Psychology | |||||
Bachelor | Length of the Programme: 4 | Number of Credits: 240 | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF: Level 6 |
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 |
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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 |
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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 CompetencesUpon 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 |
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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. |
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 |
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 Readings | Required: ● 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 Methods | Lectures/Flipped classroom/Discussions/Problem sets/Term project | ||||||||||||||||||
Homework and Projects | A 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 |
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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. |
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 |