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6.972 Game Theory and Mechanism Design (MIT) 6.972 Game Theory and Mechanism Design (MIT)

Description

This course is offered to graduates and is an introduction to fundamentals of game theory and mechanism design with motivations drawn from various applications including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, and pricing. Emphasis is placed on the foundations of the theory, mathematical tools, as well as modeling and the equilibrium notions in different environments. Topics covered include: normal form games, learning in games, supermodular games, potential games, dynamic games, subgame perfect equilibrium, bargaining, repeated games, auctions, mechanism design, cooperative game theory, network and congestion games, and price of anarchy. This course is offered to graduates and is an introduction to fundamentals of game theory and mechanism design with motivations drawn from various applications including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, and pricing. Emphasis is placed on the foundations of the theory, mathematical tools, as well as modeling and the equilibrium notions in different environments. Topics covered include: normal form games, learning in games, supermodular games, potential games, dynamic games, subgame perfect equilibrium, bargaining, repeated games, auctions, mechanism design, cooperative game theory, network and congestion games, and price of anarchy.

Subjects

game theory | game theory | mechanism design | mechanism design | mathematical tools | mathematical tools | normal form games | normal form games | existence and computation of equilibria | existence and computation of equilibria | supermodular games | supermodular games | potential games | potential games | subgame perfect equilibrium | subgame perfect equilibrium | dynamic games | dynamic games | bargaining | bargaining | repeated games | repeated games | games with incomplete/imperfect information | games with incomplete/imperfect information | auctions | auctions | cooperative game theory | cooperative game theory | network and congestion games | network and congestion games | pricing | pricing | price of anarchy | price of anarchy

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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6.254 Game Theory with Engineering Applications (MIT) 6.254 Game Theory with Engineering Applications (MIT)

Description

This course is an introduction to the fundamentals of game theory and mechanism design. Motivations are drawn from engineered/networked systems (including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, multi-agent systems, pricing and investment decisions in the Internet), and social models (including social and economic networks). The course emphasizes theoretical foundations, mathematical tools, modeling, and equilibrium notions in different environments. This course is an introduction to the fundamentals of game theory and mechanism design. Motivations are drawn from engineered/networked systems (including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, multi-agent systems, pricing and investment decisions in the Internet), and social models (including social and economic networks). The course emphasizes theoretical foundations, mathematical tools, modeling, and equilibrium notions in different environments.

Subjects

game theory | game theory | strategic form games | strategic form games | learning | evolution | and computation | learning | evolution | and computation | extensive games with perfect information | extensive games with perfect information | repeated games | repeated games | games with incomplete information | games with incomplete information | mechanism design | mechanism design | network effects | network effects | games over networks | games over networks

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 8: Strategy, Skill, and Chance, Part 1 Lecture 8: Strategy, Skill, and Chance, Part 1

Description

Description: Games contain various skill requirements, chance elements, and information availability, which guide strategy development. Changing the balance between these factors can create very different player experiences. Instructors/speakers: Philip Tan, Jason BegyKeywords: competition, strategy, game theory, roleplaying, vertigo, mimicry, ilinx, sports, alea, gameshows, randomness, games of skill, games of chance, luck, information theory, communication channel, noise, game state, card games, board games, determinism, probability, decision tree, utility, Nash equilibriumTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Games contain various skill requirements, chance elements, and information availability, which guide strategy development. Changing the balance between these factors can create very different player experiences. Instructors/speakers: Philip Tan, Jason BegyKeywords: competition, strategy, game theory, roleplaying, vertigo, mimicry, ilinx, sports, alea, gameshows, randomness, games of skill, games of chance, luck, information theory, communication channel, noise, game state, card games, board games, determinism, probability, decision tree, utility, Nash equilibriumTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

competition | competition | strategy | strategy | game theory | game theory | roleplaying | roleplaying | vertigo | vertigo | mimicry | mimicry | ilinx | ilinx | sports | sports | alea | alea | gameshows | gameshows | randomness | randomness | games of skill | games of skill | games of chance | games of chance | luck | luck | information theory | information theory | communication channel | communication channel | noise | noise | game state | game state | card games | card games | board games | board games | determinism | determinism | probability | probability | decision tree | decision tree | utility | utility | Nash equilibrium | Nash equilibrium

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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CMS.616J Games and Culture (MIT) CMS.616J Games and Culture (MIT)

Description

This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property. This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property.

Subjects

CMS.616 | CMS.616 | games | games | digital games | digital games | video games | video games | gender | gender | race | race | sexuality | sexuality | e-sports | e-sports | sports games | sports games | politics | politics | economics | economics | computer games | computer games | competitive gaming | competitive gaming | spectatorship | spectatorship

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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11.127J Computer Games and Simulations for Investigation and Education (MIT) 11.127J Computer Games and Simulations for Investigation and Education (MIT)

Description

In this project-based course, students from all disciplines are encouraged to understand how we learn from interactive computer environments, and delve into the process of designing and understanding simulations and games for learning. In this project-based course, students from all disciplines are encouraged to understand how we learn from interactive computer environments, and delve into the process of designing and understanding simulations and games for learning.

Subjects

education | education | computers | computers | computer games | computer games | simulations | simulations | edu-tainment | edu-tainment | games | games | video games | video games | board games | board games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 25: Fiction and Stories in Games Lecture 25: Fiction and Stories in Games

Description

Description: Many games incorporate story elements, to drive the plot, set the scene, create engaging characters, etc. Some even use player actions to build an open-ended adventure. Clara Fernandez-Vara talks about how and why to use stories in games. Instructors/speakers: Philip Tan, Jason Begy, Clara Fernandez-Vara (Singapore-MIT GAMBIT Game Lab)Keywords: narrative, environmental storytelling, roleplaying, emergence, storybuilding, non-digital games, digital games, game state, stories, fiction, setting, characters, theme, progression, improvisation, micronarrative, premise, game event, game mechanic, ethics, board games, card gamesTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Many games incorporate story elements, to drive the plot, set the scene, create engaging characters, etc. Some even use player actions to build an open-ended adventure. Clara Fernandez-Vara talks about how and why to use stories in games. Instructors/speakers: Philip Tan, Jason Begy, Clara Fernandez-Vara (Singapore-MIT GAMBIT Game Lab)Keywords: narrative, environmental storytelling, roleplaying, emergence, storybuilding, non-digital games, digital games, game state, stories, fiction, setting, characters, theme, progression, improvisation, micronarrative, premise, game event, game mechanic, ethics, board games, card gamesTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

narrative | narrative | environmental storytelling | environmental storytelling | roleplaying | roleplaying | emergence | emergence | storybuilding | storybuilding | non-digital games | non-digital games | digital games | digital games | game state | game state | stories | stories | fiction | fiction | setting | setting | characters | characters | theme | theme | progression | progression | improvisation | improvisation | micronarrative | micronarrative | premise | premise | game event | game event | game mechanic | game mechanic | ethics | ethics | board games | board games | card games | card games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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11.127J Computer Games and Simulations for Education and Exploration (MIT) 11.127J Computer Games and Simulations for Education and Exploration (MIT)

Description

This course immerses students in the process of building and testing their own digital and board games in order to better understand how we learn from games. We explore the design and use of games in the classroom in addition to research and development issues associated with computer–based (desktop and handheld) and non–computer–based media. In developing their own games, students examine what and how people learn from them (including field testing of products), as well as how games can be implemented in educational settings. This course immerses students in the process of building and testing their own digital and board games in order to better understand how we learn from games. We explore the design and use of games in the classroom in addition to research and development issues associated with computer–based (desktop and handheld) and non–computer–based media. In developing their own games, students examine what and how people learn from them (including field testing of products), as well as how games can be implemented in educational settings.

Subjects

11.127 | 11.127 | CMS.590 | CMS.590 | CMS.836 | CMS.836 | 11.252 | 11.252 | education | education | computers | computers | computer games | computer games | video games | video games | board games | board games | game design | game design | minecraft | minecraft | kerbal space program | kerbal space program | fiasco | fiasco | dominion | dominion | agricola | agricola | pandemic | pandemic | a few acres of snow | a few acres of snow | chrononauts | chrononauts | apples to apples | apples to apples | learning | learning | gamers | gamers | digital games | digital games | multiplayer | multiplayer | prototypes | prototypes

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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6.972 Game Theory and Mechanism Design (MIT)

Description

This course is offered to graduates and is an introduction to fundamentals of game theory and mechanism design with motivations drawn from various applications including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, and pricing. Emphasis is placed on the foundations of the theory, mathematical tools, as well as modeling and the equilibrium notions in different environments. Topics covered include: normal form games, learning in games, supermodular games, potential games, dynamic games, subgame perfect equilibrium, bargaining, repeated games, auctions, mechanism design, cooperative game theory, network and congestion games, and price of anarchy.

Subjects

game theory | mechanism design | mathematical tools | normal form games | existence and computation of equilibria | supermodular games | potential games | subgame perfect equilibrium | dynamic games | bargaining | repeated games | games with incomplete/imperfect information | auctions | cooperative game theory | network and congestion games | pricing | price of anarchy

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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14.123 Microeconomic Theory III (MIT) 14.123 Microeconomic Theory III (MIT)

Description

This half-semester course discusses decision theory and topics in game theory. We present models of individual decision-making under certainty and uncertainty. Topics include preference orderings, expected utility, risk, stochastic dominance, supermodularity, monotone comparative statics, background risk, game theory, rationalizability, iterated strict dominance multi-stage games, sequential equilibrium, trembling-hand perfection, stability, signaling games, theory of auctions, global games, repeated games, and correlation. This half-semester course discusses decision theory and topics in game theory. We present models of individual decision-making under certainty and uncertainty. Topics include preference orderings, expected utility, risk, stochastic dominance, supermodularity, monotone comparative statics, background risk, game theory, rationalizability, iterated strict dominance multi-stage games, sequential equilibrium, trembling-hand perfection, stability, signaling games, theory of auctions, global games, repeated games, and correlation.

Subjects

microeconomics | microeconomics | microeconomic theory | microeconomic theory | preference | preference | utility representation | utility representation | expected utility | expected utility | positive interpretation | positive interpretation | normative interpretation | normative interpretation | risk | risk | stochastic dominance | stochastic dominance | insurance | insurance | finance | finance | supermodularity | supermodularity | comparative statics | comparative statics | decision theory | decision theory | game theory | game theory | rationalizability | rationalizability | iterated strict dominance | iterated strict dominance | iterated conditional dominance | iterated conditional dominance | bargaining | bargaining | equilibrium | equilibrium | sequential equilibrium | sequential equilibrium | trembling-hand perfection | trembling-hand perfection | signaling games | signaling games | auctions | auctions | global games | global games | repeated games | repeated games | correlation | correlation

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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14.462 Advanced Macroeconomics II (MIT) 14.462 Advanced Macroeconomics II (MIT)

Description

14.462 is the second semester of the second-year Ph.D. macroeconomics sequence. The course is intended to introduce the students, not only to particular areas of current research, but also to some very useful analytical tools. It covers a selection of topics that varies from year to year. Recent topics include: Growth and Fluctuations Heterogeneity and Incomplete Markets Optimal Fiscal Policy Time Inconsistency Reputation Coordination Games and Macroeconomic Complementarities Information 14.462 is the second semester of the second-year Ph.D. macroeconomics sequence. The course is intended to introduce the students, not only to particular areas of current research, but also to some very useful analytical tools. It covers a selection of topics that varies from year to year. Recent topics include: Growth and Fluctuations Heterogeneity and Incomplete Markets Optimal Fiscal Policy Time Inconsistency Reputation Coordination Games and Macroeconomic Complementarities Information

Subjects

macroeconomics research; analytical tools; analysis; endogenous growth; coordintation; incomplete markets; technolgy; distribution; employment; intellectual property rights; bounded rationality; demographics; complementarities; amplification; recursive equilibria; uncertainty; morris; shin; global games; policy; price; aggregation; social learning; dynamic adjustment; business cycle; heterogeneous agents; savings; utility; aiyagari; steady state; krusell; smith; idiosyncratic investment risk | macroeconomics research; analytical tools; analysis; endogenous growth; coordintation; incomplete markets; technolgy; distribution; employment; intellectual property rights; bounded rationality; demographics; complementarities; amplification; recursive equilibria; uncertainty; morris; shin; global games; policy; price; aggregation; social learning; dynamic adjustment; business cycle; heterogeneous agents; savings; utility; aiyagari; steady state; krusell; smith; idiosyncratic investment risk | macroeconomics research | macroeconomics research | analytical tools | analytical tools | analysis | analysis | endogenous growth | endogenous growth | coordintation | coordintation | incomplete markets | incomplete markets | technolgy | technolgy | distribution | distribution | employment | employment | intellectual property rights | intellectual property rights | bounded rationality | bounded rationality | demographics | demographics | complementarities | complementarities | amplification | amplification | recursive equilibria | recursive equilibria | uncertainty | uncertainty | morris | morris | shin | shin | global games | global games | policy | policy | price | price | aggregation | aggregation | social learning | social learning | dynamic adjustment | dynamic adjustment | business cycle | business cycle | heterogeneous agents | heterogeneous agents | savings | savings | utility | utility | aiyagari | aiyagari | steady state | steady state | krusell | krusell | smith | smith | idiosyncratic investment risk | idiosyncratic investment risk | growth | growth | fluctuations | fluctuations | heterogeneity | heterogeneity | optimal fiscal policy | optimal fiscal policy | time inconsistency | time inconsistency | reputation | reputation | information | information | coordination games | coordination games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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24.222 Decisions, Games, and Rational Choice (MIT) 24.222 Decisions, Games, and Rational Choice (MIT)

Description

Foundations and philosophical applications of Bayesian decision theory, game theory and theory of collective choice. Why should degrees of belief be probabilities? Is it always rational to maximize expected utility? If so, why and what is its utility? What is a solution to a game? What does a game-theoretic solution concept such as Nash equilibrium say about how rational players will, or should, act in a game? How are the values and the actions of groups, institutions and societies related to the values and actions of the individuals that constitute them? Foundations and philosophical applications of Bayesian decision theory, game theory and theory of collective choice. Why should degrees of belief be probabilities? Is it always rational to maximize expected utility? If so, why and what is its utility? What is a solution to a game? What does a game-theoretic solution concept such as Nash equilibrium say about how rational players will, or should, act in a game? How are the values and the actions of groups, institutions and societies related to the values and actions of the individuals that constitute them?

Subjects

decisions | decisions | games | games | rational choice | rational choice | causal decision theory | causal decision theory | social choice theory | social choice theory | Nash equilibrium | Nash equilibrium | voting | voting | game theory | game theory | dictatorial games | dictatorial games | non-dictatorial games | non-dictatorial games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 4: Prototyping Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | playtesting | prototyping | prototyping | strategy | strategy | user feedback | user feedback | technical testing | technical testing | design specification | design specification | player experience | player experience | focus testing | focus testing | usability testing | usability testing | target audience | target audience | accessibility | accessibility | marketing | marketing | surveys | surveys | data collection | data collection | board games | board games | video games | video games | card games | card games | teamwork | teamwork | diplomacy | diplomacy | dynamic | dynamic | aesthetic | aesthetic | mechanic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 6: The Social Function of Games Lecture 6: The Social Function of Games

Description

Description: Today's reading, by theorist Roger Caillois, examines the various interactions between players and spectators of games. Students then brainstorm ideas for their first team project: designing a card game for 2-4 players. Instructors/speakers: Philip Tan, Jason BegyKeywords: ilinx, agon, alea, mimicry, vertigo, competition, simulation, games of skill, games of chance, card games, sports, brainstormingTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Today's reading, by theorist Roger Caillois, examines the various interactions between players and spectators of games. Students then brainstorm ideas for their first team project: designing a card game for 2-4 players. Instructors/speakers: Philip Tan, Jason BegyKeywords: ilinx, agon, alea, mimicry, vertigo, competition, simulation, games of skill, games of chance, card games, sports, brainstormingTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

ilinx | ilinx | agon | agon | alea | alea | mimicry | mimicry | vertigo | vertigo | competition | competition | simulation | simulation | games of skill | games of skill | games of chance | games of chance | card games | card games | sports | sports | brainstorming | brainstorming

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 9: Strategy, Skill, and Chance, Part 2 Lecture 9: Strategy, Skill, and Chance, Part 2

Description

Description: This lecture reviews the concepts of information flow and uncertainty, analyzing well-known games in these terms. Examples include Scrabble, Go Fish, Mario Kart, Monopoly, chess, poker, War, and Settlers of Catan. Next, students consider feedback loops. Instructors/speakers: Philip Tan, Jason BegyKeywords: complexity, determinism, randomness, uncertainty, strategy, games of skill, games of chance, playtesting, information theory, risk, game state, board games, probability, cybernetics, positive feedback loop, negative feedback loopTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: This lecture reviews the concepts of information flow and uncertainty, analyzing well-known games in these terms. Examples include Scrabble, Go Fish, Mario Kart, Monopoly, chess, poker, War, and Settlers of Catan. Next, students consider feedback loops. Instructors/speakers: Philip Tan, Jason BegyKeywords: complexity, determinism, randomness, uncertainty, strategy, games of skill, games of chance, playtesting, information theory, risk, game state, board games, probability, cybernetics, positive feedback loop, negative feedback loopTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

complexity | complexity | determinism | determinism | randomness | randomness | uncertainty | uncertainty | strategy | strategy | games of skill | games of skill | games of chance | games of chance | playtesting | playtesting | information theory | information theory | risk | risk | game state | game state | board games | board games | probability | probability | cybernetics | cybernetics | positive feedback loop | positive feedback loop | negative feedback loop | negative feedback loop

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 27: Games as Art Lecture 27: Games as Art

Description

Description: Games have emerged in recent decades as a rich artistic medium, combining elements from audiovisual, interactive, and performance art traditions. Abe Stein talks about aesthetics and meaning in games, and their relation to various modern art movements. Instructors/speakers: Philip Tan, Jason Begy, Abe Stein (Singapore-MIT GAMBIT Game Lab)Keywords: aesthetics, postmodernism, social commentary, abstraction, performance art, Yoko Ono, simulation, Fluxus, event score, interactive art, fine art, representation, virtual economy, satire, geocaching, alternative reality games, art games, pop culture, video gamesTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Games have emerged in recent decades as a rich artistic medium, combining elements from audiovisual, interactive, and performance art traditions. Abe Stein talks about aesthetics and meaning in games, and their relation to various modern art movements. Instructors/speakers: Philip Tan, Jason Begy, Abe Stein (Singapore-MIT GAMBIT Game Lab)Keywords: aesthetics, postmodernism, social commentary, abstraction, performance art, Yoko Ono, simulation, Fluxus, event score, interactive art, fine art, representation, virtual economy, satire, geocaching, alternative reality games, art games, pop culture, video gamesTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

aesthetics | aesthetics | postmodernism | postmodernism | social commentary | social commentary | abstraction | abstraction | performance art | performance art | Yoko Ono | Yoko Ono | simulation | simulation | Fluxus | Fluxus | event score | event score | interactive art | interactive art | fine art | fine art | representation | representation | virtual economy | virtual economy | satire | satire | geocaching | geocaching | alternative reality games | alternative reality games | art games | art games | pop culture | pop culture | video games | video games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 32: Live Action Games Lecture 32: Live Action Games

Description

Description: "Live action" describes a wide range of activities, from sports, to real-time roleplaying, to playground/party games. Careful choices about mechanics, abstraction, and communication help create an engaging experience without physical or emotional harm. Instructors/speakers: Philip Tan, Jason BegyKeywords: roleplaying, verisimilitude, storybuilding, persona, improvisation, sports, party games, live-action games, game mechanic, mimicry, acting, character, dissociation, abstraction, war games, game master, randomness, feasibility, information, competition, collaboration, storytelling, ethics, MIT Assassin's Guild, emergenceTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: "Live action" describes a wide range of activities, from sports, to real-time roleplaying, to playground/party games. Careful choices about mechanics, abstraction, and communication help create an engaging experience without physical or emotional harm. Instructors/speakers: Philip Tan, Jason BegyKeywords: roleplaying, verisimilitude, storybuilding, persona, improvisation, sports, party games, live-action games, game mechanic, mimicry, acting, character, dissociation, abstraction, war games, game master, randomness, feasibility, information, competition, collaboration, storytelling, ethics, MIT Assassin's Guild, emergenceTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

roleplaying | roleplaying | verisimilitude | verisimilitude | storybuilding | storybuilding | persona | persona | improvisation | improvisation | sports | sports | party games | party games | live-action games | live-action games | game mechanic | game mechanic | mimicry | mimicry | acting | acting | character | character | dissociation | dissociation | abstraction | abstraction | war games | war games | game master | game master | randomness | randomness | feasibility | feasibility | information | information | competition | competition | collaboration | collaboration | storytelling | storytelling | ethics | ethics | MIT Assassin's Guild | MIT Assassin's Guild | emergence | emergence

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Lecture 8: Strategy, Skill, and Chance, Part 1

Description

Description: Games contain various skill requirements, chance elements, and information availability, which guide strategy development. Changing the balance between these factors can create very different player experiences. Instructors/speakers: Philip Tan, Jason BegyKeywords: competition, strategy, game theory, roleplaying, vertigo, mimicry, ilinx, sports, alea, gameshows, randomness, games of skill, games of chance, luck, information theory, communication channel, noise, game state, card games, board games, determinism, probability, decision tree, utility, Nash equilibriumTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

competition | strategy | game theory | roleplaying | vertigo | mimicry | ilinx | sports | alea | gameshows | randomness | games of skill | games of chance | luck | information theory | communication channel | noise | game state | card games | board games | determinism | probability | decision tree | utility | Nash equilibrium

License

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CMS.616J Games and Culture (MIT)

Description

This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property.

Subjects

CMS.616 | games | digital games | video games | gender | race | sexuality | e-sports | sports games | politics | economics | computer games | competitive gaming | spectatorship

License

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6.254 Game Theory with Engineering Applications (MIT)

Description

This course is an introduction to the fundamentals of game theory and mechanism design. Motivations are drawn from engineered/networked systems (including distributed control of wireline and wireless communication networks, incentive-compatible/dynamic resource allocation, multi-agent systems, pricing and investment decisions in the Internet), and social models (including social and economic networks). The course emphasizes theoretical foundations, mathematical tools, modeling, and equilibrium notions in different environments.

Subjects

game theory | strategic form games | learning | evolution | and computation | extensive games with perfect information | repeated games | games with incomplete information | mechanism design | network effects | games over networks

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Lecture 8: Strategy, Skill, and Chance, Part 1

Description

Description: Games contain various skill requirements, chance elements, and information availability, which guide strategy development. Changing the balance between these factors can create very different player experiences. Instructors/speakers: Philip Tan, Jason BegyKeywords: competition, strategy, game theory, roleplaying, vertigo, mimicry, ilinx, sports, alea, gameshows, randomness, games of skill, games of chance, luck, information theory, communication channel, noise, game state, card games, board games, determinism, probability, decision tree, utility, Nash equilibriumTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

competition | strategy | game theory | roleplaying | vertigo | mimicry | ilinx | sports | alea | gameshows | randomness | games of skill | games of chance | luck | information theory | communication channel | noise | game state | card games | board games | determinism | probability | decision tree | utility | Nash equilibrium

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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6.096 Introduction to C++ (MIT) 6.096 Introduction to C++ (MIT)

Description

This course is designed for undergraduate and graduate students in science, social science and engineering programs who need to learn fundamental programming skills quickly but not in great depth. The course is ideal for undergraduate research positions or summer jobs requiring C++. It is not a class for experienced programmers in C++. Students with no programming background are welcome. Topics include control structures, arrays, functions, classes, objects, file handling, and simple algorithms for common tasks. This course is offered during the Independent Activities Period (IAP), which is a special 4-week term at MIT that runs from the first week of January until the end of the month. This course is designed for undergraduate and graduate students in science, social science and engineering programs who need to learn fundamental programming skills quickly but not in great depth. The course is ideal for undergraduate research positions or summer jobs requiring C++. It is not a class for experienced programmers in C++. Students with no programming background are welcome. Topics include control structures, arrays, functions, classes, objects, file handling, and simple algorithms for common tasks. This course is offered during the Independent Activities Period (IAP), which is a special 4-week term at MIT that runs from the first week of January until the end of the month.

Subjects

c++ programming | c++ programming | learn to program | learn to program | control structures | control structures | functions | functions | classes | classes | object oriented programming | object oriented programming | oop | oop | file handling | file handling | standard template library | standard template library | pointers | pointers | arrays | arrays | games | games | text-based games | text-based games | small programming project | small programming project | case study | case study | nerdy students | nerdy students | athletic students | athletic students

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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17.881 Game Theory and Political Theory (MIT) 17.881 Game Theory and Political Theory (MIT)

Description

Increasingly, political scientists are using game theory to analyze strategic interactions across many different settings. Each of the sub-fields, to differing degrees, has seen game theoretic concepts enter its vocabulary, and students entering the profession will need to understand the potential and limits of game theory. This course aims to give students an entry-level understanding of the basic concepts of game theory, and how these concepts have been applied to the study of political phenomena. Because an important component of game theory in political science and political economy is the analysis of substantive political phenomena, we will cover illustrative examples each week in combination with methodological developments. The political and economic phenomena that we will examine Increasingly, political scientists are using game theory to analyze strategic interactions across many different settings. Each of the sub-fields, to differing degrees, has seen game theoretic concepts enter its vocabulary, and students entering the profession will need to understand the potential and limits of game theory. This course aims to give students an entry-level understanding of the basic concepts of game theory, and how these concepts have been applied to the study of political phenomena. Because an important component of game theory in political science and political economy is the analysis of substantive political phenomena, we will cover illustrative examples each week in combination with methodological developments. The political and economic phenomena that we will examine

Subjects

game theory | game theory | game theoretic concepts | game theoretic concepts | games of complete information | games of complete information | games of incomplete information | games of incomplete information | political phenomena | political phenomena | legislative rules | legislative rules | nuclear deterrence | nuclear deterrence | electoral competition | electoral competition | imperfect markets | imperfect markets | probability | probability | calculus | calculus

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 25: Fiction and Stories in Games

Description

Description: Many games incorporate story elements, to drive the plot, set the scene, create engaging characters, etc. Some even use player actions to build an open-ended adventure. Clara Fernandez-Vara talks about how and why to use stories in games. Instructors/speakers: Philip Tan, Jason Begy, Clara Fernandez-Vara (Singapore-MIT GAMBIT Game Lab)Keywords: narrative, environmental storytelling, roleplaying, emergence, storybuilding, non-digital games, digital games, game state, stories, fiction, setting, characters, theme, progression, improvisation, micronarrative, premise, game event, game mechanic, ethics, board games, card gamesTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

narrative | environmental storytelling | roleplaying | emergence | storybuilding | non-digital games | digital games | game state | stories | fiction | setting | characters | theme | progression | improvisation | micronarrative | premise | game event | game mechanic | ethics | board games | card games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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14.12 Economic Applications of Game Theory (MIT) 14.12 Economic Applications of Game Theory (MIT)

Description

Game Theory, also known as Multiperson Decision Theory, is the analysis of situations in which the payoff of a decision maker depends not only on his own actions but also on those of others. Game Theory has applications in several fi…elds, such as economics, politics, law, biology, and computer science. In this course, I will introduce the basic tools of game theoretic analysis. In the process, I will outline some of the many applications of Game Theory, primarily in economics. Game Theory, also known as Multiperson Decision Theory, is the analysis of situations in which the payoff of a decision maker depends not only on his own actions but also on those of others. Game Theory has applications in several fi…elds, such as economics, politics, law, biology, and computer science. In this course, I will introduce the basic tools of game theoretic analysis. In the process, I will outline some of the many applications of Game Theory, primarily in economics.

Subjects

game theory | game theory | economics | economics | multiperson decision theory | multiperson decision theory | payoff | payoff | games | games | backward induction | backward induction | subgame perfection | subgame perfection | implicit cartels | implicit cartels | dynamic games | dynamic games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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14.126 Game Theory (MIT) 14.126 Game Theory (MIT)

Description

This course is a rigorous investigation of the evolutionary and epistemic foundations of solution concepts, such as rationalizability and Nash equilibrium. It covers classical topics, such as repeated games, bargaining, and supermodular games as well as new topics such as global games, heterogeneous priors, psychological games, and games without expected utility maximization. Applications are provided when available. This course is a rigorous investigation of the evolutionary and epistemic foundations of solution concepts, such as rationalizability and Nash equilibrium. It covers classical topics, such as repeated games, bargaining, and supermodular games as well as new topics such as global games, heterogeneous priors, psychological games, and games without expected utility maximization. Applications are provided when available.

Subjects

extensive-form games | extensive-form games | Nash equilibria | Nash equilibria | evolutionary equilibria | evolutionary equilibria | bargaining with incomplete information | bargaining with incomplete information | rationalizability | rationalizability | non-cooperative games | non-cooperative games

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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