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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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 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, Advances in Game Theory. (AM-52),
will be forthcoming.
The description for this book, Contributions to the Theory of Games
(AM-40), Volume IV, will be forthcoming.
This book gives a concise presentation of the mathematical
foundations of Game Theory, with an emphasis on strategic analysis
linked to information and dynamics. It is largely self-contained,
with all of the key tools and concepts defined in the text.
Combining the basics of Game Theory, such as value existence
theorems in zero-sum games and equilibrium existence theorems for
non-zero-sum games, with a selection of important and more recent
topics such as the equilibrium manifold and learning dynamics, the
book quickly takes the reader close to the state of the art.
Applications to economics, biology, and learning are included, and
the exercises, which often contain noteworthy results, provide an
important complement to the text. Based on lectures given in Paris
over several years, this textbook will be useful for rigorous,
up-to-date courses on the subject. Apart from an interest in
strategic thinking and a taste for mathematical formalism, the only
prerequisite for reading the book is a solid knowledge of
mathematics at the undergraduate level, including basic analysis,
linear algebra, and probability.
This book provides a timely overview of fuzzy graph theory, laying
the foundation for future applications in a broad range of areas.
It introduces readers to fundamental theories, such as Craine's
work on fuzzy interval graphs, fuzzy analogs of Marczewski's
theorem, and the Gilmore and Hoffman characterization. It also
introduces them to the Fulkerson and Gross characterization and
Menger's theorem, the applications of which will be discussed in a
forthcoming book by the same authors. This book also discusses in
detail important concepts such as connectivity, distance and
saturation in fuzzy graphs. Thanks to the good balance between the
basics of fuzzy graph theory and new findings obtained by the
authors, the book offers an excellent reference guide for advanced
undergraduate and graduate students in mathematics, engineering and
computer science, and an inspiring read for all researchers
interested in new developments in fuzzy logic and applied
mathematics.
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