|
|
Books > Science & Mathematics > Mathematics > Optimization > Game theory
What is a game? Classically, a game is perceived as something
played by human beings. Its mathematical analysis is
human-centered, explores the structures of particular games,
economic or social environments and tries to model supposedly
'rational' human behavior in search of appropriate 'winning
strategies'. This point of view places game theory into a very
special scientific corner where mathematics, economics and
psychology overlap and mingle.This book takes a novel approach to
the subject. Its focus is on mathematical models that apply to game
theory in particular but exhibit a universal character and thus
extend the scope of game theory considerably.This textbook
addresses anyone interested in a general game-theoretic view of the
world. The reader should have mathematical knowledge at the level
of a first course in real analysis and linear algebra. However,
possibly more specialized aspects are further elaborated and
pointers to relevant supplementary literature are given. Moreover,
many examples invite the reader to participate 'actively' when
going through the material. The scope of the book can be covered in
one course on Mathematical Game Theory at advanced undergraduate or
graduate level.
A host of digital affordances, including reduced cost production
tools, open distribution platforms, and ubiquitous connectivity,
have engendered the growth of indie games among makers and users,
forcing critics to reconsider the question of who makes games and
why. Taking seriously this new mode of cultural produciton compells
analysts to reconsider the blurred boundaries and relations of
makers, users and texts as well as their respective relationship to
cultural power and hierarchy. The contributions to Indie Games in
the Digital Age consider these questions and examine a series of
firms, makers, games and scenes, ranging from giants like Nintendo
and Microsoft to grassroots games like Cards Against Humanity and
Stardew Valley, to chart more precisely the productive and
instructive disruption that this new site of cultural production
offers.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
The description for this book, Advances in Game Theory. (AM-52),
will be forthcoming.
The newest addition to our Influential Video Game Designers series
explores the work of Todd Howard, executive producer at Bethesda
Studios, known for how he consistently pushes the boundaries of
open-world gaming and player agency. Howard’s games create worlds
in which players can design their own characters and tell their own
stories. While many games tell the story of the game’s main
character, Todd Howard’s worldbuilding approach to game design
focuses more on telling the story of the game’s world, whether it
be the high fantasy environments of the Elder Scrolls series or the
post-apocalyptic wasteland of the Fallout series. This focus on
sculpting the world allows for remarkable amounts of player freedom
and choice in an expansive game environment by creating a landscape
rich with open opportunity. Drawing on both academic discussions of
narrative, world design, and game design, as well as on officially
released interviews, speeches, and presentations given by Howard
and other designers at Bethesda Games, Wendi Sierra highlights
three core areas set Howard’s design perspective apart from other
designers: micronarratives, iterative design, and the sharing of
design tools. Taken as a whole, these three elements demonstrate
how Howard has used a worldbuilding perspective to shape his games.
In doing so, he has impacted not only Bethesda Studios, but also
the landscape of game design itself.
The description for this book, Contributions to the Theory of Games
(AM-40), Volume IV, will be forthcoming.
Das Lehrbuch gibt eine anwendungsorientierte Einfuhrung in alle
wichtigen Teilbereiche des Operation Research. Im Einzelnen werden
lineare, ganzzahlige und nichtlineare Optimierungsansatze, Methoden
der Projektplanung und Netzplantechnik, stochastische Modelle sowie
nichtexakte Losungsverfahren behandelt. Die jeweiligen Methoden
werden anhand zahlreicher betrieblicher Anwendungsbeispiele aus den
Bereichen Produktion, Logistik, Marketing und Finanzwirtschaft
illustriert. Entsprechende Ubungsaufgaben mit ausfuhrlichen
Losungen tragen zur Vertiefung des Stoffes bei und helfen bei der
Vorbereitung auf Klausuren.
|
You may like...
Gay Art
James Smalls
Hardcover
R1,215
Discovery Miles 12 150
Ian
Paul Freeman
Hardcover
R2,088
R1,715
Discovery Miles 17 150
Rock Banned
Paul Freeman
Hardcover
R1,784
Discovery Miles 17 840
|