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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Transnational Cooperation: An Issue-Based Approach presents an analysis of transnational cooperation or collective action that stresses basic concepts and intuition. Throughout the book, authors Clint Peinhardt and Todd Sandler identify factors that facilitate and/or inhibit such cooperation. The first four chapters lay the analytical foundations for the book, while the next nine chapters apply the analysis to a host of exigencies and topics of great import. The authors use elementary game theory as a tool for illustrating the ideas put forth in the text. Game theory reminds us that rational actors (for example, countries, firms, or individuals) must account for the responses by other rational actors. The book assumes no prior knowledge of game theory; all game-theoretic concepts and analyses are explained in detail to the reader. Peinhardt and Sandler also employ paired comparisons in illustrating the book's concepts. The book is rich in applications and covers a wide range of topics, including superbugs, civil wars, money laundering, financial crises, drug trafficking, terrorism, global health concerns, international trade liberalization, acid rain, leadership, sovereignty, and many others. Students, researchers, and policymakers alike have much to gain from Transnational Cooperation. It is a crossover book for economics, political science, and public policy.
The Oxford Handbook of the Economics of Networks represents the frontier of research into how and why networks form, how they influence behavior, how they help govern outcomes in an interactive world, and how they shape collective decision making, opinion formation, and diffusion dynamics. From a methodological perspective, the contributors to this volume devote attention to theory, field experiments, laboratory experiments, and econometrics. Theoretical work in network formation, games played on networks, repeated games, and the interaction between linking and behavior is synthesized. A number of chapters are devoted to studying social process mediated by networks. Topics here include opinion formation, diffusion of information and disease, and learning. There are also chapters devoted to financial contagion and systemic risk, motivated in part by the recent financial crises. Another section discusses communities, with applications including social trust, favor exchange, and social collateral; the importance of communities for migration patterns; and the role that networks and communities play in the labor market. A prominent role of networks, from an economic perspective, is that they mediate trade. Several chapters cover bilateral trade in networks, strategic intermediation, and the role of networks in international trade. Contributions discuss as well the role of networks for organizations. On the one hand, one chapter discusses the role of networks for the performance of organizations, while two other chapters discuss managing networks of consumers and pricing in the presence of network-based spillovers. Finally, the authors discuss the internet as a network with attention to the issue of net neutrality.
The Handbook of Experimental Game Theory offers a comprehensive analysis of the field, discussing foundational topics that are at the core of applied game theory. It highlights the nuances that scientific experiments have delivered to our understanding of strategic interactions among decision makers. Leading experts explore methodological considerations and games of complete and incomplete information to offer new directions for research in experimental game theory. Chapters demonstrate transformative behavioral research focused on classic topics in game theory such as cooperation and coordination games. Taking a scientific approach to the study of game theory, this innovative Handbook provides an insight into laboratory and field experiments that test game theoretic propositions and suggests new ways of modeling strategic behavior. It takes a forward-thinking position, addressing the challenges inherent in innovations surrounding the measurement of strategic behavior using experimental methods. This Handbook will prove to be a valuable resource for scholars and students who are looking to gain a broader understanding of experimental game theory and how to contribute to its advancement. It will also be of particular interest to researchers in experimental and behavioral economics.
Economic theory and philosophy have discussed concepts of fairness, but the criteria of fairness are in each case absolute: a situation is either fair or it is not. This book draws on these literatures to propose two criteria of relative fairness, and a hierarchical rule for the priority of application of these criteria, with a view to comparison of practicable alternatives in public policy. A veil-of-ignorance device of representation of rational fairness is used to argue that these criteria are normatively relevant. Applications to intergenerational fairness, fairness among regions in the context of migration, externalities and Pigovian taxes, to fair prices and wages, and to relative fairness in the status of racial and caste groups are sketched. The book is designed with real world public policy practice. Scholars with an interest in the economic evaluation of public policy will find this compelling book essential reading.
Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you’re a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.
Game theory means rigorous strategic thinking. It s the art of anticipating your opponent s next moves, knowing full well that your rival is trying to do the same thing to you. Though parts of game theory involve simple common sense, much is counterintuitive, and it can only be mastered by developing a new way of seeing the world. Using a diverse array of rich case studies from pop culture, TV, movies, sports, politics, and history the authors show how nearly every business and personal interaction has a game-theory component to it. Mastering game theory will make you more successful in business and life, and this lively book is the key to that mastery."
Developments in the use of game theory have impacted multiple fields and created opportunities for new applications. With the ubiquity of these developments, there is an increase in the overall utilization of this approach. Game Theory: Breakthroughs in Research and Practice contains a compendium of the latest academic material on the usage, strategies, and applications for implementing game theory across a variety of industries and fields. Including innovative studies on economics, military strategy, and political science, this multi-volume book is an ideal source for professionals, practitioners, graduate students, academics, and researchers interested in the applications of game theory.
Extremum Seeking through Delays and PDEs, the first book on the topic, expands the scope of applicability of the extremum seeking method, from static and finite-dimensional systems to infinite-dimensional systems. Readers will find: Numerous algorithms for model-free real-time optimization are developed and their convergence guaranteed. Extensions from single-player optimization to noncooperative games, under delays and pdes, are provided. The delays and pdes are compensated in the control designs using the pde backstepping approach, and stability is ensured using infinite-dimensional versions of averaging theory. Accessible and powerful tools for analysis. This book is intended for control engineers in all disciplines (electrical, mechanical, aerospace, chemical), mathematicians, physicists, biologists, and economists. It is appropriate for graduate students, researchers, and industrial users.
This book presents a short introduction to continuous-time financial models. An overview of the basics of stochastic analysis precedes a focus on the Black-Scholes and interest rate models. Other topics covered include self-financing strategies, option pricing, exotic options and risk-neutral probabilities. Vasicek, Cox-Ingersoll-Ross, and Heath-Jarrow-Morton interest rate models are also explored. The author presents practitioners with a basic introduction, with more rigorous information provided for mathematicians. The reader is assumed to be familiar with the basics of probability theory. Some basic knowledge of stochastic integration and differential equations theory is preferable, although all preliminary information is given in the first part of the book. Some relatively simple theoretical exercises are also provided.
This book presents a crisis scenario generator with black swans, black butterflies and worst case scenarios. It is the most useful scenario generator that can be used to manage assets in a crisis-prone period, offering more reliable values for Value at Risk (VaR), Conditional Value at Risk (CVaR) and Tail Value at Risk (TVaR). Hazardous Forecasts and Crisis Scenario Generator questions how to manage assets when crisis probability increases, enabling you to adopt a process for using generators in order to be well prepared for handling crises.
Through analysis of three case study videogames - Left 4 Dead 2, DayZ and Minecraft - and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players' creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games' boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time. Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.
The advent of the internet largely changed the landscape of marketing to adopt a wide variety of communication techniques and creative selling on virtual platforms. Gaming provides a highly pervasive and influential mode of offering new media communication to consumers that can be further improved by digital innovation. Application of Gaming in New Media Marketing is a collection of vital research on the methods and applications of gaming in marketing, including its growth, recent trends, practices, issues, and main challenges. Highlighting a range of topics including digital advertising, media planning, and social media marketing, this book is ideally designed for marketers, software developers, managers, business researchers, academicians, and graduate-level students seeking current research on new and innovative methods to reach and connect with audiences through games in a highly interactive, measurable, and focused way.
A key direction for research in systems and control involves engineering systems. These are highly distributed collective systems (with decisions, information and objectives distributed throughout) that involve humans. As a result, decisions have the potential to be influenced by socioeconomic factors outside the realm of limited computation capacities. Engineering systems emphasize the potential of control and games beyond traditional applications and game theory can be used to design incentives to obtain socially desirable behaviours on the part of the players, including changing consumption patterns or better traffic distribution. This unique book addresses both the foundations of game theory, with emphasis on the physical intuition behind the concepts, and new trends in the study of cooperation and competition in large complex distributed systems. It is ideal for students and researchers in several aspects of engineering, as well as for social scientists or biologists working on adaption mechanisms and evolutionary dynamics.
In everyday life we must often reach decisions while knowing that the outcome will not only depend on our own choice, but also on the choices of others. These situations are the focus of epistemic game theory. Unlike classical game theory, it explores how people may reason about their opponents before they make their final choice in a game. Packed with examples and practical problems based on stories from everyday life, this is the first textbook to explain the principles of epistemic game theory. Each chapter is dedicated to one particular, natural way of reasoning. The book then shows how each of these ways of reasoning will affect the final choices that can rationally be made and how these choices can be found by iterative procedures. Moreover, it does so in a way that uses elementary mathematics and does not presuppose any previous knowledge of game theory.
This is a guide, in theory and in practice, to how current technological changes have impacted our interaction with texts and with each other. Henry Sussman rereads pivotal moments in literary, philosophical and cultural modernity as anticipating the cybernetic discourse that has increasingly defined theory since the computer revolution. Cognitive science, psychoanalysis and systems theory are paralleled to current trends in literary and philosophical theory. Chapters alternate between theory and readings of literary texts, resulting in a broad but rigorously grounded framework for the relation between literature and computer science. This book is a refreshing perspective on the analog-orientated tradition of theory in the humanities - and offers the first literary-textual genealogy of the digital.
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
Congruences are ubiquitous in computer science, engineering, mathematics, and related areas. Developing techniques for finding (the number of) solutions of congruences is an important problem. But there are many scenarios in which we are interested in only a subset of the solutions; in other words, there are some restrictions. What do we know about these restricted congruences, their solutions, and applications? This book introduces the tools that are needed when working on restricted congruences and then systematically studies a variety of restricted congruences. Restricted Congruences in Computing defines several types of restricted congruence, obtains explicit formulae for the number of their solutions using a wide range of tools and techniques, and discusses their applications in cryptography, information security, information theory, coding theory, string theory, quantum field theory, parallel computing, artificial intelligence, computational biology, discrete mathematics, number theory, and more. This is the first book devoted to restricted congruences and their applications. It will be of interest to graduate students and researchers across computer science, electrical engineering, and mathematics.
What is the origin of game preferences and payoffs, how are they aggregated and what are the implications of interdependent preferences? What is the importance of information for building game models? How can game models be used to analyse empirical cases? At the cutting edge of current modelling in international relations using non-cooperative game theory, this collection of original contributions from political scientists and economists explores some of the fundamental assumptions of game theory modelling. It includes a theory of game payoff formation, a theory of preference aggregation, thorough discussions of the effects of interdependence between preferences upon various game structures, in-depth analyses of the impact of incomplete information upon dynamic games of negotiation, and a study using differential games. Numerous illustrations, case studies and comparative case studies show the relevance of the theoretical debate. The chapters are organised to allow readers with a limited knowledge of game theory to develop their understanding of the fundamental issues. Containing theoretical discussion of the basic game theory assumptions - as well as means of going beyond them - Game Theory and International Relations will be welcomed by all those interested in the empirical application of game theory models in international relations.
This book is devoted to game theory and its applications to environmental problems, economics, and management. It collects contributions originating from the 12th International Conference on "Game Theory and Management" 2018 (GTM2018) held at Saint Petersburg State University, Russia, from 27 to 29 June 2018.
This publication contributes to the serious games field by investigating original contributions and methods that use serious games in various domains. This comprehensive and timely publication works as an essential reference source, building on the available literature in the field of Serious Games for the economic and social development of countries while providing for further research opportunities in this dynamic and growing field. Thus, the book provides the opportunity for a reflection on this important issue, increasing the understanding of the importance of Serious Games in the context of organizations' improvements, providing relevant academic work, empirical research findings, and an overview of this relevant field of study. This text provides the resources necessary for policy makers, technology developers and managers to adopt and implement solutions for a more digital era.
Building on the success of the first edition, Game Theory and Public Policy, Second Edition provides a critical, selective review of key concepts in game theory with a view to their applications in public policy. The author further suggests modifications for some of the models (chiefly in cooperative game theory) to improve their applicability to economics and public policy. Roger McCain makes use of the analytical tools of game theory for the pragmatic purpose of identifying problems and exploring potential solutions, providing a toolkit for the analysis of public policy allowing for a clearer understanding of the public policy enterprise itself. His critical review of major topics from both cooperative and non-cooperative game theory includes less-known ideas and constructive proposals for new approaches. This revised edition features a new second half that focuses on biform games, combining cooperative and non-cooperative decisions in a simple and natural way to provide a working model of externalities that can be applied to issues such as monopoly policy and labor market policies. Drawing on comparatively well understood models in cooperative game theory and the author's own research on mathematical models of biform games, this unique approach and treatment of game theory, updated and expanded to stay on the cutting edge, will be a useful resource for students and scholars of economics and public policy, as well as for policymakers themselves. |
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