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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Nash equilibrium is the central solution concept in Game Theory.
Since Nash's original paper in 1951, it has found countless
applications in modeling strategic behavior of traders in markets,
(human) drivers and (electronic) routers in congested networks,
nations in nuclear disarmament negotiations, and more. A decade
ago, the relevance of this solution concept was called into
question by computer scientists, who proved (under appropriate
complexity assumptions) that computing a Nash equilibrium is an
intractable problem. And if centralized, specially designed
algorithms cannot find Nash equilibria, why should we expect
distributed, selfish agents to converge to one? The remaining hope
was that at least approximate Nash equilibria can be efficiently
computed.Understanding whether there is an efficient algorithm for
approximate Nash equilibrium has been the central open problem in
this field for the past decade. In this book, we provide strong
evidence that even finding an approximate Nash equilibrium is
intractable. We prove several intractability theorems for different
settings (two-player games and many-player games) and models
(computational complexity, query complexity, and communication
complexity). In particular, our main result is that under a
plausible and natural complexity assumption ("Exponential Time
Hypothesis for PPAD"), there is no polynomial-time algorithm for
finding an approximate Nash equilibrium in two-player games. The
problem of approximate Nash equilibrium in a two-player game poses
a unique technical challenge: it is a member of the class PPAD,
which captures the complexity of several fundamental total
problems, i.e., problems that always have a solution; and it also
admits a quasipolynomial time algorithm. Either property alone is
believed to place this problem far below NP-hard problems in the
complexity hierarchy; having both simultaneously places it just
above P, at what can be called the frontier of intractability.
Indeed, the tools we develop in this book to advance on this
frontier are useful for proving hardness of approximation of
several other important problems whose complexity lies between P
and NP: Brouwer's fixed point, market equilibrium, CourseMatch
(A-CEEI), densest k-subgraph, community detection, VC dimension and
Littlestone dimension, and signaling in zero-sum games.
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.
The Great War is an immense, confusing and overwhelming historical
conflict - the ideal case study for teaching game theory and
international relations. Using thirteen historical puzzles, from
the outbreak of the war and the stability of attrition, to
unrestricted submarine warfare and American entry into the war,
this book provides students with a rigorous yet accessible training
in game theory. Each chapter shows, through guided exercises, how
game theoretical models can explain otherwise challenging strategic
puzzles, shedding light on the role of individual leaders in world
politics, cooperation between coalitions partners, the
effectiveness of international law, the termination of conflict,
and the challenges of making peace. Its analytical history of World
War I also surveys cutting edge political science research on
international relations and the causes of war. Written by a leading
game theorist known for his expertise of the war, this textbook
includes useful student features such as chapter key terms,
contemporary maps, a timeline of events, a list of key characters
and additional end-of-chapter game-theoretic exercises.
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