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2 | 2 | title: About Gambit |
3 | 3 | --- |
4 | 4 |
|
5 | | -Gambit is a set of software tools for doing computation on finite, |
6 | | -noncooperative games. These comprise a graphical interface for |
7 | | -interactively building and analyzing general games in extensive or |
8 | | -strategy form; a number of command-line tools for computing Nash |
9 | | -equilibria and other solution concepts in games; and, a set of file |
10 | | -formats for storing and communicating games to external tools. |
11 | | -Gambit is fully-cross platform, and is supported on Linux, Mac OS X, |
12 | | -and Microsoft Windows. |
13 | | - |
14 | | -Key features of Gambit |
15 | | -====================== |
16 | | - |
17 | | -Gambit has a number of features useful both for the researcher and the |
18 | | -instructor: |
19 | | - |
20 | | -**Interactive, cross-platform graphical interface.** All Gambit |
21 | | -features are available through the use of a graphical interface, which |
22 | | -runs under multiple operating systems: Windows, various flavors of |
23 | | -Un*x (including Linux), and Mac OS X. The interface offers flexible |
24 | | -methods for creating extensive and strategic games. It offers an |
25 | | -interface for running algorithms to compute Nash equilibria, and for |
26 | | -visualizing the resulting profiles on the game tree or table, as well |
27 | | -as an interactive tool for analyzing the dominance structure of |
28 | | -actions or strategies in the game. The interface is useful for the |
29 | | -advanced researcher, but is intended to be accessible for students |
30 | | -taking a first course in game theory as well. |
31 | | - |
32 | | -**Command-line tools for computing equilibria.** More advanced |
33 | | -applications often require extensive computing time and/or the ability |
34 | | -to script computations. All algorithms in Gambit are packaged as |
35 | | -individual, command-line programs, whose operation and output are |
36 | | -configurable. |
37 | | - |
38 | | -**Extensibility and interoperability.** The Gambit tools read and |
39 | | -write file formats which are textual and documented, making them |
40 | | -portable across systems and able to interact with external tools. It |
41 | | -is therefore straightforward to extend the capabilities of Gambit by, |
42 | | -for example, implementing a new method for computing equilibria, |
43 | | -reimplementing an existing one more efficiently, or creating tools to |
44 | | -programmatically create, manipulate, and transform games, or for |
45 | | -econometric analysis on games. |
46 | | - |
47 | | - |
48 | | -Limitations of Gambit |
49 | | -===================== |
50 | | - |
51 | | -Gambit has a few limitations that may be important in some |
52 | | -applications. We outline them here. |
53 | | - |
54 | | -**Gambit is for finite games only.** Because of the mathematical |
55 | | -structure of finite games, it is possible to write many general- |
56 | | -purpose routines for analyzing these games. Thus, Gambit can be used |
57 | | -in a wide variety of applications of game theory. However, games that |
58 | | -are not finite, that is, games in which players may choose from a |
59 | | -continuum of actions, or in which players may have a continuum of |
60 | | -types, do not admit the same general-purpose methods. |
61 | | - |
62 | | -**Gambit is for noncooperative game theory only.** Gambit focuses on |
63 | | -the branch of game theory in which the rules of the game are written |
64 | | -down explicitly, and in which players choose their actions |
65 | | -independently. Gambit's analytical tools center primarily around Nash |
66 | | -equilibrium, and related concepts of bounded rationality such as |
67 | | -quantal response equilibrium. Gambit does not at this time provide any |
68 | | -representations of, or methods for, analyzing games written in |
69 | | -cooperative form. (It should be noted that some problems in |
70 | | -cooperative game theory do not suffer from the computational |
71 | | -complexity that the Nash equilibrium problem does, and thus |
72 | | -cooperative concepts could be an interesting future direction of |
73 | | -development.) |
74 | | - |
75 | | -**Analyzing large games may become infeasible surprisingly quickly.** |
76 | | -While the specific formal complexity classes of computing Nash |
77 | | -equilibria and related concepts are still an area of active research, |
78 | | -it is clear that, in the typical case, the amount of time required to |
79 | | -compute equilibria increases rapidly in the size of the game. In other |
80 | | -words, it is quite easy to write down games which will take Gambit an |
81 | | -unacceptably long amount time to compute the equilibria of. There are |
82 | | -two ways to deal with this problem in practice. One way is to better |
83 | | -identify good heuristic approaches for guiding the equilibrium |
84 | | -computation process. Another way is to take advantage of known |
85 | | -features of the game to guide the process. Both of these approaches |
86 | | -are now becoming areas of active interest. While it will certainly not |
87 | | -be possible to analyze every game that one would like to, it is hoped |
88 | | -that Gambit will both contribute to these two areas of research, as |
89 | | -well as make the resulting methods available to both students and |
90 | | -practitioners. |
91 | | - |
92 | | -Who built Gambit? |
93 | | -================= |
94 | | - |
95 | | -Check out the [team page](/team/) on the Gambit website for up-to-date information on the current Gambit development team. |
96 | | - |
97 | | -History |
98 | | -------- |
| 5 | + |
99 | 6 |
|
100 | 7 | The principal developers of Gambit have been: |
101 | 8 |
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