Across
- 2. When demand exceeds supply at a given price
- 4. Relationship where an increase in one leads to an decrease in the other
- 5. Desire / ability to buy at a particular price
- 6. Economist known for efficiency where no party can improve without making another worse
- 9. Most common dilemma in game theory; example of mutually destructive behavior
- 11. Interest earned on interest from prior years
- 12. Value determined based on something other than personal preferences or individual situation
- 13. An expense already incurred that cannot be undone (two words)
- 15. Employees are this type of resource
- 16. Represents equilibrium point of supply and demand curves
- 18. Economist known claiming trade is unstoppable (unless there are barriers!)
- 21. When goods are used and distributed in the best / optimal way.
- 22. Type of value based on something other than being called "valuable"; ex. gold
- 23. Latin for "All other things equal" (two words)
- 27. In game theory, the best strategy no matter what other party chooses
- 29. Another name for a descending auction
- 30. Money paid to borrow money; represents time value of money
Down
- 1. In game theory, one player's actions depend on another's actions
- 3. Seller / provider of goods or services
- 7. Market with only one BUYER
- 8. Method where goods sold to highest bidder
- 10. Study of how individuals make decisions and allocate resources
- 14. Type of market with many buyers and sellers, each with no ability to control price
- 15. "Law" emphasizing that the average of many MANY rounds of a game is likely to yield the expected value (two words)
- 17. Type of auction exemplified by silent auction
- 19. Concept - "By pursuing his own interest, he promotes the interest of others" (two words)
- 20. Way economists measure risk; expressed as "standard deviations"
- 24. Satisfaction a person gets from using a good or service
- 25. "Tragedy" where best strategies for each lead to an inefficient outcome for all
- 26. Type of economy epitomized by China and North Korea
- 28. Cost spent on making one additional (unit)
