ELECTRICAL AND ELECTRONICS ENGINEERING
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
EEE5640 Game Theory and Cognition for Wireless Networks Spring 3 0 3 6
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Departmental Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Assoc. Prof. SAEID KARAMZADEH
Course Objectives: The course targets presentation of the basics of game theory with a wireless communications and networking perspective. The students will develop a solid background on game theory, learn how to apply game theory to wireless network problems, and be able to solve problems.

Learning Outputs

The students who have succeeded in this course;
I. Learn Fundamentals of Game Theory
II. Learn Strategic Form Games, Dominator Strategy Equilibrium, Nash Equilibrium
III. Learn Extensive Form Game
IV. Learn Cooperative Games
V. Learn Potential Games, Fictitious Play
VI. Learn How Game Theory is Used to Analyze Various Wireless Networking Problems
VII. Apply Game Theory to Solve Wireless Network Problems

Course Content

Introduction to game theory and cognitive radios, Strategic Form Games, Nash Equilibrium, Dominance and Best Response, Continuous and Discontinuous Games, Extensive Form Game, Repeated Games , Subgame Perfect, Perfect Information: Backward Induction, Imperfect Information: Bayesian Games, Application of Game Theory to Networks (e.g. packet forwarding), Potential Games, Learning: Fictitious Play, Application of Game Theory (e.g. congestion, etc )

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to game theory and cognitive radios
2) Strategic Form Games
3) Nash Equilibrium
4) Dominance and Best Response
5) Continuous and Discontinuous Games
6) Extensive Form Game
7) Repeated Games , Subgame Perfect
8) Midterm
9) Perfect Information: Backward Induction
10) Imperfect Information: Bayesian Games
11) Application of Game Theory to Networks (e.g. packet forwarding)
12) Potential Games
13) Learning: Fictitious Play
14) Application of Game Theory (e.g. congestion, etc )

Sources

Course Notes: Game Theory, D. Fudenberg and J. Tirole, ISBN 0262061414, 1991, MIT Press.
References: none..........

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes 3 % 10
Homework Assignments 10 % 10
Presentation % 0
Project 1 % 10
Seminar % 0
Midterms 3 % 30
Preliminary Jury % 0
Final 2 % 40
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Laboratory
Application
Special Course Internship (Work Placement)
Field Work 13 26
Study Hours Out of Class
Presentations / Seminar 2 4
Project 1 30
Homework Assignments 8 16
Quizzes
Preliminary Jury
Midterms 1 30
Paper Submission 1 3
Jury
Final 1 40
Total Workload 191

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Adequate knowledge in mathematics, science and electric-electronic engineering subjects; ability to use theoretical and applied information in these areas to model and solve engineering problems.
2) Ability to identify, formulate, and solve complex engineering problems; ability to select and apply proper analysis and modeling methods for this purpose.
3) Ability to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the desired result; ability to apply modern design methods for this purpose. (Realistic constraints and conditions may include factors such as economic and environmental issues, sustainability, manufacturability, ethics, health, safety issues, and social and political issues, according to the nature of the design.)
4) Ability to devise, select, and use modern techniques and tools needed for electrical-electronic engineering practice; ability to employ information technologies effectively.
5) Ability to design and conduct experiments, gather data, analyze and interpret results for investigating engineering problems.
6) Ability to work efficiently in intra-disciplinary and multi-disciplinary teams; ability to work individually.
7) Ability to communicate effectively in English and Turkish (if he/she is a Turkish citizen), both orally and in writing.
8) Recognition of the need for lifelong learning; ability to access information, to follow developments in science and technology, and to continue to educate him/herself.
9) Awareness of professional and ethical responsibility.
10) Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development.
11) Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of engineering solutions.