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Chicken (game)
The game of chicken, also known as the hawk-dove game or snowdrift game, is a model of conflict for two players in game theory. The principle of the game is that while the ideal outcome is for one player to yield (to avoid the worst outcome if neither yields), individuals try to avoid it out of pride, not wanting to look like "chickens". Each player taunts the other to increase the risk of shame in yielding. However, when one player yields, the conflict is avoided, and the game essentially ends. The name "chicken" has its origins in a game in which two drivers drive toward each other on a collision course: one must swerve, or both may die in the crash, but if one driver swerves and the other does not, the one who swerved will be called a "chicken", meaning a coward; this terminology is most prevalent in political science and economics. The name "hawk–dove" refers to a situation in which there is a competition for a shared resource and the contestants can choose either conciliat ...
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Conflict (process)
A conflict is a scenario, situation in which Acceptance, unacceptable differences in interests, expectation (epistemic), expectations, values, and opinions occur in or between individuals or Social group, groups. Definitions Depending on the source, there are different definitions for conflicts: * Disagreements, discrepancies, and frictions that occur when the actions or beliefs of one or more members of the group are unacceptable to one or more other group members and are rejected by them. * An interaction between actors (individuals, groups, organizations, etc.), where at least one actor experiences incompatibilities in thinking/imagination/perception and/or feeling and/or wanting with the other actor (the other actors) in such a way that in realizing an impairment by another actor (the other actors) occurs. * Contradictory interests that are represented by different people or groups of people and who are dependent on each other in achieving their interests (or at least believe ...
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Payoff Matrix
In game theory, normal form is a description of a ''game''. Unlike extensive-form game, extensive form, normal-form representations are not Graph (discrete mathematics), graphical ''per se'', but rather represent the game by way of a matrix (mathematics), matrix. While this approach can be of greater use in identifying strictly dominated strategies and Nash equilibrium, Nash equilibria, some information is lost as compared to extensive-form representations. The normal-form representation of a game includes all perceptible and conceivable Strategy (game theory), strategies, and their corresponding payoffs, for each player. In static games of complete information, complete, perfect information, a normal-form representation of a game is a specification of players' strategy spaces and payoff functions. A strategy space for a player is the set of all strategies available to that player, whereas a strategy is a complete plan of action for every stage of the game, regardless of whether th ...
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War Of Attrition (game)
In game theory, the war of attrition is a dynamic timing game in which players choose a time to stop, and fundamentally trade off the strategic gains from outlasting other players and the real costs expended with the passage of time. Its precise opposite is the ''pre-emption game'', in which players elect a time to stop, and fundamentally trade off the strategic costs from outlasting other players and the real gains occasioned by the passage of time. The model was originally formulated by John Maynard Smith; a mixed evolutionarily stable strategy (ESS) was determined by Bishop & Cannings. An example is a second price ''all-pay'' auction, in which the prize goes to the player with the highest bid and each player pays the loser's low bid (making it an all-pay sealed-bid second-price auction). Examining the game To see how a war of attrition works, consider the all pay auction: Assume that each player makes a bid on an item, and the one who bids the highest wins a resource of value ...
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Hawk-Dove Transforming Into Prisoner's Dilemma
The game of chicken, also known as the hawk-dove game or snowdrift game, is a model of conflict for two players in game theory. The principle of the game is that while the ideal outcome is for one player to yield (to avoid the worst outcome if neither yields), individuals try to avoid it out of pride, not wanting to look like "chickens". Each player taunts the other to increase the risk of shame in yielding. However, when one player yields, the conflict is avoided, and the game essentially ends. The name "chicken" has its origins in a game in which two drivers drive toward each other on a collision course: one must swerve, or both may die in the crash, but if one driver swerves and the other does not, the one who swerved will be called a "chicken", meaning a coward; this terminology is most prevalent in political science and economics. The name "hawk–dove" refers to a situation in which there is a competition for a shared resource and the contestants can choose either conciliat ...
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Prisoner's Dilemma
The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while defecting is rational for each agent, cooperation yields a higher payoff for each. The puzzle was designed by Merrill Flood and Melvin Dresher in 1950 during their work at the RAND Corporation. They invited economist Armen Alchian and mathematician John Williams to play a hundred rounds of the game, observing that Alchian and Williams often chose to cooperate. When asked about the results, John_Forbes_Nash_Jr., John Nash remarked that rational behavior in the Prisoner's dilemma#The_iterated_prisoner's_dilemma, iterated version of the game can differ from that in a single-round version. This insight anticipated a Folk_theorem_(game_theory), key result in game theory: cooperation can emerge in repeated interactions, even in situations where it i ...
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George R
George may refer to: Names * George (given name) * George (surname) People * George (singer), American-Canadian singer George Nozuka, known by the mononym George * George Papagheorghe, also known as Jorge / GEØRGE * George, stage name of Giorgio Moroder * George, son of Andrew I of Hungary Places South Africa * George, South Africa, a city ** George Airport United States * George, Iowa, a city * George, Missouri, a ghost town * George, Washington, a city * George County, Mississippi * George Air Force Base, a former U.S. Air Force base located in California Computing * George (algebraic compiler) also known as 'Laning and Zierler system', an algebraic compiler by Laning and Zierler in 1952 * GEORGE (computer), early computer built by Argonne National Laboratory in 1957 * GEORGE (operating system), a range of operating systems (George 1–4) for the ICT 1900 range of computers in the 1960s * GEORGE (programming language), an autocode system invented by Charles L ...
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John Maynard Smith
John Maynard Smith (6 January 1920 – 19 April 2004) was a British mathematical and theoretical biology, theoretical and mathematical evolutionary biologist and geneticist. Originally an aeronautical engineer during the Second World War, he took a second degree in genetics under the biologist J. B. S. Haldane. Maynard Smith was instrumental in the application of game theory to evolution with George R. Price, and theorised on other problems such as the evolution of sex and signalling theory. Biography Early years John Maynard Smith was born in London, the son of the surgeon Sidney Maynard Smith, but following his father's death in 1928, the family moved to Exmoor, where he became interested in natural history. Quite unhappy with the lack of formal science education at Eton College, Maynard Smith took it upon himself to develop an interest in Darwinism, Darwinian evolutionary theory and mathematics, after having read the work of old Etonian J. B. S. Haldane, whose books were ...
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Pure Strategy
In game theory, a move, action, or play is any one of the options which a player can choose in a setting where the optimal outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship. The term strategy is typically used to mean a complete algorithm for playing a game, telling a player what to do for every possible situation. A player's strategy determines the action the player will take at any stage of the game. However, the idea of a strategy is often confused or conflated with that of a move or action, because of the correspondence between moves and pure strategies in most games: for any move ''X'', "always play move ''X''" is an example of a valid strategy, and as a result every move can also be considered to be a strategy. Other authors treat strate ...
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Nash Equilibrium
In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed). The idea of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to his model of competition in an oligopoly. If each player has chosen a strategy an action plan based on what has happened so far in the game and no one can increase one's own expected payoff by changing one's strategy while the other players keep theirs unchanged, then the current set of strategy choices constitutes a Nash equilibrium. If two players Alice and Bob choose strategies A and B, (A, B) is a Nash equilibrium if Alice has no other strategy available that does better than A at maximizing her payoff in response to Bob choosing B, and Bob has no other strategy available that does better than B at maximizing his payoff in response to Alice c ...
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Non-excludable Good
In economics, excludability is the degree to which a good, service or resource can be limited to only paying customers, or conversely, the degree to which a supplier, producer or other managing body (e.g. a government) can prevent consumption of a good. In economics, a good, service or resource is broadly assigned two fundamental characteristics; a degree of excludability and a degree of rivalry. Excludability was originally proposed in 1954 by American economist Paul Samuelson where he formalised the concept now known as public goods, i.e. goods that are both non-rivalrous and non-excludable. Samuelson additionally highlighted the market failure of the free-rider problem that can occur with non-excludable goods. Samuelson's theory of good classification was then further expanded upon by Richard Musgrave in 1959, Garrett Hardin in 1968 who expanded upon another key market inefficiency of non-excludeable goods; the tragedy of the commons. Excludability is not an inherent chara ...
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Externality
In economics, an externality is an Indirect costs, indirect cost (external cost) or indirect benefit (external benefit) to an uninvolved third party that arises as an effect of another party's (or parties') activity. Externalities can be considered as unpriced components that are involved in either consumer or producer consumption. Air pollution from motor vehicles is one example. The Air pollution#Health effects, cost of air pollution to society is not paid by either the producers or users of motorized transport. Water pollution from mills and factories are another example. All (water) consumers are made worse off by pollution but are not compensated by the market for this damage. The concept of externality was first developed by Alfred Marshall in the 1890s and achieved broader attention in the works of economist Arthur Cecil Pigou, Arthur Pigou in the 1920s. The prototypical example of a negative externality is environmental pollution. Pigou argued that a tax, equal to the m ...
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Non-rivalrous
In economics, a good is said to be rivalrous or a rival if its consumption by one consumer prevents simultaneous consumption by other consumers, or if consumption by one party reduces the ability of another party to consume it. A good is considered non-rivalrous or non-rival if, for any level of production, the cost of providing it to a marginal (additional) individual is zero. A good is anti-rivalrous and inclusive if each person benefits more when other people consume it. A good can be placed along a continuum from rivalrous through non-rivalrous to anti-rivalrous. The distinction between rivalrous and non-rivalrous is sometimes referred to as jointness of supply or subtractable or non-subtractable. Economist Paul Samuelson made the distinction between private and public goods in 1954 by introducing the concept of nonrival consumption. Economist Richard Musgrave followed on and added rivalry and excludability as criteria for defining consumption goods in 1959 and 1969.   ...
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