IE 441 Game Theory and StrategyMEF UniversityDegree Programs PsychologyGeneral Information For StudentsDiploma SupplementErasmus Policy Statement
Psychology
Bachelor Length of the Programme: 4 Number of Credits: 240 TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF: Level 6

Ders Genel Tanıtım Bilgileri

School/Faculty/Institute Faculty of Engineering
Course Code IE 441
Course Title in English Game Theory and Strategy
Course Title in Turkish Oyun Teorisi ve Strateji
Language of Instruction EN
Type of Course Flipped Classroom,Lecture
Level of Course Intermediate
Semester Spring
Contact Hours per Week
Lecture: 3 Recitation: Lab: Other:
Estimated Student Workload 142 hours per semester
Number of Credits 6 ECTS
Grading Mode Standard Letter Grade
Pre-requisites MATH 211 - Linear Algebra
MATH 116 - Calculus II
MATH 227 - Probability and Statistics for Engineering I
Expected Prior Knowledge Calculus, linear algebra, and probability theory
Co-requisites None
Registration Restrictions Only undergraduate students
Overall Educational Objective To enable students to understand the basic concepts and techniques of game theory, leading to an ability of strategical thinking, and to illustrate how game theory can be applied to real-life situations.
Course Description Game theory can be defined as the science of rational behavior in interactive situations. It uses mathematical tools to analyze conflicts and cooperation among rational decision-makers. This course covers the main principles of game theory and its applications to several fields, such as business, economics, and political science.
Course Description in Turkish Oyun teorisi, etkileşimli durumlarda rasyonel davranış bilimi olarak tanımlanabilir. Rasyonel karar vericiler arasındaki çatışma ve iş birliğini analiz etmek için matematiksel araçlar kullanır. Bu ders, oyun teorisinin ana ilkelerini ve iş dünyası, ekonomi ve siyaset bilimi gibi çeşitli alanlardaki uygulamalarını kapsamaktadır.

Course Learning Outcomes and Competences

Upon successful completion of the course, the learner is expected to be able to:
1) Construct models using game theory
2) Select appropriate methods to solve games, such as backward induction, best responses, dominance and elimination of strategies
3) Analyze available strategies for each player
4) Apply game theory to real-life situations
Program Learning Outcomes/Course Learning Outcomes 1 2 3 4
1) Thorough knowledge of the major concepts, theoretical perspectives, empirical findings, and historical trends in psychology.
2) Understanding of and ability to apply essential research methods in psychology, including research design, data analysis, and data interpretation.
3) Competence to use critical and creative thinking, skeptical inquiry and a scientific approach to solving problems related to behavior and mental processes.
4) Understanding and ability to apply psychological principles, skills and values in personal, social, and organizational contexts.
5) Ability to weigh evidence, to tolerate ambiguity, and to reflect other values that underpin psychology as a discipline.
6) Internalization and dissemination of professional ethical standards.
7) Demonstration of competence in information technologies, and the ability to use computer and other technologies for purposes related to the pursuit of knowledge in psychology and the broader social sciences.
8) Skills to communicate the knowledge of psychological science effectively, in a variety of formats, in both Turkish and in English (in English, at least CEFR B2 level).
9) Recognition, understanding, and respect for the complexity of sociocultural and international diversity.
10) Recognition for the need for, and the skills to pursue, lifelong learning, inquiry, and self-improvement.
11) Ability to formulate critical hypotheses based on psychological theory and literature, and design studies to test those hypotheses.
12) Ability to acquire knowledge independently, and to plan one’s own learning.
13) Demonstration of advanced competence in the clarity and composition of written work and presentations.

Relation to Program Outcomes and Competences

N None S Supportive H Highly Related
     
Program Outcomes and Competences Level Assessed by
1) Thorough knowledge of the major concepts, theoretical perspectives, empirical findings, and historical trends in psychology. N
2) Understanding of and ability to apply essential research methods in psychology, including research design, data analysis, and data interpretation. N
3) Competence to use critical and creative thinking, skeptical inquiry and a scientific approach to solving problems related to behavior and mental processes. H Exam,HW,Participation
4) Understanding and ability to apply psychological principles, skills and values in personal, social, and organizational contexts. N
5) Ability to weigh evidence, to tolerate ambiguity, and to reflect other values that underpin psychology as a discipline. N
6) Internalization and dissemination of professional ethical standards. N
7) Demonstration of competence in information technologies, and the ability to use computer and other technologies for purposes related to the pursuit of knowledge in psychology and the broader social sciences. N
8) Skills to communicate the knowledge of psychological science effectively, in a variety of formats, in both Turkish and in English (in English, at least CEFR B2 level). N
9) Recognition, understanding, and respect for the complexity of sociocultural and international diversity. S Participation
10) Recognition for the need for, and the skills to pursue, lifelong learning, inquiry, and self-improvement. S HW,Participation
11) Ability to formulate critical hypotheses based on psychological theory and literature, and design studies to test those hypotheses. N
12) Ability to acquire knowledge independently, and to plan one’s own learning. S Exam,HW
13) Demonstration of advanced competence in the clarity and composition of written work and presentations. H Exam,HW
Prepared by and Date PERAL TOKTAŞ PALUT , October 2024
Course Coordinator PERAL TOKTAŞ PALUT
Semester Spring
Name of Instructor Assoc. Prof. Dr. PERAL TOKTAŞ PALUT

Course Contents

Week Subject
1) Introduction to Game Theory
2) Strategic Form Games
3) Strategic Form Games
4) Strategic Form Games
5) Strategic Form Games
6) Extensive Form Games
7) Extensive Form Games
8) Extensive Form Games
9) Repeated Games
10) Repeated Games
11) Games with Incomplete Information
12) Games with Incomplete Information
13) Games with Incomplete Information
14) General Review and Evaluation
15) Final Exam/Project/Presentation Period
16) Final Exam/Project/Presentation Period
Required/Recommended ReadingsRequired: ● Harrington Jr., J. E., 2015. Games, Strategies, and Decision Making. Second Edition, Worth Publishers. Recommended: ● Osborne, M. J., 2003. An Introduction to Game Theory. First Edition, Oxford University Press. ● Fudenberg, D. and Tirole, J., 1991. Game Theory. First Edition, MIT Press. ● Gibbons, R., 1992. Game Theory for Applied Economists. First Edition, Princeton University Press. ● Dixit, A., Skeath, S., and McAdams, D., 2021. Games of Strategy. Fifth Edition, W. W. Norton & Company.
Teaching MethodsLectures/Flipped classroom/Discussions/Problem sets/Term project
Homework and ProjectsA term project will be given to model, solve, test, and critically analyze a real-life problem using game theory.
Laboratory Work
Computer Use
Other Activities
Assessment Methods
Assessment Tools Count Weight
Quiz(zes) 4 % 15
Project 1 % 25
Midterm(s) 1 % 30
Final Examination 1 % 30
TOTAL % 100
Course Administration palutp@mef.edu.tr

Exams: Closed book and closed notes. Rules for attendance: According to YÖK regulations, students are required to attend at least 70% of the lectures. Students are responsible for the announcements made in class. Formal use of e-mails: The course instructor assumes that any information sent via e-mail will be received in 24 hours unless a system problem occurs. Problem sets: Students will complete problem sets after or during class sessions. Term project: This project integrates game theoretical concepts discussed in class with a practical problem-solving approach. Students will engage in teams to model, solve, test, and critically analyze a real-life problem using game theory. Missing the midterm exam: If you fail to take the exam on the assigned day and do not have a valid excuse, you will be given a zero (0) on the exam. Otherwise, a make-up exam will be given if proper excuse documents are presented in five workdays. A make-up exam may be granted for the death of first and second-degree relatives, bankruptcy, detention, surgery, a health report lasting two or more days, and compelling reasons. Additional documents may be requested from the student during the evaluation. Participation in job interviews, employer events, weddings, vacations, and similar occasions will not be considered valid reasons for being absent. There will be no excuse for the make-up exam. Eligibility to take the final exam: Students are required to get at least 40/100 from the term project to take the final exam. Missing the final exam: Due to faculty regulations. Inappropriate conduct, academic dishonesty and plagiarism are subject to YÖK Disciplinary Regulation.

ECTS Student Workload Estimation

Activity No/Weeks Hours Calculation
No/Weeks per Semester Preparing for the Activity Spent in the Activity Itself Completing the Activity Requirements
Course Hours 14 1 3 1 70
Project 1 25 3 28
Midterm(s) 1 15 2 17
Final Examination 1 25 2 27
Total Workload 142
Total Workload/25 5.7
ECTS 6