# Chapter 10: Study Guide

1. For a strictly determined game, find the value of the game and the optimal row and column strategies.
2. Delete as many recessive rows and columns as possible and then find the solution to the game.
3. Find the solution to a 2x2 zero-sum, two-player game using techniques from section 10.2.
4. Find the value of a game when specific strategies are used.
5. Setup a game matrix from the story problem and solve the problem on the calculator*.
6. Form the two linear programming problems for a 2x2 game. Solve the problems geometrically. You may want to check your answers via some other technique.
7. Find the solution to a non-strictly determined game using the calculator*. Some empirical probabilities are given (sort of) for the column player and you are asked to find the expected value of each strategy of the row player and decide which strategy is best using the expected value criterion. Also, find the values of each strategy and the best strategy using the maximax, maximin, and minimax (regret) criteria. This is the same type of question as on the chapter 7 exam.

Problems 1 - 6 are to be worked alone. You may have a notecard with anything you want to put on it as long as the writing surface area does not exceed 48 square inches. I suggest the front of two 4x6 inch cards.

Problem 7 may be worked in groups of up to size three, but there are no note cards (regardless of whether you use groups or not) allowed.

For all problems that ask for a solution to a game, you need to give the value of the game and the optimal row and column strategies.

The calculator will do all problems in this chapter. For this reason, I am asking to see work on all problems except the *'d problems. Remember that the calculator requires positive entries to function properly if the game isn't strictly determined.

Last updated: Monday, July 24, 1995 at 11:07 pm