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6 - Games

from Part II - Game Theory

Published online by Cambridge University Press:  05 June 2012

David Easley
Affiliation:
Cornell University, New York
Jon Kleinberg
Affiliation:
Cornell University, New York
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Summary

In the opening chapter of the book, we emphasized that the “connectedness” of a complex social, natural, or technological system really means two things: first, an underlying structure of interconnecting links, and second, an interdependence in the behaviors of the individuals who inhabit the system, so that the outcome for any one depends at least implicitly on the combined behaviors of all. The first issue – network structure – was addressed in the first part of the book using graph theory. In this second part of the book, we study interconnectedness at the level of behavior, developing basic models for this in the language of game theory.

Game theory is designed to address situations in which the outcomes of a person's decisions depend not just on how they choose among several options, but also on the choices made by the people with whom they interact. Game-theoretic ideas arise in many contexts. Some contexts are literally games; for example, choosing how to target a soccer penalty kick and choosing how to defend against it can be modeled using game theory. Other settings are not usually called games, but they can be analyzed with the same tools. Examples include the pricing of a new product when other firms have similar new products, deciding how to bid in an auction, choosing a route on the Internet or through a transportation network, deciding whether to adopt an aggressive or a passive stance in international relations, or choosing whether to use performance-enhancing drugs in a professional sport. In these examples, each decision-maker's outcome depends on the decisions made by others. This introduces a strategic element that game theory is designed to analyze.

Type
Chapter
Information
Networks, Crowds, and Markets
Reasoning about a Highly Connected World
, pp. 139 - 188
Publisher: Cambridge University Press
Print publication year: 2010

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  • Games
  • David Easley, Cornell University, New York, Jon Kleinberg, Cornell University, New York
  • Book: Networks, Crowds, and Markets
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511761942.007
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  • Games
  • David Easley, Cornell University, New York, Jon Kleinberg, Cornell University, New York
  • Book: Networks, Crowds, and Markets
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511761942.007
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Games
  • David Easley, Cornell University, New York, Jon Kleinberg, Cornell University, New York
  • Book: Networks, Crowds, and Markets
  • Online publication: 05 June 2012
  • Chapter DOI: https://doi.org/10.1017/CBO9780511761942.007
Available formats
×