CO 456 Syllabus, Fall 2008
The course homepage is located at the address below. Contact information, office hours, and the required text are listed there.
http://www.math.uwaterloo.ca/~dagpritc/co456/
Collaboration Policy
Each homework problem will be marked with one of the following.
- Independent Problem.
- Do not discuss this problem with anyone except for course staff.
- Collaborative Problem.
- You can work on this problem with up to 2 of the other students in this class, but
- you must write up your solutions independently - no copying!
- you must list all of your collaborators.
- Note, you can work on these problems alone if you like.
- Fun Problem.
- This problem is not for credit; don't hand in a solution.
If you want to post or discuss any course material online, you need to get permission of the course staff first. (Notwithstanding, discussing collaborative work via IM or e-mail is allowed.)
Failure to adhere to the collaboration policy has the following minimum penalty: a grade of 0% for that assignment/project, a 5% deduction from your final grade, and a report to the Dean.
- If you give your solutions to a friend, who then copies them and hands in the copy, it will count as if you had violated the collaboration policy (and them, also).
- When in doubt, ask me ahead of time!
Philosophy: The individual questions will allow me to check that you are keeping up with the core aspects of the course material. The collaborative problems will be more interesting and difficult. The fun problems will cover ideas that are uniquely challenging but less central. You will never be responsible for material from the "fun problems" on exams, so you can skip them completely.
Evaluation
There will be roughly one item (homework, project, or midterm) due every week of the term.
- homework (20%)
- about 6 homework assignments
- hand in at the beginning of class
- late submissions lose 10% or more of their value
- once solutions are posted online, no further late submissions can be accepted
- projects (20%)
- 3 or 4 small projects
- can work alone or in a pair
- will include a Java programming component
- final project: you get to choose the topic, subject to some constraints. a small presentation will be involved. (more details TBA)
- 2 hour midterm exam (25%)
- 2.5 hour final exam (35%)
Content
After the introduction, the course breaks into 4 units of approximately equal size:
Strategic Games
- Payoffs, actions, outcomes, rational players.
- Dominated actions, best responses, iterated elimination.
- Pure Nash equilibria.
- Examples: the prisoner's dilemma, auctions, oligopoly [1800s].
- Modeling lots of homogeneous players with population games.
Strategic Games, Part 2: Mixed Strategies and Mixed Equilibria
- Mixed strategies, expected value preferences, mixed domination.
- Nash equilibria, Nash's theorem [1950]. Interpretation.
- Finding Nash equilibria:
- in 2x2 games.
- using linear programming for 2-player zero-sum games. [1926]
- using the Lemke-Howson algorithm for general 2-player games. [1964]
- (Fixed point theorems and proof of Nash's theorem in general.)
Extensive Games
- Modeling a game with actions and responses.
- A refinement of Nash equlibria: Subgame perfect equlibria. [1975]
- Backwards induction.
- Plausibility of "perfectly rational" players: the centipede game and chain-store game.
- Adding simultaneous moves and chance moves.
- (What's beyond: games of incomplete information.)
Impartial Combinatorial Games
- How to "add" two combinatorial games.
- Tweedledum-Tweedledee strategies.
- The directed graph of a combinatorial game, finding its winning positions.
- Nim [1902]. Grundy values. The Sprague-Grundy formula [1930s]. Winning all impartial combinatorial games.
Learning Objectives
A student who successfully completes this course should be able to do the following.
- Use the basic terminology and common notation of game theory.
- Given a multi-party decision-making situation, determine if any of the strategic, extensive, or combinatorial game models applies to it.
- Find dominated actions and pure equilibria in games.
- Understand and utilize some "tricks of the trade": linear programming, backwards induction.
- Explain and prove fundamental results in game theory.
- Given an outcome of a game, argue whether or not it is plausible.
- Use computers where pen and paper are too slow, e.g., to solve a linear program, to compute an optimal strategy, or to simulate a game.
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