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Game Theory

Academic Year
Instruction in English
ECTS credits
Course type:
Compulsory course
2 year, 3, 4 module


Grigoriev, Ivan

Course Syllabus


Game theory is maths applied to describe, model and predict various economic, social and political phenomena. The subject area of game theory itself is fairly extensive, starting with some very basic models that can be successfully used as research heuristics that simplify and schematize certain phenomena of interest to the researcher, and to the more sophisticated models that involve advanced mathematics. This course is a basic introduction. It covers games of complete information, both dynamic and static. It also introduces the students to games of incomplete information and repeated games.
Learning Objectives

Learning Objectives

  • Understanding game theory.
  • Understanding real-life applications where game theory can be used.
  • Knowing how to apply game-theoretic models to political science.
Expected Learning Outcomes

Expected Learning Outcomes

  • Able to learn and demonstrate skills in the field, other than the major field.
  • Able to identify scientific subject.
  • Able to solve professional problems based on synthesis and analysis.
  • Able to outlines the need for resources and plan its using for solving professional problems.
  • Student is capable of executing applied analysis of the political phenomena and political processes: - by using political science methods - and in support of practical decision making process.
Course Contents

Course Contents

  • Introduction to the course: what is game theory?
    Major concepts in game theory are covered.
  • Dynamic games
    Extensive games with perfect information
  • Mixed strategy equilibria
    Static games with continuous strategies. Static games with mixed strategies. Combining simultaneous and sequential games
  • Repeated games
    Simple bargaining models. War of attrition. Repeated games
  • Static games
    Static games: dominance and best responses Static games: best responses and coordination games. Focal points.
  • Uncertainty and asymmetric information
    Asymmetric information and signalling
Assessment Elements

Assessment Elements

  • non-blocking Class work
  • non-blocking Final test
  • non-blocking Test 1
    Test 1 is administered in the second half of the third module (typically that would be late February).
  • blocking Exam Test
    Exam is scheduled for the exam week (mid-June). The number of problems on the problem set is around five or six. Problems may be subdivided, so that for each problem the student has to answer two questions related to the problem (e.g., first find the strategies played by the players in the equilibria; and then calculate the payoffs the players will get in each equilibrium).
  • non-blocking Test 2
    Test 2 is administered in the end of third module or around the very beginning of the fourth module (typically that would be late March -- early April).
  • non-blocking Test 3
    Test 3 is administered some time around the end of fourth module. (Typically that would be second half of May.)
  • non-blocking Lecture quizzes
Interim Assessment

Interim Assessment

  • Interim assessment (4 module)
    0.2 * Class work + 0.2 * Exam Test + 0.25 * Final test + 0.05 * Lecture quizzes + 0.1 * Test 1 + 0.1 * Test 2 + 0.1 * Test 3


Recommended Core Bibliography

  • Binmore, K. (2007). Game Theory: A Very Short Introduction. Oxford University Press. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsrep&AN=edsrep.b.oxp.obooks.9780199218462

Recommended Additional Bibliography

  • Binmore, K. (2007). Playing for Real: A Text on Game Theory. Oxford University Press. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsrep&AN=edsrep.b.oxp.obooks.9780195300574