Game Theory Resource

A brief note on a free resource:

While crawling through the Intertubes, I stumbled across a twenty year old webpage on game theory by Eric Roberts, emeritus professor of computer science at Stanford. The sub-directory pages contain short, simple discussions of different theoretical models, with helpful examples — such as Rousseau’s stag hunt and versions of Prisoner’s Dilemma. Of particular interest, at least to me, is the explanation of strategies of play — given that I almost always try to minimize the maximum possible loss.

Assessing Student Preparation

This is follow-up to a previous guest post by Joel Moore on the benefits of assessing students’ preparation for class discussion rather than their participation in it. Students are asked to rate themselves on the amount of assigned reading they have completed prior to class, and this forms the basis of their preparation grade.

He has created a web app that simplifies the process. The app is available at

A video that discusses how to use the app is at

1st Mini-TLC at APSA and the Future of Conferences

In line with Simon’s last post, something of a continued meditation on conferences and academic disciplinary associations in the USA, relative to last weekend’s one-day TLC, which was embedded within the APSA annual meeting:

Bridge to nowhere

Conferences reflect perverse incentives that do not reflect the realities of the academic labor market. Only a small minority of people who obtain PhDs, regardless of field, end up working as tenured professors at elite research universities teaching one or two, or zero, courses per semester. Yet to have even a chance of being hired or tenured by any institution, regardless of its position in the reputational pecking order, one is supposed to present (at conferences) and publish (in journals) research. The research is almost always irrelevant to anyone outside the discipline and much of the time also irrelevant to those within it.

These norms allow academic conferences to prey financially on graduate students, who are led to believe that they must attend, to both present research and to interview. In an age of digital communication tools and decreasing numbers of tenure-track positions, neither search committees nor disciplinary associations should be encouraging graduate students to pay out of pocket to attend conferences, the costs of which can exceed $1,000 per event.

But therein lies the rub: the more people who register for and attend a conference, the more profitable the conference is to the disciplinary association that has organized it. Whether a conference enables graduate students, their advisers, or other faculty to become more effective at what most academics spend most of their time doing — teaching — is not a concern. To claim otherwise is to ignore the economics of the system.

Conference attendance by full-time faculty is subsidized by their employers in the form of professional development support. Yet the way in which most conferences are structured means that opportunities are lacking for enhancing the teaching skills used on a daily basis in the workplace. Given the declining fortunes of many colleges and universities in the USA, this subsidization is likely to decrease, and decrease substantially, at some point in the near future — or maybe it’s occurring already.

Comparing American Foreign Policy Simulations

Today we have a guest post by Charity Butcher, Associate Professor of Political Science at Kennesaw State University. She can be reached at cbutche2[at]kennesaw[dot]edu.

I am always looking for new simulations – particularly ones that are easy to use and require less preparation. For my American foreign policy course, I usually use my own simulation on Iran-US relations. However, the Council of Foreign Relations’ Model Diplomacy simulations, discussed by others here and here, was an opportunity to try something new.

My simulation presents a crisis in Iran-US relations involving nuclear weapons, state support for terrorism, and/or the rivalry between Iran and Israel. In the simulation, students engage deeply with a topic, engage with a large number of state actors, and must deal with the consequences of their decisions. My ability to introduce problems in real-time creates flexibility and makes the simulation more dynamic for the students. However, my simulation requires a lot of preparation, both for me and my students.

Model Diplomacy, on the other hand, offers professors a menu of topics to choose from, and many of the simulations can be completed in a single class period. The simulations come with outstanding background material, so there is little need for students or the instructor to do additional research. However, Model Diplomacy simulations do not move past a predetermined decision point and there are no consequences to participants’ actions. Students sometimes reach a decision very quickly, which might reduce what they learn from the simulation.

I decided to use both my simulation and Model Diplomacy in the last iteration of the foreign policy course, in an attempt to capitalize on the advantages of both. Two one-day Model Diplomacy simulations served as a starting point for a longer three-day simulation. For this longer simulation, students began with the Model Diplomacy Iran Deal Breach scenario, but were provided with additional stimuli during the simulation and were able to interact with other countries. The results were quite positive, and I will continue to use both the short Model Diplomacy simulations along with a longer more interactive simulation in the course.

Extensions to a Classroom Game on War and Peace in IR Theory

Today we have the second of two guest posts by Nathan Alexander Sears, a PhD student in political science at the University of Toronto and previously a professor of international relations at the Universidad de Las Américas, Quito. He can be reached at n[dot]sears[at]mail[dot]utoronto[dot]ca.

The game that I described in my previous post can be modified to demonstrate additional theoretical concepts.

Relative Power: Changing the amount of resources each state possesses at the beginning of each round creates differences in their relative capabilities. For example, State A could begin with $10, State B with $7, and State C with $5. This change may lead to balancing and bandwagoning behavior, which is important in neorealism.

National Identities: The game can be played with actual country names, such as the United States (State A), the Soviet Union (State B), the People’s Republic of China (State C), Great Britain (State D), and France (State E). This opens up the possibility that students’ ideas about national identities or knowledge of history may influence behavior and outcomes, which is central to constructivism.

Democratic/Authoritarian States: The game can include democratic and authoritarian structures for internal decision-making. For example, one team might be required to make decisions by majority vote, while another group may have a single individual who makes such decisions with the other students acting as advisors. Regime and institution type is important in liberalism, especially in democratic peace theory. Continue reading

Cultural and Historic Preservation Conference

Another announcement about an upcoming conference — in case anyone wants to enjoy southern New England autumn weather:

Registration is open for the annual conference of the Noreen Stonor Drexel Cultural and Historic Preservation program at Salve Regina University in Newport, Rhode Island, October 12-13, 2018. The theme of this year’s conference is “Community Preservation through Adaptive Reuse.”

Full details on the conference and how to register are at this link.

Simulating War and Peace in IR Theory with a Classroom Game

Today we have the first of two guest posts by Nathan Alexander Sears, a PhD student in political science at the University of Toronto and previously a professor of international relations at the Universidad de Las Américas, Quito. He can be reached at n[dot]sears[at]mail[dot]utoronto[dot]ca.

This game introduces students to theoretical concepts in IR, such as neorealism, neoliberalism, constructivism, and bargaining theory.

The class is initially divided into two states. The object of the game is to meet two, and only two, goals: (1) to survive and (2) to maximize the amount of money spent on enjoyment. Survival means that a state is not defeated in war by another state.

The game entails multiple rounds, usually three or four depending on class time. Each round should take approximately 10 minutes. In each round, states begin with a budget of $10 and must make two decisions. First, each state must decide how to allocate its budget between two mutually exclusive items: armaments or enjoyment. States may choose any combination of the two items, but must allocate all of their resources each round. For instance, a state may choose $8 for enjoyment and $2 for armaments or $0 for enjoyment and $10 for armaments. These resources are nontransferable between states.

Second, each state must choose a foreign policy of peace or war. If all states choose peace, then the outcome is international peace, and each state ends the round with the money they allocated towards enjoyment. If a state chooses war, then it must declare war against a specific state(s). If war is declared by any state, then the result of that war is determined by the side that has spent more money on armaments. A state that prevails in war not only keeps its own money for enjoyment, but also steals the remaining money that the defeated state(s) allocated for enjoyment. A state that is defeated in war is eliminated. For example: Continue reading

Crowd-Sourcing and Self-Instruction

Today we have a guest post from Matthew Wilson, assistant professor of political science at West Virginia University and a visiting researcher at the University of Gothenburg as part of the Varieties of Democracy Project. He can be reached at matthew[dot]wilson1[at]mail[dot]wvu[dot]edu.

Sometimes, existing teaching materials can be too narrow or too broad. This was the problem that I encountered when designing a lower-level undergraduate course on Latin American Politics. Many textbooks on Latin American politics are organized around conceptual issues with specific chapters on topics such as economic inequality or race. However, I wanted students to also learn about the unique paths by which countries in the region developed, without limiting the discussion or using a handful of countries to characterize the rest.  Rather than cobbling together different materials myself, I saw this as an opportunity for active learning.

My idea was to create teams of students with each team seeking out information on a different country outside of class. This approach drew on distributed learning, which aims to decouple learning from the classroom constraints of time and place, by creating a learning objective outside of class that differs from but contributes to what students learn in class. The approach also reflected crowd-sourcing, where a good is produced by many people performing relatively small tasks. The assignment therefore had to involve a large number of students.

Students listed their top three preferences for countries and I matched them up as best I could. I aimed to control the quality of sources and focus of the assignment, while at the same time encouraging students to teach themselves by conducting independent research.  I personally vetted the content that students used by selecting five books that covered each of the roughly twenty countries—for a total of 100 books—and placed them on hold in the university library.  I also required each student to submit a list of ten additional online sources for my approval.

The assignment had two parts, for which students received separate grades.  First, students had one month to consult the source materials and document major events that occurred in their respective countries. I created a spreadsheet with four tabs that corresponded to heads of state, conflicts, laws, and important documents.  For each, students had to skim the respective material and fill in basic information about the event, denoted by column headings:

  • The year in which an event occurred (when)
  • The event (what)
  • The actors involved (who)
  • The source(s) consulted

I discouraged students from providing any sort of explanation.  Moreover, I was purposely vague about what constituted an event to encourage them to seriously consider what mattered. I graded students’ spreadsheets in terms of thoroughness; in large part, this was determined by comparing the spreadsheets of students who were assigned the same country.

In the second step, I grouped students into teams according to the country they had researched, and each team created a combined, revised timeline that described in only a few sentences each event that had been included. I checked the accuracy of the content in the timelines with the help of graduate research assistants, and each team received a grade on its combined timeline. At the end of the course, I consolidated students’ timelines into a single manuscript, added public domain images, and handed the final product back to them.

The results of this assignment were quite positive. It enabled me to complement the country-specific knowledge students were acquiring outside of class with lectures on more general themes. Each student became a “country expert” and therefore almost always had something to contribute to in-class discussions, which in turn improved their essay responses. Students were motivated to work on a project that was not the standard research paper. Overall, the distributed learning, self-instruction, and collaboration with teammates enhanced students’ performance in the course. I will definitely use this technique in the future. Additional details can be found in my article about the assignment in the Journal of Political Science Education.

Changing a Course on Development, Part 8

I want my final exam for this course to be its pièce de résistance — a vehicle for students to demonstrate how well they can apply their knowledge about the relationships between economics and the environment. I also want the application of knowledge to happen in an authentic, real-world context, where writing has a clearly-defined role, audience, purpose, and format. So here is the exam:

A Plan for Louisiana’s Future


You are the Director of the Office of Planning and Budget for the State of Louisiana.


The governor of Louisiana


Recommend to the governor whether Louisiana should either:

  1. Raise taxes to build the southern part of the state to a 10,000 year flood standard, or
  2. Stop all public infrastructure spending in areas unprotected by existing levees.

These are your only policy options. Write a 2-3 page rationale for choosing one of them. Discuss why your choice is economically best for the state. For evidence in support of your rationale, refer to relevant course readings and Continue reading