 von Neumann and Morgenstern’s (1944)  introduction of game theory divided the inquiry into two parts. Noncooperative game theory analyzes cases built on the assumption that each player maximizes her own utility function while treating the expected strategic responses of other players as constraints. As discussed above, the specific game to which von Neumann and Morgenstern applied their modeling was poker, which is a zero-sum game. Most of the present article has focused on the many theoretical challenges and insights that arose from extending noncooperative game theory beyond the zero-sum domain. But this in fact develops only half of von Neumann and Morgenstern’s classic. The other half developed cooperative game theory, about which nothing has so far been said here. The reason for this silence is that for most game theorists cooperative game theory is a distraction at best and at worst a technology that confuses the point of game theory by bypassing the aspect of games that mainly makes them potentially interesting and insightful in application, namely, the requirement that equilibria be selected endogenously under the restrictions imposed by  Nash (1950a).  This, after all, is what makes equilibria self-enforcing, just in the way that prices in competitive markets are, and thus renders them stable unless shocked from outside.  Nash (1953)  argued that solutions to cooperative games should always be verified by showing that they are also solutions to formally equivalent noncooperative games. Nash’s accomplishment in the paper wa the analytical identification of the relevant equivalence. One way of interpreting this was as demonstrating the ultimate redundancy of cooperative game theory. 