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Game Theory — Glossary
The single source of truth for terms across all 11 lessons. Every lesson uses these definitions exactly.
Foundations Lessons 01–02
- Game
- A situation where your best choice depends on what other decision-makers choose — and they're reasoning about you too. The defining feature is interdependence, not competition.
Choosing a restaurant alone = a decision. Pricing against a competitor who reacts = a game.
- Player
- A decision-maker in the game — a person, clinic, company, country, or AI agent.
- Strategy
- A complete plan of action: one of the options available to a player.
- Payoff
- A number for how much a player values an outcome — higher is better. Bundles everything they care about (money, time, reputation, risk), not just cash.
- Utility
- The formal name for that "all-things-considered value" a payoff represents.
Winning a price war this month but training a rival to retaliate forever is low utility, even if the cash looks good.
- Ordinal payoffs
- Payoffs that capture only the order of outcomes (best, 2nd, 3rd…), not magnitudes. Enough to find dominant and dominated strategies — so an honest ranking often solves a game with no real numbers.
- Cardinal payoffs
- Payoffs whose sizes and differences carry meaning. Needed when weighing uncertain outcomes or mixing strategies. Quick method: anchor
worst = 0, best = 100.
- Robustness / sensitivity test
- Before pinning a payoff down, ask whether your conclusion changes if it were a bit different. If no, leave it rough; if yes, that payoff is near a decision-flipping threshold — measure it carefully.
- Payoff matrix
- A grid laying out a two-player game: your strategies as rows, theirs as columns, each cell holding
(your payoff, their payoff).
- Strategic interdependence
- The condition that makes something a game: your outcome depends on others' choices, so you can't pick well without modelling them.
- Rationality
- A player pursues their own payoff consistently. Not selfish — payoffs can include caring about others. Usually assumed to be common knowledge.
Solving games: dominance & equilibrium Lessons 01, 03, 04
- Dominant strategy
- A strategy that gives a strictly higher payoff than all your others, no matter what the others do. If you have one, play it — no prediction needed.
- Strictly dominated strategy
- Always worse than some other strategy of yours, whatever the opponent does. The first law: never play one — and assume a rational opponent won't either.
- Weakly dominated strategy
- Never better, sometimes worse (ties in some cases). Riskier to eliminate — the order you remove them can change the answer.
- Iterated elimination of dominated strategies (IEDS)
- Repeatedly delete either player's strictly dominated strategies, re-examine the smaller game, and repeat until nothing more can go. What survives is your prediction — even when you have no dominant strategy yourself.
- Common knowledge of rationality
- Everyone is rational, everyone knows that, everyone knows everyone knows it, and so on. The assumption that makes iterated elimination valid.
- Level-k / depth of reasoning
- How many steps ahead a player reasons about others' reasoning. Most real people stop at level 1–2; being one level deeper than your opponent is itself an edge (the "2/3 of the average" game).
- Best response
- Your payoff-maximising strategy given a specific choice by the others. Dominance is the special case of being a best response to everything.
- Nash equilibrium
- A strategy profile where every player is best-responding to the others, so no one can do better by changing alone. The central solution concept; it need not be the best outcome for the players.
- Mutual best response
- The defining test of a Nash equilibrium: each player's choice is a best reply to the others'.
- Pure strategy
- A single, fixed (non-random) choice.
- Mixed strategy
- Randomising over your options with chosen probabilities. Needed in games with no pure equilibrium (e.g. matching pennies).
- Prisoner's dilemma
- Each player has a dominant strategy to defect, so both defect — yet both would be better off cooperating. Individually rational → collectively bad.
Price wars, ad-spend arms races, over-prescribing races.
Coordination Lesson 05
- Coordination game / stag hunt
- A game where matching beats not matching; typically has multiple Nash equilibria, one better for all (payoff-dominant) and one safer (risk-dominant).
- Multiple equilibria
- More than one Nash equilibrium exists; rationality alone doesn't say which one players land on.
- Focal point (Schelling point)
- An equilibrium selected by sheer salience — the option each player expects the other to expect — even with no communication.
- Battle of the sexes
- A coordination game where both want to match but each prefers a different equilibrium — coordination plus a distributional tug-of-war.
- Cheap talk
- Costless, non-binding communication before a game. Coordinates when interests align; just noise when they conflict.
- Convention
- An equilibrium held in place by history and shared expectation (a standard, a default). Displacing it needs a coordination mechanism, not merely a better option.
Sequential play & commitment Lessons 06–07
- Sequential game
- Players move in a defined order; later movers see earlier moves before choosing.
- Game tree (extensive form)
- A diagram of decision nodes and branches showing the order of play and the payoffs at each ending.
- Backward induction
- Solve a sequential game from the end: at each final decision pick the chooser's best move, then fold that choice back toward the start.
- Subgame perfect equilibrium
- The path that survives backward induction — every player acts optimally at every point they could reach (no reliance on empty threats).
- Credible threat (or promise)
- One the actor would actually carry out, because doing so is in their interest when the moment arrives.
- Non-credible threat
- One the actor has no incentive to execute when the time comes. Backward induction prunes it automatically.
- First-mover advantage
- The benefit of committing early when your move reshapes the follower's best response in your favour.
- Commitment
- An observable, hard-to-reverse action that changes your own future best move — and therefore what the other side rationally expects. Giving up options can make you stronger.
- Commitment device
- The concrete mechanism that locks you in: burning a bridge, a binding contract, a public pledge, a delegated rule, a sunk investment, or reputation.
- Credibility
- The property that makes a threat or promise believable: it's observable and costly/hard to reverse, so the other side knows you'll follow through.
- Brinkmanship
- Deterring by a dangerous, credible threat. Powerful but inflexible — it can trap both sides if both over-commit.
Repetition Lesson 08
- Repeated game
- The same players play a stage game across many rounds, observing history as they go.
- Shadow of the future / discount factor
- How much future payoffs weigh against today's. When the future matters enough, cooperation that a one-shot game destroys becomes sustainable.
- Tit-for-tat
- Cooperate first, then copy the other player's last move. Nice, retaliatory, forgiving, clear — and a tournament winner (Axelrod).
- Grim trigger
- Cooperate until the first defection, then defect forever. Harsher and less forgiving than tit-for-tat.
- Folk theorem
- In indefinitely repeated games, patient-enough players can sustain a wide range of cooperative outcomes as equilibria.
- Backward-induction unraveling (finite horizon)
- A known final round makes defection dominant there, and that logic cascades backward through every earlier round — cooperation can collapse. Keep horizons open.
- Reputation
- A track record across repeated dealings that functions as a commitment device — others expect you to behave as you have.
Information Lesson 09
- Asymmetric information
- One side knows something relevant the other doesn't (quality, type, intent). Breaks naive trust.
- Signaling
- The informed party takes a costly, hard-to-fake action that credibly reveals its type (certification, a long guarantee, published outcomes).
- Screening
- The uninformed party designs a menu of choices so the other side self-selects and reveals its type (tiered pricing, deductibles).
- Single-crossing condition (costly signal)
- A signal separates types only if it costs more for the low/bad type than the high/good type — otherwise everyone fakes it.
- Separating vs pooling
- Separating: different types take different actions and are identified. Pooling: all types look the same and stay indistinguishable.
- Adverse selection
- When hidden quality drives good types out and leaves mostly bad ones (the "lemons" problem).
- Self-selection
- The mechanism a screen relies on: each type voluntarily picks the option that fits it, revealing private information.
Bargaining Lesson 10
- Bargaining
- Dividing a surplus that exists only if the parties agree.
- BATNA
- Best Alternative To a Negotiated Agreement — what you get if talks fail. Your true source of leverage.
- Reservation value
- Your walk-away point: the worst deal you'd still accept rather than take your BATNA.
- ZOPA (zone of possible agreement)
- The range of deals that beat both sides' reservation values. A deal exists only if it's non-empty.
- Surplus
- The size of the ZOPA — the value the negotiation is fighting to divide.
- Anchoring
- A credible, well-justified first offer that pulls the final settlement toward it.
- Cost of delay / patience
- What each side loses per round without a deal. The more patient side captures more of the surplus.
Designing games: mechanism design Lesson 11
- Mechanism design
- "Game theory in reverse": choosing the rules so rational, self-interested players produce the outcome the designer wants.
- Incentive compatibility
- A mechanism where the desired/honest behaviour is each player's own best move — so you needn't police them.
- Second-price (Vickrey) auction
- Sealed bids; the highest bidder wins but pays the second-highest bid. Bidding your true value is a dominant strategy.
- Dominant-strategy truthfulness
- Telling the truth is best regardless of what others do — the strongest, most robust form of incentive compatibility.
- Stable matching (Gale-Shapley)
- A matching with no pair who'd both rather abandon their assignment for each other. Basis of residency matches and kidney-exchange chains (Roth).
- Revelation principle
- Anything achievable by any mechanism is achievable by a direct, incentive-compatible one — so you only need to search for truth-telling rules.