COURSE INTRODUCTION AND APPLICATION INFORMATION


Course Name
Game Theory
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
IE 361
Fall/Spring
3
0
3
6
Prerequisites
 MATH 240To succeed (To get a grade of at least DD)
orIE 240To succeed (To get a grade of at least DD)
Course Language
English
Course Type
Elective
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course Lecturing / Presentation
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives The aim of the course is to provide you with sufficient knowledge of game theory tounderstand strategic interactions among people or organizations in order to maximizetheir own payoffs.
Learning Outcomes The students who succeeded in this course;
  • will be able to interpret elements of a game and payoffs games.
  • will be able to use analyze Prisoner's dilemma
  • will be able to implement particular game theory strategies.
  • will be able to analyze Nash Theory, Nash Equilibrium, Applications of Nash Equilibrium.
  • will be able to develop solution strategies with the help of Complete Information Games, Sequential vs. Simultaneous Move, Subgame Perfection, Repeated Games, Incomplete Information Games.
Course Description Elements of a Game and Payoffs Games, Prisoner's dilemma, Introduction to ComlabGames Software, Strategies, Sequential Move Games, Risk and Probabilities, Simultaneous Move Games, Nash Theory, Incomplete Information Games
Related Sustainable Development Goals

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 Introduction to Game Theory. Elements of a game theory Textbook Chapter 1
2 TwoPerson zerosum games Textbook Chapter 6
3 Thinking Strategically: Strategies, Dominant Strategies, Strictly dominant strategies Textbook Chapter 2
4 Sequential Move Games Textbook Chapter 4
5 Simultaneous Move Games:Mixed Strategies, Best Response Functions Textbook Chapter 2
6 Prisoner's Dilemma Textbook Chapter 3
7 Review for Midterm
8 Nash Theory, Nash Equilibrium Textbook Chapter 4
9 Applications of Nash Equilibrium Textbook Chapter 6 and 7
10 NPerson Games Textbook Chapter 1 and Lecture Notes
11 Sequential vs. Simultaneous Move,Subgame Perfection, Repeated Games Textbook Chapter 4
12 Incomplete Information Games, Signaling, Market Games Textbook Chapter 7
13 Review
14 Term Projects, Presentations
15 Term Projects, Presentations
16 Final Examination
Course Notes/Textbooks

Carmichael, Fiona. A guide to game theory. Pearson Education, 2005. ISBN:978-0273684961

Suggested Readings/Materials

Dixit, Avinash K., and Susan Skeath. Games of Strategy: Fourth International Student Edition. WW Norton & Company, 2015. ISBN:978-0393124446

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
2
20
Presentation / Jury
1
10
Project
1
20
Seminar / Workshop
Oral Exam
Midterm
1
20
Final Exam
1
30
Total

Weighting of Semester Activities on the Final Grade
70
Weighting of End-of-Semester Activities on the Final Grade
30
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
3
48
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
14
4
56
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
2
5
Presentation / Jury
1
10
Project
1
20
Seminar / Workshop
Oral Exam
Midterms
1
14
Final Exams
1
22
    Total
180

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science and Computer Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

2

To be able to identify, define, formulate, and solve complex Computer Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

3

To be able to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the requirements; to be able to apply modern design methods for this purpose.

4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in Computer Engineering applications; to be able to use information technologies effectively.

5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex engineering problems or Computer Engineering research topics.

6

To be able to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of Computer Engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Computer Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

11

To be able to collect data in the area of Computer Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1)

12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Computer Engineering.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest