GAME THEORY WITH APPLICATIONS IN ECONOMICS AND BIOLOGY - 2020/1
Module code: MAT3046
This module introduces the topic of Game Theory and various mathematical techniques used in the analysis of games. Classic examples of games are introduced including those with application in economics and biology. The theoretical backbone is a combination of Calculus, Linear Algebra, Ordinary Differential Equations and, in the case of mixed strategies for games, Probability.
SKELDON A Prof (Maths)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 6
JACs code: L110
Module cap (Maximum number of students): N/A
Prerequisites / Co-requisites
Indicative content includes:
Zero sum games
General sum games such as the Prisoner’s Dilemma and the Public Goods Game.
The Kuhn-Tuckeer-Karush Theorem
Application of Brouwer's Fixed-Point Theorem.
|Assessment type||Unit of assessment||Weighting|
|School-timetabled exam/test||IN-SEMESTER TEST (50 MINS)||20|
The assessment strategy is designed to provide students with the opportunity to demonstrate:
Subject knowledge through explicit and implicit recall of key definitions and theorems as well as interpreting this theory.
Understanding and application of subject knowledge to solve constrained optimization problems, originating from two-player zero-sum/constant-sum/general-sum games, including repeated and evolutionary games
Thus, the summative assessment for this module consists of:
One two-hour examination (three answers from four contribute to exam mark) at the end of the semester; worth 80% of module mark.
One in-semester test; worth 20% of module mark.
Formative assessment and feedback
Students receive individual written feedback via a number of marked formative coursework assignments over an 11-week period. The lecturer also provides verbal group feedback during lectures. (Occasionally group feedback may be provided online when applicable.)
- Introduce students tothe way that decisions and strategyies can be framed in the language of Game Theory.
- Illustrate key concepts of introductory Game Theory by considering combinatorial games, two-player zero-sum/constant-sum/general-sum games. Enable students to solve such game-based problems.
- Enable students to solve nonlinear programming problems in the context of Game Theory using the Kuhn-Tucker-Karush Theory and duality.
- Introduce students to Evolutionary Game Theory and techniques for analysing evolutionary games.
|001||Understand the basic principles of Game Theory||K|
|002||Formulate static games in either combinatorial, extensive or matrix form and understand how to analyse them to find optimal strategies||KC|
|003||Formulate strategy matrices as linear programming problems and solve these problems by choosing a suitable method, including understanding how to apply the Kuhn-Tucker-Karush Theory where appropriate||KC|
|004||Recall supporting theory for solving general-sum games and apply fixed-point theory to show existence of equilibria||KC|
|005||Understand how to analyse repeated games||KC|
|006||Understand how to analyse evolutionary games||KC|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Overall student workload
Independent Study Hours: 117
Lecture Hours: 33
Methods of Teaching / Learning
The learning and teaching strategy is designed to:
Give a detailed introduction to Game Theory, which requires understanding and studying a range of mathematical techniques, including methods of solution for nonlinear programming problems.
Ensure experience is gained (through demonstration) of the methods typically used to formulate and solve game theory problems so that students can later apply their own decision-making to formulate and solve game theoretic problems.
The learning and teaching methods include:
3 x 1 hour lectures per week for 11 weeks, including notes plus extra examples written and worked through on the board (or projector-display) . This also includes Q&A opportunities for students.
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list for GAME THEORY WITH APPLICATIONS IN ECONOMICS AND BIOLOGY : http://aspire.surrey.ac.uk/modules/mat3046
Programmes this module appears in
|Economics and Mathematics BSc (Hons)||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Mathematics and Physics BSc (Hons)||1||Optional||A weighted aggregate of 40% overall and a pass on the pass/fail unit of assessment is required to pass the module|
|Mathematics and Physics MPhys||1||Optional||A weighted aggregate of 40% overall and a pass on the pass/fail unit of assessment is required to pass the module|
|Mathematics with Statistics BSc (Hons)||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Mathematics BSc (Hons)||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Mathematics MMath||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Mathematics with Music BSc (Hons)||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
|Financial Mathematics BSc (Hons)||1||Optional||A weighted aggregate mark of 40% is required to pass the module|
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2020/1 academic year.