Study Guide for Final Exam (Terms) Flashcards
Game
Opportunity to gain utility through strategic interaction with at least one other ‘player.’ (A chance to realize utility through strategic interaction).
Zero-sum Game
A game in which one player’s loss is another player’s gain (technically, this is a constant-sum game).
Strategy
A way of playing a game; a plan of action (covering all contingencies)
Outcome
The consequences of a plan of action, given what other players do.
Expected Utility
The value one gains (or loses) from the probable outcomes of a particular strategy.
Dominant Strategy
A strategy that is preferable to any other strategy (e.g., it brings better outcomes) regardless of what the other player does. Always maximizes a player’s utility.
Iterated Game
A game that is played more than once.
Pure strategy
Playing only one strategy. Single-play games have pure strategies.
Mixed strategy
Playing different strategies with a specific probability. Multiple-play (iterated) games may have either pure or mixed strategies.
Pareto Optimum
An outcome that is better for all players in a game; one that is collectively perferable.
Nash Equilibrium
A predicted outcome (solution) in a game, when neither “player” wishes to change its strategy unilaterally.
Solution
The rational outcome of strategic interaction.
Instumental rationality
A decison is good (rational) if it is made using a good decision process, carefully considering cost and benefits.
Value rationality
A decision is good (rational) if it leads to a good outcome
Allison’s Model II
Policy is the result of choices that serve the interests of bureaucracies and their need for standard operating procedures.
Allison’s Model III
Policy is the result of choices that serve the interest of various political players within the government.
Expected utility
The value of an outcome multiplied by the probability that it will actually happen.
Transitive preferences
If the value of one outcome is greater than a second, and the value of the second is greater than a third, then the value of the first must be greater than the third.
Groupthink
Irving Janis’s argument that excessive cohesiveness may prevent advisors from giving a leader sound, critical advice.
The war trap
an apparent tendency towards war when an emerging power threatens to displace an existing great power as a regional or international hegemon.
Strong state
A situation in which the government exerts a great deal of control over society.
Weak state
A state that has difficulty fulfilling basic tasks, such as defending territory, making and enforcing rules, collecting taxes, and managing the economy.
Spatial voting
Politicians (and candidates) take positions that maximize their support from voters, not necessarily positions that reflect what most voters want.
Lowi’s laws
Presidents cannot achieve all of their promises; much of their effort is devoted to creating the appearance of success.
Nation
a level of social organization grouping people, often with reference to common qualities (language, culture, religion, etc.) for the purpose of representation by a state.
State
a territorial government acting to defend sovereignty on behalf of a national people
Cardinal utility
Utility is represented by its actual perceived value.
* $1, $2, $3, etc.
Ordinal utility
The value to a person of gains or lossses from a given outcome, expressed as a rank ordering (i.e., 1st, 2nd, 3rd, etc.).
Inferior strategy
A strategy that always makes a player worse off than some other strategy.
Compellence
A strategy of trying to get another player to change his/her strategy.
Deterrence
A strategy of trying to prevent another player from doing something that would reduce your own utility.
Positive-sum game
A situation in which all players can benefit even if some benefit more than others (total of gains and losses is greater than zero).
Parametric decisons
the outcome depend on one’s choice, also taking account risk and uncertainty. (utility theory)
Strategic decisons
the outcome depends not only on factors like risk but also on the choices of another actor(s) (game theory)