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Books > Science & Mathematics > Mathematics > Optimization > Game theory
The description for this book, Contributions to the Theory of Games
(AM-40), Volume IV, will be forthcoming.
Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
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.
FT BUSINESS BOOK OF THE MONTH 'A comprehensive, concise, and
practical guide that will enable anyone, in any situation, to
develop their strategic thinking' Tiffani Bova, Chief Growth
Evangelist, Salesforce, WSJ bestselling author, Growth IQ 'A must
read for everyone who ever deals with complex important challenges.
There are many take-away gems here that will help you push through
the knotty centre of hard-to-resolve problems. Highly
recommended!', Richard Rumelt, author of Good Strategy, Bad
Strategy Being strategic is a critical skill. It enables you to
solve problems on a day-to-day basis while also keeping an eye on
the long term, anticipating opportunities and mitigating threats
along the way. Fred Pelard has been teaching strategic thinking to
executives at all levels at leading companies around the world for
almost 20 years. How to Be Strategic is his accessible and thorough
guide to strategic thinking in any situation. It contains 12
smartly illustrated, workable methodologies from leading experts
like Eric Ries, Chan Kim, and Barbara Minto, and will help you find
your own path to the right solution every time. 'A wonderful and
inspirational look into wide-ranging frameworks and theories to
spark new thinking and strategy' Tom Goodwin, author of Digital
Darwinism and Head of Futures and Insight at Publicis Groupe
'Practical and comprehensive' Roeland Assenberg, Director, Strategy
and Banking, Monitor Deloitte Netherlands
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.
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