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Students analysing a strategic game with payoff matrices
Special Courses Rs 900 / session

Game Theory: Basic to Advanced

EG

EduGlobal Masterclass

1-on-1 Remote Mentorship

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For
Class 9 - Undergraduate
Level
Beginner to Advanced
Duration
24 weeks
Each week
4 hours
Batch
Group class, maximum 8 students
Mode
Online

The mathematics, not the anecdotes

Game theory is unusually prone to being taught as a collection of stories: the prisoner's dilemma recounted, Nash equilibrium invoked loosely, a conclusion about human nature drawn. That version is entertaining and teaches almost nothing.

Here it is a formal subject — strategies, payoffs, equilibrium concepts, theorems and proofs — running from payoff matrices and dominance to Sprague-Grundy, repeated games and auction design.

What Nash equilibrium does not promise

A Nash equilibrium is a strategy profile in which no single player can improve their own payoff by unilaterally deviating. That is the entire content, and four things follow that popular accounts routinely obscure.

It does not mean the outcome is good — the prisoner's dilemma equilibrium is worse for both players than the cooperative outcome, which is precisely why the example is famous. It does not mean the equilibrium is unique; many games have several. It does not mean players will find it. And it says nothing about fairness.

A student who holds those caveats understands the concept better than most people who cite it.

Representation first

How a game is written down determines what you can say about it.

Normal form — the payoff matrix — suits simultaneous play. Extensive form — the game tree, with information sets — is required when moves are sequential or when a player does not know what has already happened. Converting between the two is routine and instructive, and getting the representation wrong makes the rest of the analysis answer a different question than the one asked.

Backward induction and non-credible threats

Finite games of perfect information are solved from the terminal nodes upward, and the resulting subgame perfect equilibrium is sharper than Nash equilibrium alone.

The reason is worth stating. Nash equilibrium permits threats a player would never actually carry out — a strategy that says "if you do that, I will do something that hurts us both" can support an equilibrium even though nobody believes it. Subgame perfection rules those out by requiring the threat to be optimal at the point it would have to be executed. That distinction is one of the genuinely useful ideas in the subject, and it has obvious analogues outside mathematics.

Impartial games and the theorem that unifies them

A separate strand of the subject deals with combinatorial games: two players alternate, the moves available depend only on the position rather than on whose turn it is, and the last player to move wins.

Nim has a complete solution. The Sprague-Grundy theorem then does something remarkable: it shows that every impartial game is equivalent to a single Nim heap of some size. So once a student can compute nim-values, a whole class of competition problems — chips in boxes, stones in piles, tokens moved on a board — collapses into one technique.

This is the unit that makes the Integral Cup game theory track approachable, and it is the material students most often report enjoying.

Why cooperation can be rational

The prisoner's dilemma played once has a bleak and unambiguous answer. Played repeatedly, with the end date unknown, it does not.

Repeated games, the folk theorem, trigger strategies and tit-for-tat show that cooperation can be sustained as an equilibrium when the shadow of future interaction is long enough. Discounting makes "long enough" precise. Evolutionary game theory then removes the rationality assumption entirely and asks which strategies survive in a population — a different question with a strikingly similar answer.

Designing the game instead of playing it

The final unit inverts the subject. Instead of analysing a game, you design the rules so that the behaviour you want is optimal for the participants.

The second-price sealed-bid auction is the clean example: bidding your true valuation is a dominant strategy, which is an engineered property rather than a happy accident. Revenue equivalence, incentive compatibility and the basics of mechanism design follow. This is the branch of game theory with the clearest commercial footprint — advertising auctions and spectrum sales are built on it.

Who this suits

Students from Class 9 upward through undergraduate study. This is the most self-contained course in the series: it needs school algebra and basic probability for the mixed-strategy material and little else, where the other courses assume more.

For that reason it is often the right third track for an Integral Cup entrant, and a good first course for a student who wants to see what mathematical reasoning looks like before committing to a heavier syllabus. Classes are live and online in groups of at most eight.

What students will be able to do

  • Represent a strategic situation properly in normal or extensive form, which determines everything after
  • Find Nash equilibria in pure and mixed strategies, and understand what the concept does not promise
  • Apply iterated elimination of dominated strategies and rationalizability
  • Solve sequential games by backward induction and identify subgame perfect equilibria
  • Work zero-sum games through minimax, saddle points and the linear programming formulation
  • Solve impartial combinatorial games with Nim, nimbers and the Sprague-Grundy theorem
  • Understand repeated games and why cooperation can be rational when a game recurs
  • Read the basics of auction and mechanism design, where game theory meets real markets

Course structure

  1. BASIC 1: Games in normal form
    Players, strategies and payoffs; the payoff matrix; the prisoner's dilemma, coordination games and the battle of the sexes; what it means to assume rationality and common knowledge of it.
  2. BASIC 2: Dominance
    Strictly and weakly dominated strategies; iterated elimination; dominant strategy equilibrium; why the prisoner's dilemma has the outcome it does, stated precisely rather than as a story.
  3. BASIC 3: Games in extensive form
    Game trees; information sets; perfect and imperfect information; sequential versus simultaneous play; converting between normal and extensive form.
  4. INTERMEDIATE 1: Nash equilibrium
    Best responses; pure-strategy Nash equilibrium; existence and multiplicity; finding all equilibria in small games; what Nash equilibrium does not claim, which is where it is most often oversold.
  5. INTERMEDIATE 2: Mixed strategies
    Mixed strategies as probability distributions; expected payoff; the indifference condition for computing a mixed equilibrium; Nash's existence theorem as a statement; 2x2 and 2xn games.
  6. INTERMEDIATE 3: Zero-sum games
    Minimax and maximin; the value of a game; saddle points; the minimax theorem; the linear programming formulation and its duality with the opponent's problem.
  7. INTERMEDIATE 4: Backward induction
    Solving finite games of perfect information from the terminal nodes upward; subgame perfect Nash equilibrium; non-credible threats and why Nash alone permits them; forward induction as a contrast.
  8. ADVANCED 1: Impartial combinatorial games
    Nim and the winning strategy; nim-values and nimbers; the Sprague-Grundy theorem and why every impartial game is equivalent to a Nim heap; sums of games; subtraction and take-away games.
  9. ADVANCED 2: Repeated and evolutionary games
    Finitely and infinitely repeated games; the folk theorem; trigger strategies and tit-for-tat; discounting; evolutionarily stable strategies and replicator dynamics.
  10. ADVANCED 3: Auctions and mechanism design
    First-price and second-price sealed-bid auctions; why truthful bidding is dominant in a second-price auction; the revenue equivalence theorem; incentive compatibility; an introduction to designing the rules rather than playing them.

Who this is for

School algebra and basic probability for the mixed-strategy material. The most self-contained course in the series.

Students join this programme from India, United States, United Kingdom, Singapore and United Arab Emirates.

Common questions

Is this a mathematics course or an economics course?

Mathematics. Game theory is popular as anecdote - the prisoner's dilemma told as a story, Nash equilibrium invoked loosely - and that version teaches almost nothing. Here it is a formal subject: strategies, payoffs, equilibrium concepts and theorems with proofs. The applications to economics, biology and politics are real and we draw on them, but the content is mathematical.

What does a Nash equilibrium actually guarantee?

That no single player can improve their own payoff by unilaterally changing strategy. That is all. It does not promise a good outcome for anyone - the prisoner's dilemma equilibrium is bad for both players - it does not promise uniqueness, and it does not promise players will find it. Those four caveats are the most commonly oversold points in popular treatments and we are explicit about each.

What is the Sprague-Grundy theorem?

The central result for impartial combinatorial games. It says that every such game is equivalent to a single Nim heap of some size, so that once you can compute nim-values you can solve games that look nothing like Nim. It makes a whole class of competition problems - chips in boxes, stones in piles, moves on a board - into one technique.

Why is this the easiest entry point into the Integral Cup?

Because Track 4 is the most self-contained of the four. It needs probability for mixed strategies and little else, where the analysis and optimisation tracks assume substantial calculus and linear algebra. A student choosing their three tracks often finds Game Theory the sensible third, and this course covers that track in order.

Is auction theory really game theory?

It is one of its most successful applications. A second-price sealed-bid auction has the striking property that bidding your true valuation is a dominant strategy, which is a designed result rather than an accident. That shift - from analysing a game to designing one so that honest behaviour is optimal - is mechanism design, and it is the basis of modern advertising auctions and spectrum sales.

End of Syllabus. Apply for Admission

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For
Class 9 - Undergraduate
Level
Beginner to Advanced
Duration
24 weeks
Each week
4 hours
Batch
Group class, maximum 8 students
Mode
Online
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  • You choose the slots from our calendar after payment
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