Glossary

Every game theory term used on DecisionPlay, explained in plain English: Nash equilibrium, dominant strategy, Prisoner's Dilemma, and more. No background assumed.

These are the same definitions that appear when you hover a term anywhere on the site. For the full picture instead of a term at a time, start with Game Theory 101 or read how the analysis engine works.

Every term

Bargaining Game
Two people split something of value between them, and who gets more depends on how easily each one can walk away.
Battle of the Sexes
Two people want to spend time together but disagree on what to do, and both prefer being together over doing their own favorite thing alone.
Chicken
Two sides head toward a clash, and whoever backs down first avoids disaster but looks weak. If neither backs down, both lose big.
Cooperate
To choose the mutually beneficial option, trusting the other side to do the same.
Coordination Game
Everyone wants to make the same choice as everyone else, like which side of the road to drive on. The challenge is just agreeing.
Defect
To choose the selfish option, even when cooperation would benefit everyone.
Dominant Strategy
A move that's best for you no matter what the other player chooses.
Equilibrium
A stable outcome where no one has reason to change their move.
Mixed-Strategy Equilibrium
A stable outcome reached by randomizing between choices, rather than picking one move every time.
Nash Equilibrium
The point where no player improves by changing strategy alone: a stable standoff.
Pareto Optimality
An outcome where helping one person would mean hurting another, so nothing is being left on the table.
Payoff Matrix
A grid showing what each player gains or loses for every combination of choices.
Principal-Agent
One person hires or trusts another to act on their behalf, but can't fully see what that person actually does.
Prisoner's Dilemma
Two people would each do better by cooperating, but each is tempted to act selfishly, so they both end up worse off.
Public Goods Game
Everyone benefits from a shared resource whether they help pay for it or not, so people are tempted to let others cover the cost.
Repeated Game
The same two people face the same choice again and again, so today's decision can shape how the other person treats them next time.
Signaling
Using costly actions to credibly communicate private information.
Signaling Equilibrium
A stable outcome where one side's costly actions reliably reveal something true about them, and the other side has learned to trust that signal.
Signaling Game
One person takes an action that costs them something, just to prove a claim about themselves is true.
Stag Hunt
Two people can team up for a big reward, or each play it safe alone for a smaller guaranteed one. Trust decides which happens.
Subgame-Perfect Equilibrium
A plan that stays the smart choice at every point along the way, not just at the start.
Ultimatum Game
One person offers a way to split something, and the other can only accept the split or reject it. Rejection leaves both sides with nothing.
War of Attrition
Two sides keep competing by holding out longer than the other, and whoever gives up first loses, even though waiting costs both of them.
Zero-Sum
One player wins exactly what the other loses, with no way for both to gain.