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Reference
Big words
Every term on the site, in alphabetical order, said the way a mathematician says it. Each one links to the chapter where it first shows up and gets used for real.
- Arrow's impossibility theorem
- Kenneth Arrow's 1951 proof that no way of turning everyone's rankings into one group ranking can satisfy a short list of reasonable rules at the same time, once there are three or more choices. Ch. 14
- Backward induction (in-DUCK-shun)
- Solving a game with turns by starting at the very end, labeling the last positions, then the ones before them, all the way back to the start. Ch. 5
- Best response
- The choice that gives you the biggest payoff against one particular choice by the other player. Found by looking down a column (for you) or across a row (for Robo). Ch. 2
- Binary (base 2)
- Writing numbers with places worth 1, 2, 4, 8, 16, each holding only a 0 or a 1. 13 is 1101. The secret of Nim lives here. Ch. 6
- Braess's paradox
- Adding a road to a network can make every driver's trip slower, because each driver's selfish best choice clogs the new road. Ch. 19
- Common knowledge
- Something everyone knows, and everyone knows that everyone knows, and so on without end. Different from everyone merely knowing it, and the difference can change what people do. Ch. 18
- Conditional probability
- The chance of something given that you know something else: the fraction of the cases you are now in that also have the thing you care about. Counting cases is the honest way to find it. Ch. 17
- Condorcet winner and Condorcet's paradox (kon-dor-SAY)
- A Condorcet winner beats every other candidate head to head. The paradox: majorities can go in a circle, A over B, B over C, C over A, so there may be no such winner. Ch. 14
- Dominant strategy
- A choice that is at least as good as every other choice no matter what the other player does. Grab, in the Cookie Game. Ch. 2
- Dominated strategy
- A choice that is worse than some other choice no matter what the other player does. A sensible player never uses it, so it can be crossed out. Ch. 2
- Envy-free
- A way of sharing where nobody would rather have anyone else's piece, by their own measure. Stronger than proportional, and harder to reach with three or more people. Ch. 12
- Equilibrium (Nash equilibrium) (ee-kwi-LIB-ree-um)
- A combination of choices where nobody wants to switch, because each player is already playing a best response to the others. Where a game comes to rest. Ch. 3
- Evolutionarily stable strategy (ESS)
- A strategy that, once almost everyone uses it, cannot be invaded by a few players trying something else. Evolution finds it without anyone calculating. Ch. 16
- Expected value
- The average payoff you would get if you played a huge number of times: each outcome times its probability, added up. Ch. 4
- Game tree
- A drawing of every move and every reply, branching out from the current position until every branch ends. Solving it is minimax. Ch. 7
- Grundy value (GRUN-dee)
- The single number that tells you everything about a position in a game like Nim: 0 means losing for the player to move, and the value of several games played at once is the XOR of their values. Ch. 10
- Hawk-Dove game
- Two animals meet over a prize: fight (Hawk) or display and back off (Dove). When fighting is costly, a population settles at a mix of both, with the hawk fraction equal to prize divided by cost. Ch. 16
- Law of large numbers
- The more times you repeat a chance experiment, the closer the fraction of each outcome gets to its probability. Ch. 1
- Median voter
- The voter in the exact middle, with half the crowd on each side. Two competing candidates (or ice cream carts) both end up there. Ch. 21
- Mex
- Minimum excluded value: the smallest whole number not in a set. The mex of {0, 1, 3} is 2. The engine behind Grundy values. Ch. 10
- Minimax (MIN-ee-max)
- Choose the move whose worst outcome is the best available, assuming the other player plays their best. How a computer plays tic-tac-toe perfectly. Ch. 7
- Misère (mee-ZAIR)
- The version of a game where taking the last move loses instead of wins. It shifts the losing positions by one. Ch. 5
- Mixed strategy
- Choosing at random with deliberately chosen odds, so that you cannot be predicted. Heads half the time. Ch. 4
- Monte Carlo method
- Estimating something by running many random trials and counting. Robo plays Hex this way: imagine hundreds of random finishes, pick the move that won most often. Ch. 9
- Nim and nim-sum
- The many-pile stone game, and the number found by writing the piles in binary and adding the columns without carrying. Nim-sum 0 means the player to move is losing. Ch. 6
- Payoff
- What a player gets at the end: points, cookies, a win, a loss. Written as a function, u(your choice, their choice). Ch. 1
- Payoff grid (payoff matrix)
- A table with one row for each of your choices and one column for each of theirs, showing both payoffs in every box. The whole game, written down. Ch. 1
- Player
- Anyone who makes a choice in a game. Two people, two animals, two computer programs, or four thousand drivers. Ch. 1
- Price of anarchy
- How much worse the selfish equilibrium is than the best coordinated plan, as a ratio. In the traffic network it is 80 over 65. Ch. 19
- Prisoner's Dilemma
- A game where each player has a dominant strategy and both playing it leaves both worse off than if neither had. The Cookie Game. Ch. 2
- Private value
- In an auction, the most a bidder would pay and still be happy. Known to the bidder, secret from everyone else. Ch. 13
- Proportional (fair division)
- A way of sharing among n people where each thinks they got at least 1/n by their own measure. Cut-and-choose guarantees it for two. Ch. 12
- Pruning
- Skipping branches of a game tree that cannot change the answer, because one reply already ruled a move out. Same answer, far less work. Ch. 7
- Public good
- Something everyone benefits from whether or not they paid for it, which is exactly why each person is tempted not to pay. Ch. 20
- Repeated game
- The same game played many times by the same players, who remember. It makes cooperation possible, because a grab today can be answered tomorrow. Ch. 11
- Second-price (Vickrey) auction
- Sealed bids, highest wins, but pays the second-highest bid. Bidding your true value is a dominant strategy. Ch. 13
- Strategy
- A complete plan for what you will do in every situation the game can throw at you. "Always grab" is a strategy. So is "copy what they did last round." Ch. 1
- Strategy-stealing argument
- A proof that the first player can win by showing that any winning plan for the second player could be stolen. It proves the win exists without finding it. Ch. 8
- Sum of games
- Two or more games on the table at once, where each turn you move in exactly one of them. Its Grundy value is the XOR of the parts. Ch. 10
- Tit for Tat
- Share first, then do whatever the other player did last round. Four lines long, and it won the famous tournaments. Ch. 11
- Tragedy of the commons
- When many people share something that regrows, each person's best move is to take a little more, and the sum of those moves can destroy it. Ch. 20
- Ultimatum game
- One player proposes how to split a pile; the other says yes or no; no means nobody gets anything. Theory says offer one coin. People say otherwise. Ch. 15
- Value of a game
- In a zero-sum game, the payoff each player can guarantee with the right mixed strategy. Von Neumann proved it always exists. Ch. 4
- Winning and losing positions (W and L)
- W: the player whose turn it is can force a win. L: they cannot. A position is W if any move leads to an L. Ch. 5
- XOR (EX-or)
- Adding binary numbers column by column without carrying: a column is 1 if it holds an odd number of 1s. Written ⊕ by mathematicians. Ch. 6
- Zero-sum game
- Whatever one player wins, the other loses; the payoffs in every box add to zero. Chess, Matching Pennies, tic-tac-toe. The Cookie Game is not one. Ch. 4