Computational Game Theory
Objectives
The aims of the course are:
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General characterization
Code
11564
Credits
6.0
Responsible teacher
João Alexandre Carvalho Pinheiro Leite
Hours
Weekly - 4
Total - 52
Teaching language
Português
Prerequisites
JAVA programming.
Bibliography
Yoav Shoham and Kevin Leyton-Brown , Essentials of Game Theory: A Concise Multidisciplinary Introduction, Synthesis Lectures on Artificial Intelligence and Machine Learning, Morgan & Claypool Publishers, 2008.
Yoav Shoham and Kevin Leyton-Brown, Multiagent Systems: Algorithmic, Game-Theoretic, and Logical Foundations, Cambridge University Press, 2009.
Noam Nisan, Tim Roughgarden, Eva Tardos and Vijay V. Vazirani (Eds.), Algorithmic Game Theory, Cambridge University Press, 2007.
Teaching method
Available soon
Evaluation method
Practical/Summative Assessment Component
The practical assessment component consists of the evaluation, on a scale of 0-20 points, rounded to the first decimal case, obtained through the arithmetic average of the classification of 7 components:
- answers to 4 small quizzes,
- evaluation of the strategies used in 2 tournaments
- the attendance of at least 6 lab classes (see plan in slides of 1st lecture) and active participation, dedication, and obtained results in the activities of those classes.
Important Dates (to be confirmed)
Tournaments:
- 12 April 2023
- 31 May 2023
Quizzes:
- 24 April 2023
- 9 May 2023
- 22 May 2023
- 29 May 2023
The dates may change, which will be communicated in a timely manner.
Theoretical Assessment Component
The Theoretical assessment component consists of the evaluation, on a scale of 0-20 points, rounded to the first decimal case, obtained through two tests or an exam.
Important Dates (to be confirmed)
Tests (closed book):
- 3 April 2023
- 12 June 2023
Passing Criteria and Final Grade
A student is approved when cumulatively obtaining a grade equal to or greater than 9.5 in the Theoretical component and a grade equal to or greater than 9.5 in the weighted average of the theoretical (50%) and practical ( 50%) components.
The final grade is given by the weighted average of the theoretical (50%) and practical (50%) components, possibly incremented by a bonus (max 3 points) resulting from the final rankings in the tournaments, rounded up to the nearest integer.
Grade Improvement
The improvement of the grade is calculated as described above, and the student may choose to improve the theoretical component and/or the practical component (the latter only for students of previous editions), governed by the same rules and deadlines as the current edition. The final grade is calculated taking into account the theoretical and practical components.
Plagiarism
The UNL Code of Ethics, the FCT Evaluation Regulation, as well as all orders that regulate this matter, will be applied scrupulously.
All the code used to answer the quiz and to participate in the tournaments must be original. Only the code made available or expressly authorized by the teachers can be reused. Namely, students will not be able to reuse code submitted in previous editions of this course, even if it was developed by them. Failure to comply with this rule constitutes plagiarism and is punished with failure in the course.
Subject matter
Game Theory
Utility Theory, Games in Normal-Form, Pareto optimality, Best response and Nash equilibrium, Mixed Strategies, Maxmin and Minmax, Correlated Equilibrium, Perfect-Information Extensive-Form Games, Subgame Perfection, Backward Induction, Imperfect-Information Extensive-Form Games, Perfect Recall, Repeated Games, Infinitely Repeated Games, Bayesian Games.
Mechanism Design
Social Choice, Voting, Voting Paradoxes, Arrow''''s Theorem, Muller-Satterthwaite Theorem, Mechanisms with money, VCG mechanism, Auctions, Mechanisms without Money.