Game theory for computer science sits at the intersection of mathematics, economics, and algorithm design, providing formal frameworks for modeling strategic decision-making among rational agents. It spans two distinct traditions: combinatorial game theory (perfect-information, deterministic two-player games like Nim and Chess) and classical game theory (Nash equilibria, mechanism design, and auction theory). Practitioners apply these tools across AI game-playing, network routing, cybersecurity, distributed systems, and algorithmic mechanism design. The unifying insight is that many computational problems — from adversarial search to incentive-compatible protocol design — are, at their core, games between agents with conflicting objectives.
What This Cheat Sheet Covers
This topic spans 12 focused tables and 112 indexed concepts. Below is a complete table-by-table outline of this topic, spanning foundational concepts through advanced details.
Table 1: Fundamental Game Classifications
Understanding how a game is classified determines which mathematical tools apply to it. The two broadest divisions are combinatorial vs. classical games and impartial vs. partisan — each axis unlocks or closes off entire solution methods.
| Game Type | Example | Description |
|---|---|---|
Nim, Chess, Go | Two-player, perfect-information, deterministic, no draws (or determined draws) — analyzed with combinatorial or minimax methods. | |
Chess, Poker (fixed stakes) | • One player's gain exactly equals the other's loss • \sum payoffs = 0 in every outcome | |
Prisoner's Dilemma | • Players' interests partially align or partially conflict • collective payoffs can vary across outcomes | |
Nim, Kayles, Chomp | • Both players have identical legal moves from every position • Sprague–Grundy theorem applies | |
Chess, Domineering, Blue-Red Hackenbush | • Move sets differ per player • Sprague–Grundy does not apply — analyzed with surreal-number theory | |
Chess, Go, Checkers | • All players know the complete game state at every decision point • no hidden information | |
Poker, Bridge | • Some state information is hidden from at least one player • modeled with information sets |