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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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.
The description for this book, Advances in Game Theory. (AM-52),
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.
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 book explores what it means to be rational in a variety of contexts, from personal decisions to those affecting large groups of people. It introduces ideas from economics, philosophy, and other areas, showing how the theory applies to particular situations such as gambling and the allocation of resources.
The description for this book, Contributions to the Theory of Games
(AM-40), Volume IV, will be forthcoming.
Rooted in a pedagogically successful problem-solving approach to
linear algebra, the present work fills a gap in the literature that
is sharply divided between elementary texts and books that are too
advanced to appeal to a wide audience. It clearly develops the
theoretical foundations of vector spaces, linear equations, matrix
algebra, eigenvectors, and orthogonality, while simultaneously
emphasizing applications and connections to fields such as biology,
economics, computer graphics, electrical engineering, cryptography,
and political science. Ideal as an introduction to linear algebra,
the extensive exercises and well-chosen applications also make this
text suitable for advanced courses at the junior or senior
undergraduate level. Furthermore, it can serve as a colorful
supplementary problem book, reference, or self-study manual for
professional scientists and mathematicians. Complete with
bibliography and index, "Essential Linear Algebra with
Applications" is a natural bridge between pure and applied
mathematics and the natural and social sciences, appropriate for
any student or researcher who needs a strong footing in the theory,
problem-solving, and model-building that are the subject's
hallmark.
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