Game Theory
Modeling interactions that hinge on others' choices, then solving for equilibrium to predict the outcome.
Game theory turns situations where several people shape each other's outcomes into formal models you can solve. You fix who plays, what options each one has, and what payoff every combination of choices produces. Then you look for the state where nobody gains by switching alone. This guide covers moving a situation with an opponent into a model and judging it by equilibrium. It doesn't cover setting direction by matching goals to resources, or correcting the biases in your own judgment.
Level Overview
| Level | Stage | Hashtags |
|---|---|---|
| Lv.1 | Game Identification | #StrategicInteraction#PlayersStrategiesPayoffs#PayoffMatrix#PrisonersDilemma |
| Lv.2 | Static Game Solving | #DominantStrategy#BestResponse#NashEquilibrium#IteratedElimination |
| Lv.3 | Full Equilibrium Search | #MixedStrategy#Rationalizability#CoordinationGames#EquilibriumMultiplicity |
| Lv.4 | Dynamic Game Analysis | #ExtensiveForm#BackwardInduction#SubgamePerfection#CredibleCommitment#BargainingGames |
| Lv.5 | Incomplete Information Handling | #RepeatedGames#FolkTheorem#BayesianGames#SignalingGames#ReputationEffects |
| Lv.6 | Rule Design | #MechanismDesign#AuctionDesign#MatchingMarkets#IncentiveCompatibility#GlobalGames |
| Lv.7 | Solution Concept Extension | #SolutionConceptDesign#EquilibriumRefinement#GameTheoryPedagogy#StrategicModelingCanon |
Levels
Level 1
#StrategicInteraction#PlayersStrategiesPayoffs#PayoffMatrix#PrisonersDilemmaSpotting interactive situations and naming the three parts of a game.
You have just stepped into game theory. You separate situations your choice alone settles from situations the other side's choice helps settle. In a given example you point to the players, the options each one holds, and the payoff attached to every combination. You read a table where two people each pick between two options. You don't build tables yet. You read models other people made and get used to the shape of an interaction.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.2 Static Game Solving, where you turn real situations into tables yourself. Gick & Holyoak(1983) report that one case alone yields no structure, and that a shared structure sticks as a schema only when you compare cases that look different. Say the players, options, and payoffs of one situation out loud, then add a case from another field in the same 2x2 frame. What you left out shows up beside what they share.
Level 2
#DominantStrategy#BestResponse#NashEquilibrium#IteratedEliminationBuilding payoff matrices yourself to find pure-strategy equilibria.
You start moving real interactions into tables on your own. You set the players and each one's strategy set, fill the payoffs in as numbers, and build a payoff matrix. You look for a dominant strategy that does better no matter what the other side picks, then delete dominated strategies one by one to narrow the field. You mark each player's best response on the table and point to the cell where they meet, the pure-strategy Nash equilibrium.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.3 Full Equilibrium Search and work out mixed strategies and multiple equilibria on your own. The Stanford Encyclopedia of Philosophy defines Nash equilibrium as a state where no one can improve their payoff by changing only their own strategy. Turn that definition into a test and hunt for counterexamples to your own answers. That is what moves equilibrium from something you memorized to a tool in your hands.
Level 3
#MixedStrategy#Rationalizability#CoordinationGames#EquilibriumMultiplicityComputing mixed strategies and multiple equilibria on your own.
This is where you cross from leaning on others to working alone. In games with no pure-strategy equilibrium you compute the probabilities of a mixed strategy equilibrium and check them against the condition that leaves the other side indifferent. In coordination games with several equilibria you predict which one gets reached and give reasons. The problems are no longer someone else's. You take a case you ran into, model it alone, and carry it to a conclusion.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.4 Dynamic Game Analysis, where the order of moves changes the result. Gick & Holyoak(1983) report that transfer to an unseen third case needs a shared structure pulled from comparing two. Model the same situation twice, once as simultaneous choice and once as sequential, mark where the answers split, then run that same contrast on a case you have never seen before. That pulls the shift forward.
Level 4
#ExtensiveForm#BackwardInduction#SubgamePerfection#CredibleCommitment#BargainingGamesSolving game trees and telling credible threats from empty ones.
You move from applying rules to adapting to the situation. You draw sequential interactions as an extensive-form tree and solve it by backward induction, working up from the last node. Subgame perfect equilibrium, which picks the best line of the subgame starting at every node you reach, filters out threats that would cost the threatener to carry out. You handle bargaining order and each side's share with the same tool.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.5 Incomplete Information Handling and take on repeated relationships and hidden information. Shapiro et al.(2014) split the depth of strategic reasoning into level-k tiers, making how far the other side follows observable. Write your estimate of their depth down, compare it against what happened, then repeat the game and move conditions until the conclusion flips. That threshold shows why the next tool exists.
Level 5
#RepeatedGames#FolkTheorem#BayesianGames#SignalingGames#ReputationEffectsHandling repetition and hidden information to steer team decisions.
You go past single play into repeated relationships and hidden information. You work out, from how heavily future payoffs count, the condition that keeps cooperation alive, and find the range where punishing a defection holds as an equilibrium. When the other side's type is unknown, you set it up as a Bayesian game and update your beliefs, and read signaling games where a costly signal separates the types. Your reach widens from personal analysis to team decisions.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.6 Rule Design, writing rules that make the outcome you want an equilibrium. MIT OpenCourseWare 14.126 puts repeated games, reputation, and cooperative solutions in its final block, which shows the order in which analysis hands off to design. Start by fixing the conclusion first and writing backward to the rules that turn it into an equilibrium. That is how the design instinct forms.
Level 6
#MechanismDesign#AuctionDesign#MatchingMarkets#IncentiveCompatibility#GlobalGamesDesigning rules and institutions that steer how participants behave.
You move from the seat where you solve games to the seat where you build them. You design rules and reward structures backward so the outcome you want comes out as an equilibrium, and you secure incentive compatibility so telling the truth pays the participant best. You compare auction formats and allocation rules to pick the one that fits the situation, and you use a model to explain the threshold where a crowd guessing at each other's judgment tips one way.
What Comes Next
If you've checked off most of this list, you're ready to enter Lv.7 Solution Concept Extension and fill the gaps that existing equilibrium concepts miss. Both the MIT course sequence and the Warwick module learning outcomes hit their ceiling here. Collect the cases where your prediction missed and write down which assumption broke in each one. Once nobody has laid out the order for you, that is where your own questions come from.
Level 7
#SolutionConceptDesign#EquilibriumRefinement#GameTheoryPedagogy#StrategicModelingCanonCreating new solution concepts that change how the field thinks.
You change the method of analysis itself. You point to situations existing equilibrium concepts cannot explain and put forward a solution concept or model class that fills the gap. The frame you proposed travels into research and practice elsewhere, and people you trained go independent and publish models under their own names. No curriculum and no rating names the next step, so the only proof of arrival is how long the concepts you leave behind keep getting cited.
What Comes Next
If you've checked off most of this list, you're standing where the language for handling situations with an opponent gets rewritten. No curriculum and no rating names anything above this, so what you reached is measured not by how many papers you published but by which concepts the next generation takes for granted.
References
The graduate course sequence runs from static-game solution concepts (rationalizability, Nash equilibrium) to extensive-form games (backward induction, subgame perfection) to advanced topics (repeated games, reputation, global games, cooperative solutions). It is the primary basis for the level boundaries.
A university module description that states learning outcomes for strategy, best response, and equilibrium. It cross-validates the level expected at the undergraduate to graduate boundary.
Research that splits the depth of strategic reasoning into level-k tiers. It turns "how many moves ahead the other side reads" into an observable measure, which grounds the checklist items about reasoning depth.
Defines Nash equilibrium as a state where no one can improve their payoff by changing only their own strategy, and a subgame perfect strategy as one that picks the highest-payoff path of the relevant subgame at every node reached. Independent cross-validation for the solution concept progression.
Reports that transfer to a new situation happens only after a shared structure is pulled out of different cases as a schema. Grounds the transfer mechanism of the modeling role axis and the training prescriptions in the transition hints.