NEW ACTIVITIES: activity40-statistics-101.yaml - Foundational statistics - Central tendency, spread, probability, distributions - Real-world applications and critical thinking activity41-game-theory-101.yaml - Strategic fundamentals - Prisoner's Dilemma, Nash Equilibrium, dominant strategies activity42-game-theory-201.yaml - Advanced concepts - Mixed strategies, repeated games, Tit-for-Tat activity43-game-theory-301.yaml - Cooperative games - Coalition formation, Shapley value, fair division activity44-game-theory-401.yaml - Information asymmetry - Signaling, screening, adverse selection activity45-game-theory-501.yaml - Mechanism design - Auction theory, Vickrey auctions, incentive compatibility All activities: - Validate with zero errors/warnings - Follow expert guide requirements - Include engaging examples - Terminate properly - Support language switching
134 lines
6.3 KiB
YAML
134 lines
6.3 KiB
YAML
default_max_attempts_per_step: 3
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classifier_model: "MODEL_1"
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feedback_model: "MODEL_1"
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sections:
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- section_id: introduction
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title: Welcome to Game Theory 201
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steps:
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- step_id: welcome
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title: Beyond Pure Strategies
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content_blocks:
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- "# Game Theory 201: Mixed Strategies & Repeated Games 🎲🔄"
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- "**Building on Game Theory 101!**"
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- ""
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- "**You'll learn:**"
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- "✓ Mixed strategies (randomization)"
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- "✓ When and why to randomize"
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- "✓ Repeated games (shadow of the future)"
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- "✓ How cooperation emerges"
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- "✓ Tit-for-Tat and winning strategies"
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question: Ready to explore more advanced strategic concepts?
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tokens_for_ai: Accept positive as 'ready', language as 'set_language', else 'off_topic'
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buckets: [ready, set_language, off_topic]
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transitions:
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ready:
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next_section_and_step: mixed_strategies:step_1
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set_language:
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metadata_add: {language: "the-users-response"}
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counts_as_attempt: false
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next_section_and_step: introduction:welcome
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off_topic:
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counts_as_attempt: false
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next_section_and_step: introduction:welcome
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- section_id: mixed_strategies
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title: Mixed Strategies
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steps:
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- step_id: step_1
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title: Randomization as Strategy
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content_blocks:
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- "## Mixed Strategies: The Power of Unpredictability 🎲"
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- ""
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- "**Pure vs Mixed Strategies:**"
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- "- Pure: Always play the same action"
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- "- Mixed: Randomize between actions with specific probabilities"
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- ""
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- "**Rock-Paper-Scissors:**"
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- "No pure strategy works - opponent can exploit patterns!"
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- "Solution: Randomize equally (1/3, 1/3, 1/3)"
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- ""
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- "**Penalty Kicks in Soccer:**"
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- "- Kicker: Left or Right?"
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- "- Goalie: Dive Left or Right?"
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- "- Must be unpredictable!"
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- "- Data shows pros randomize ~50/50"
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- ""
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- "**When to use mixed strategies:**"
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- "- No dominant pure strategy"
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- "- Opponent can exploit predictability"
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- "- Matching Pennies, Hide and Seek, Security games"
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question: In Rock-Paper-Scissors, why can't you always play Rock? What happens if you're predictable?
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tokens_for_ai: |
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Should recognize: predictability allows exploitation.
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If always Rock, opponent plays Paper and wins.
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Categorize: understands_exploitation, recognizes_problem, vague, set_language, off_topic
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buckets: [understands_exploitation, recognizes_problem, vague, set_language, off_topic]
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transitions:
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understands_exploitation:
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ai_feedback: {tokens_for_ai: "Perfect! Predictability = exploitation. Opponent plays Paper, you lose. Randomization prevents exploitation!"}
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metadata_add: {score: "n+2"}
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next_section_and_step: repeated_games:step_1
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recognizes_problem:
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ai_feedback: {tokens_for_ai: "Right! If you always play Rock, smart opponent plays Paper every time. Randomization is the solution!"}
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metadata_add: {score: "n+1"}
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next_section_and_step: repeated_games:step_1
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vague:
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ai_feedback: {tokens_for_ai: "If you always play Rock, opponent learns and always plays Paper. You lose every time! Must randomize."}
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next_section_and_step: repeated_games:step_1
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set_language:
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metadata_add: {language: "the-users-response"}
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counts_as_attempt: false
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next_section_and_step: mixed_strategies:step_1
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off_topic:
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next_section_and_step: mixed_strategies:step_1
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- section_id: repeated_games
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title: Repeated Games
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steps:
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- step_id: step_1
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title: The Shadow of the Future
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content_blocks:
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- "## Repeated Games: When Tomorrow Matters 🔄"
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- ""
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- "**One-shot vs Repeated:**"
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- "- One-shot PD: Defect dominates"
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- "- Repeated PD: Cooperation can emerge!"
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- ""
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- "**Why repetition changes everything:**"
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- "- Reputation matters"
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- "- Retaliation is possible"
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- "- Future gains can outweigh immediate temptation"
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- ""
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- "**Tit-for-Tat Strategy:**"
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- "1. Start with cooperation"
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- "2. Then copy opponent's previous move"
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- "- Nice (never defects first)"
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- "- Retaliatory (punishes defection)"
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- "- Forgiving (returns to cooperation)"
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- "- Clear (easy to understand)"
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- ""
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- "**Axelrod's Tournament:**"
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- "Tit-for-Tat won! Simplest, most effective."
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- "Beat complex strategies through cooperation + accountability"
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question: Why can cooperation emerge in repeated Prisoner's Dilemma but not in one-shot games?
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tokens_for_ai: |
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Key insight: future interactions create incentive to cooperate.
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Fear of retaliation, value of reputation, shadow of future.
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Categorize: excellent_understanding, identifies_repetition, partial, set_language, off_topic
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buckets: [excellent_understanding, identifies_repetition, partial, set_language, off_topic]
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transitions:
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excellent_understanding:
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ai_feedback: {tokens_for_ai: "Brilliant! Future interactions change incentives. Retaliation possible, reputation matters. Short-term gain < long-term cooperation!"}
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metadata_add: {score: "n+2", activity_completed: "true"}
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identifies_repetition:
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ai_feedback: {tokens_for_ai: "Exactly! Repeated games allow punishment and reward. Cooperation becomes rational when future matters!"}
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metadata_add: {score: "n+1", activity_completed: "true"}
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partial:
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ai_feedback: {tokens_for_ai: "Right direction! Key: future interactions create accountability. Can punish defectors, reward cooperators. Changes incentives!"}
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metadata_add: {activity_completed: "true"}
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set_language:
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metadata_add: {language: "the-users-response"}
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counts_as_attempt: false
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next_section_and_step: repeated_games:step_1
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off_topic:
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metadata_add: {activity_completed: "true"}
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