What is game theory and what are some of its applications?
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Game theory is a distinct and interdisciplinary approach to the study of human behavior. \nThe disciplines most involved in game theory are mathematics, economics and the other social and behavioral sciences. Game theory  was founded by the great mathematician John von Neumann.\nThe game theory is a branch of applied mathematics that studies strategic situations where players choose different actions in an attempt to maximize their returns. \n\nFirst was developed as a tool for understanding economic behavior. Economists have used game theory to analyze economic phenomena (auctions, bankruptcy, bargaining, duopolies, oligopolies).Then it was used to define nuclear strategies. Game theory is now used in many fields: biology, psychology, social science (Prisoner's Dilemma), sociology, political science (voting systems), ethics and philosophy, it is used in artificial intelligence and cybernetics.\n\nThe game theory has received attention in popular culture. A Nobel Prize-winning game theorist, John Nash was the subject of film A Beautiful Mind. Several game shows have adopted game theoretic situations.\n\nfor more details see:\nhttp://en.wikipedia.org/wiki/Game_theory#Uses_of_game_theory
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learn the game and play it!
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I played it for a while.  I'm hesitant to call it a game, actually.  The true "joy" of playing is not in winning anything.  And there's not much of a purpose to it.  You basically just create objects, give them characteristics, such as the ability to fly, etc.\n\nThen you use them, and show them off to other people.  If you're creative, and enjoy making things, it can be a lot of fun.  I enjoyed it when I played, but moved on to something with a little more substance after a while.  (ie: a goal to work towards)
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Read Maynard Smiths 'Evolution and the theory of games'
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One way to model the game is to assume that the two teams have constant probabilities per unit time of scoring a goal: p and q for the home and away teams repectively. Then the probability of the score being h to v after time t is just the product of two Poisson distributions:\n\nP(h,v,t) = exp(-pt)(pt)^h/h! * exp(-qt)(qt)^v/v!\n\nNumerically fitting p and q to give .45,.25,.3 for the probabilities of winning, losing and tying gives:\n\np = 1.2 , q = .8\n\nThat gives p+q = 2.0 goals per game (instead of 2.3) and e^(-(p+q)/2) = .36 probability of being scoreless at the half (instead of .3). The choice:\n\np = 1.4 , q = .9\n\nwould get the latter two numbers closer (2.3 and .32). Using those numbers in the above formula (I used a computer) gives the following probabilities for the difference in scores created by one half worth of play:\n\nP(+2) = .09\nP(+1) = .26\nP(0) = .42\nP(-1) = .17\nP(-2) = .04\n\nThe probability of being tied at any point in the second half is obviously at least P(0) (the probability of being tied at the beginning of the second half). As a rough approximation we can add in the probability of coming back if the difference is +1 at the beginning of the half:\n\n.26 * (.17 + .04 + .01) = .06\n\nand if the difference is -1:\n\n.17 * (.26 + .09 + .01) = .06\n\nAdding those to .42 gives a lower limit (.54) for the probability of being tied at least one time in the second half. I would guess it's about 55% or so based on all these assumptions.
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There is a book you might like to read. Here's a blurb about it from the link below. You can it it cheaper at Amazon.com\n\nChaos Theory in the Social Sciences Paperback\nChaos Theory in the Social Sciences, Foundations and Applications\n\nChaos Theory in the Social Sciences: Foundations and Applications offers the most recent thinking in applying the chaos paradigm to the social sciences. The book explores the methodological techniques -- and their difficulties -- for determining whether chaotic processes may in fact exist in a particular instance and examines implications of chaos theory when applied specifically to political science, economics, and sociology. The contributors to the book show that no single technique can be used to diagnose and describe all chaotic processes and identify the strengths and limitations of a variety of approaches. The essays in this volume consider the application of chaos theory to such diverse phenomena as public opinion, the behavior of states in the international arena, the development of rational economic expectations, and long waves. \n\nhttp://www.shop.com/op/aprod-p39450192?sourceid=13
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A cute one is always hanging up baby pictures of the alumni and having everyone guess who is who.  You can number the pictures and have a sheet to pass around to those who want to play.\n\nYou could also get a description of the family lives, jobs, where they live, etc at this point in their life.  And then like the picture game, try to see if people can guess who ended up where :)
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Do the game when the students can make one, two or three tally marks.  The object of the game is to make the last mark without going over.    The team gets a choice of going first, or choosing the number the game will go to.  \n\nThere is a pattern to the madness, but I want you to figure it out.
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Go to Gamewinners (link below), or a similar "game cheat" web site for hints on winning your cases. \nEach case will probably be just as, if not more hard for you to solve. They tried to make the game as realistic as possible, that's why it seems so hard.
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http&#92;&#92;levine.sscnet.ucla.edu\n/general/whatis.htm\n\nhttp&#92;&#92;plato.stanford.edu/\nentries/game-theory/\n\nthe theory of a game is a theory of \ndecision making it consider how one \nshould make dicision and to a lesser\n extent how one does make them  this \nsite will help yu!!
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That is a great question for guro joe at:\n\nhttp://www.playnow.co.il/Games/game_eng.cfm?ID=100
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If you read programming on chess software, one of the ways of analysing the game is by means of a value-based weightage system and a depth search routine. The game helps players to develop skills in anticipating future consequences by weighing best outcomes in a variety of situations and to eventually pick the best course of action.
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I took an educational psychology class in college and for an assignment we had to teach the class a lesson- the point was that students learn when learning is fun and integrative- so some people put their lesson plan in a "who wants to be a millionaire" format, others used a point system for the most participation or answers right, etc. gets a prize... I guess it could work with any game show- jeopardy, family feud, etc.\n\nThe main point of the course was that different people learn so many different ways (8 according to Gardner*see below*) that you have to use different methods to be sure everyone is gettig something out of it
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it's a technique in science where two players want to choose a strategy to maximise their own profit according to the strategies choosen by the competitor
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labeling approach\nsymbolic interactionism\nrational choice\nrole theory
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Two principles that apply to every market are the supply and demand pricing dynamics and the product life cycle pricing dynamics.\n\nA project to demonstrate these principles that would be elegant is to choose two different markets and model the pricing in the market according to supply and demand and over time with respect to the product life cycle.\n\nMuch like a scientist investigating genetic eveolution, choose markets with relatively short product life cycles so that the time element is easily observed.\n\nFor example, the Apple ipod is a product that revolutionized the music industry by making downloading legal and cache.  The devices progressed from the first ipod, to the ipod mini to the ipod nano.  The backbone of the offering is iTunes, which changed the way we buy and listen to music.  Look at the pricing curves over time for the ipod models by looking at press releases and industry coverage of the ipod revolution.  You will see that the pressures of supply and demand drove the ipod pricing, while the product lifecycle drove the introduction of new models to keep the public buying and maintaining image and pricing.\n\nNext, look at the video game platform market.  In this market the product life cycle is very influential since new technology provides a more interesting user experience as the new models appear about every two years (product lifecycle).  The pricing of the platforms is below cost to attract gamers to buy the platform since the profit is derived from the game sales and royalties.\n\nTo go to a completely different market, look at hybrid cars.  The price of oil and fear of spiking oil prices, along with government incentives in tax credits and car-pool lane priviledges, drove demand of the flagship Toyota Prius into the stratosphere.  The cars are still difficult to find since the dealers are backlogged with orders from eager customers.  A bit of clever marketing and timing with the pressure on oil prices and the Global Warming crisis have continued to spur sales.  The more interesting story may be the Honda Civic hybrid that offers many of the same features as the prius, but hasn't enjoyed the attention from the press.  Look at the difference in the pricing as a result of the significant difference in demand.\n\nThat's a few ideas.  There are many more.  \n\nGood luck.\n\nj
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Expanding on the above response on the Pareto principle, you can also demonstrate fractals, e.g. if 80% of the sales come from 20% of the customers, 80% of the sales from those 20% will come from 20% of those 80% assuming a large enough set.  Confusing?  I love fractals and think your question is awesome.