EconLearn

Game Theory & Information

All 21 Game Theory & Information terms in the AP Economics glossary, each with a clear, exam-accurate definition. Tap any term for the full explanation, formula, and related interactive graph.

Zero-Sum Gamemicro

A zero-sum game is a situation where one player's gain exactly equals another player's loss, so the total is unchanged.

Principal-Agent Problemmicro

The principal-agent problem arises when one party (the agent) acts on behalf of another (the principal) but has different incentives and better information.

Signalingmicro

Signaling is when an informed party credibly reveals private information to a less-informed party to overcome asymmetric information.

Screeningmicro

Screening is when a less-informed party designs choices to get an informed party to reveal hidden information.

Median Voter Theoremmicro

The median voter theorem says that under majority rule with single-peaked preferences, the outcome chosen matches the preference of the median voter.

Condorcet Paradoxmicro

The Condorcet paradox is when majority preferences cycle (A beats B, B beats C, C beats A) even though each individual voter has consistent rankings.

Arrow's Impossibility Theoremmicro

Arrow's impossibility theorem proves no ranked voting system can convert individual preferences into a group ranking while satisfying a few basic fairness conditions and avoiding a dictator.

Logrollingmicro

Logrolling is vote trading in which legislators swap support across bills so each can pass a measure they care intensely about.

Tit-for-Tatmicro

Tit-for-tat is a repeated-game strategy that cooperates on the first move, then simply copies whatever the opponent did last round.

Grim Trigger Strategymicro

A grim trigger strategy cooperates until the opponent defects even once, then punishes by defecting forever after.

Folk Theoremmicro

The folk theorem states that in an infinitely repeated game with patient players, almost any reasonable (individually rational) outcome can be sustained as an equilibrium.

Backward Inductionmicro

Backward induction solves a sequential game by reasoning from the last decision backward, choosing each player's best move at every stage.

Dominated Strategymicro

A dominated strategy is one that pays less than some other strategy of yours no matter what the opponent does, so a rational player never plays it.

Mixed Strategymicro

A mixed strategy is a plan to randomize over your moves with fixed probabilities, used when always making the same predictable choice would be exploited.

Payoff Matrixmicro

A payoff matrix is a table listing every combination of the players' strategies and the payoff each one earns, written as (row player, column player).

Sequential Gamemicro

A sequential game is one where players move in turns and later movers see what came before, so it is drawn as a game tree and solved backward from the end.

Repeated Gamemicro

A repeated game is the same game played again and again by the same players, so cheating today can be punished later and cooperation becomes possible.

Credible Threatmicro

A credible threat is one the threatening player would actually want to carry out when the time comes, which is why a rival believes it.

First-Mover Advantagemicro

First-mover advantage is the gain a player wins by committing to a move before rivals, so they must take that choice as given and react to it.

Coordination Gamemicro

A coordination game is one where players do best by making the same choice, so it has two or more Nash equilibria and the problem is agreeing on one.

Market for Lemonsmicro

The market for lemons is George Akerlof's model showing that when only sellers know quality, buyers offer average prices and good goods leave the market.

AP® is a trademark registered by the College Board, which is not affiliated with, and does not endorse, EconLearn.