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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.
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.
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.
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.
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.
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.
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.
This book contains thirty-five selected papers presented at the International Conference on Evolutionary and Deterministic Methods for Design, Optimization and Control with Applications to Industrial and Societal Problems (EUROGEN 2017). This was one of the Thematic Conferences of the European Community on Computational Methods in Applied Sciences (ECCOMAS). Topics treated in the various chapters reflect the state of the art in theoretical and numerical methods and tools for optimization, and engineering design and societal applications. The volume focuses particularly on intelligent systems for multidisciplinary design optimization (mdo) problems based on multi-hybridized software, adjoint-based and one-shot methods, uncertainty quantification and optimization, multidisciplinary design optimization, applications of game theory to industrial optimization problems, applications in structural and civil engineering optimum design and surrogate models based optimization methods in aerodynamic design.
There is an enhanced level of connectivity available in modern society through the increased usage of various technological devices. Such developments have led to the integration of smart objects into the Internet of Things (IoT), an emerging paradigm in the digital age. Game Theory Solutions for the Internet of Things: Emerging Research and Opportunities examines the latest strategies for the management of IoT systems and the application of theoretical models to enhance real-world applications and improve system efficiency. Highlighting innovative algorithms and methods, as well as coverage on cloud computing, cross-domain applications, and energy control, this book is a pivotal source of information for researchers, practitioners, graduate students, professionals, and academics interested in the game theoretic solutions for IoT applications.
Written engagingly and with agreeable humour, this book balances a
light touch with a rigorous yet economical account of the theory of
games and bargaining models. It provides a precise interpretation,
discussion and mathematical analysis for a wide range of game-like
problems in economics, sociology, strategic studies and war.
This book presents a study of cooperatives as a two-layer entrepreneurial model, and analyzes cooperative enterprises. Above all, it explores how inducements (from the firm) and contributions (from its members, in their respective roles) are aligned, and seeks to answer the question of what this means for managing each cooperative as a firm as well as a group. The book is divided into three parts, the first of which begins with an analysis of specific aspects of cooperative enterprises, with a focus on the added value of cooperation, the weighing of interests, and a behavioral perspective on the imminent communities and their goals. In a structured approach, the book examines the various facets of relationships in cooperatives on a transactional, financial and control level. Further, a case study on the Dutch cooperative Rabobank illustrates what happens when members fail. In turn, part two concentrates on integrating the lessons learned with the existing economic literature on cooperatives, so as to contribute to a theory of cooperative management. Finally, the book links the theoretical approach to practice: in the third part, it reports on the outcomes of using a computerized simulation game to show members of cooperatives how to manage their business and the cooperative business at the same time, enabling them to understand and actively practice two-level entrepreneurship.
This book presents the theory and practical applications of the Master equation approach, which provides a powerful general framework for model building in a variety of disciplines. The aim of the book is to not only highlight different mathematical solution methods, but also reveal their potential by means of practical examples. Part I of the book, which can be used as a toolbox, introduces selected statistical fundamentals and solution methods for the Master equation. In Part II and Part III, the Master equation approach is applied to important applications in the natural and social sciences. The case studies presented mainly hail from the social sciences, including urban and regional dynamics, population dynamics, dynamic decision theory, opinion formation and traffic dynamics; however, some applications from physics and chemistry are treated as well, underlining the interdisciplinary modelling potential of the Master equation approach. Drawing upon the author's extensive teaching and research experience and consulting work, the book offers a valuable guide for researchers, graduate students and professionals alike.
Branches of mathematics and advanced mathematical algorithms can help solve daily problems throughout various fields of applied sciences. Domains like economics, mechanical engineering, and multi-person decision making benefit from the inclusion of mathematics to maximize utility and cooperation across disciplines. There is a need for studies seeking to understand the theories and practice of using differential mathematics to increase efficiency and order in the modern world. Emerging Applications of Differential Equations and Game Theory is a collection of innovative research that examines the recent advancements on interdisciplinary areas of applied mathematics. While highlighting topics such as artificial neuron networks, stochastic optimization, and dynamical systems, this publication is ideally designed for engineers, cryptologists, economists, computer scientists, business managers, mathematicians, mechanics, academicians, researchers, and students.
This textbook offers a comprehensive overview of the main developments in game theory since the 1950s. It provides a wide variety of examples and exercises, mostly drawn from applications in economics, to illustrate key concepts and ideas in the field. The book should prove an invaluable reference tool for teachers, students, and researchers of microeconomics and game theory. |
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