskar Morgenstern.
This profound work contains the method for finding mutually consistent
solutions for two-person zero-sum games. During this time period, work
on game theory was primarily focused on cooperative game
theory, which analyzes optimal strategies for groups of individuals,
presuming that they can enforce agreements between them about proper
strategies.
In 1950, the first discussion of the prisoner's dilemma appeared, and an experiment was undertaken on this game at the RAND corporation. Around this same time, John Nash developed a criterion for mutual consistency of players' strategies, known as Nash equilibrium,
applicable to a wider variety of games than the criterion proposed by
von Neumann and Morgenstern. This equilibrium is sufficiently general,
allowing for the analysis of non-cooperative games in addition to cooperative ones.
Game theory experienced a flurry of activity in the 1950s, during which time the concepts of the core, the extensive form game, fictitious play, repeated games, and the Shapley value were developed. In addition, the first applications of Game theory to philosophy and political science occurred during this time.
In 1965, Reinhard Selten introduced his solution concept of subgame perfect equilibria, which further refined the Nash equilibrium (later he would introduce trembling hand perfection as well). In 1967, John Harsanyi developed the concepts of complete information and Bayesian games. Nash, Selten and Harsanyi became Economics Nobel Laureates in 1994 for their contributions to economic game theory.
In the 1970s, game theory was extensively applied in biology, largely as a result of the work of John Maynard Smith and his evolutionarily stable strategy. In addition, the concepts of correlated equilibrium, trembling hand perfection, and common knowledge[7] were introduced and analysed.
In 2005, game theorists Thomas Schelling and Robert Aumann followed Nash, Selten and Harsanyi as Nobel Laureates. Schelling worked on dynamic models, early examples of evolutionary game theory. Aumann contributed more to the equilibrium school,
introducing an equilibrium coarsening, correlated equilibrium, and
developing an extensive formal analysis of the assumption of common knowledge and of its consequences.
In 2007, Roger Myerson, together with Leonid Hurwicz and Eric Maskin, was awarded of the Nobel Prize in Economics "for having laid the foundations of mechanism design theory." Among his contributions, is also the notion of proper equilibrium, and an important graduate text: Game Theory, Analysis of Conflict, published in 1991.
See also
Footnotes
References
Textbooks and general references
-
- Miller, James H. (2003), Game theory at work: how to use game theory to outthink and outmaneuver your competition, New York: McGraw-Hill, ISBN 978-0-07-140020-6. Suitable for a general audience.
- Poundstone, William (1992), Prisoner's Dilemma: John von Neumann, Game Theory and the Puzzle of the Bomb, Anchor, ISBN 978-0-385-41580-4. A general history of game theory and game theoreticians.
Historically important texts
- Cournot, A. Augustin (1838), "Recherches sur les principles mathematiques de la théorie des richesses", Libraire des sciences politiques et sociales (Paris: M. Rivière & C.ie)
-
- Shapley, L.S. (1953), A Value for n-person Games, In: Contributions to the Theory of Games volume II, H.W. Kuhn and A.W. Tucker (eds.)
- Shapley, L.S. (1953), Stochastic Games, Proceedings of National Academy of Science Vol. 39, pp. 1095-1100.
- Zermelo, Ernst (1913), "Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels", Proceedings of the Fifth International Congress of Mathematicians 2: 501–4
Other print references
- Ben David, S.; Borodin, Allan & Karp, Richard et al. (1994), "On the Power of Randomization in On-line Algorithms", Algorithmica 11 (1): 2–14, <http://www.math.ias.edu/~avi/PUBLICATIONS/MYPAPERS/BORODIN/paper.pdf>
- Camerer, Colin (2003), Behavioral game theory: experiments in strategic interaction, Russesll Sage Foundation, ISBN 978-0-691-09039-9
- Downs, Anthony (1957), An Economic theory of Democracy, New York: Harper
- Gauthier, David (1986), Morals by agreement, Oxford University Press, ISBN 978-0-19-824992-4
- Grim, Patrick; Kokalis, Trina & Alai-Tafti, Ali et al. (2004), "Making meaning happen", Journal of Experimental & Theoretical Artificial Intelligence 16 (4): 209–243
- Harsanyi, John C. (1974), "An equilibrium point interpretation of stable sets", Management Science 20: 1472–1495
- Kavka, Gregory S. (1986), Hobbesian moral and political theory, Princeton University Press, ISBN 978-0-691-02765-4
- Lewis, David (1969), Convention: A Philosophical Study, ISBN 978-0-631-23257-5 (2002 edition)
- Harper, David & Maynard Smith, John (2003), Animal signals, Oxford University Press, ISBN 978-0-19-852685-8
- Levy, Gilat & Razin, Ronny (2003), "It Takes Two: An Explanation of the Democratic Peace", Working Paper, <http://papers.ssrn.com/sol3/papers.cfm?abstract_id=433844>
- Quine, W.v.O (1967), "Truth by Convention", Philosophica Essays for A.N. Whitehead, Russel and Russel Publishers, ISBN 978-0-8462-0970-6
- Quine, W.v.O (1960), "Carnap and Logical Truth", Synthese 12 (4): 350–374
- Skyrms, Brian (1996), Evolution of the social contract, Cambridge University Press, ISBN 978-0-521-55583-8
- Skyrms, Brian (2004), The stag hunt and the evolution of social structure, Cambridge University Press, ISBN 978-0-521-53392-8
- Sober, Elliott & Wilson, David Alec (1999), Unto others: the evolution and psychology of unselfish behavior, Harvard University Press, ISBN 978-0-674-93047-6
- Thrall, Robert M. & Lucas, William F. (1963), "n-person games in partition function form", Naval Research Logistics Quarterly 10 (4): 281–298
Websites
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