|
|
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.
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."
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.
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.
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 is the third volume of the "Handbook of Game Theory with
Economic Applications." Since the publication of multi-Volume 1 a
decade ago, game theory has continued to develop at a furious pace,
and today it is the dominant tool in economic theory. The three
volumes together cover the fundamental theoretical aspects, a wide
range of applications to economics, several chapters on
applications to political science and individual chapters on
applications to disciplines as diverse as evolutionary biology,
computer science, law, psychology and ethics. The authors are the
most eminent practitioners in the field, including three Nobel
Prize winners.
The topics covered in the present volume include strategic
("Nash") equilibrium; incomplete information; two-person
non-zero-sum games; noncooperative games with a continuum of
players; stochastic games; industrial organization; bargaining,
inspection; economic history; the Shapley value and its
applications to perfectly competitive economies, to taxation, to
public goods and to fixed prices; political science; law mechanism
design; and game experimentation.
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.
There is first an informal introduction to game theory, which can
be understood by non-mathematicians, which covers the basic ideas
of extensive form, pure and mixed strategies and the minimax
theorem. The general theory of non-cooperative games is then given
a detailed mathematical treatment in the second chapter. Next
follows a first class account of linear programming, theory and
practice, terse, rigorous and readable, which is applied as a tool
to matrix games and economics from duality theory via the
equilibrium theorem, with detailed explanations of computational
aspects of the simplex algorithm.
The remaining chapters give an unusually comprehensive but concise
treatment of cooperative games, an original account of bargaining
models, with a skillfully guided tour through the Shapley and Nash
solutions for bimatrix games and a carefully illustrated account of
finding the best threat strategies.
Balances a light touch with a rigorous yet economical account of
the theory of games and bargaining modelsShows basic ideas of
extensive form, pure and mixed strategies, the minimax theorem,
non-cooperative and co-operative games, and a first class account
of linear programming, theory and practiceBased on a series of
lectures given by the author in the theory of games at Royal
Holloway College"
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.
|
You may like...
Aging and Creativity
Kenneth J. Gilhooly, Mary L. M Gilhooly
Paperback
R2,056
Discovery Miles 20 560
|