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Books > Science & Mathematics > Mathematics > Optimization > Game theory
La finanza moderna presenta problemi sempre diversi in seguito al continuo sviluppo di nuovi strumenti finanziari. Attraverso l utilizzo del software libero Scilab, nel volume si applicano le moderne teorie economico-finanziarie allo studio di casi concreti sui mercati finanziari (attraverso dati liberamente disponibili su internet). Nel volume si trovano numerosi listati di programma che consentono di avere a disposizione una libreria piuttosto articolata di strumenti per la misurazione e la gestione del rischio. Ogni lettore, poi, potra creare delle funzioni personalizzate, in base alle sue esigenze, modificando opportunamente quanto gia impostato nel volume. L'opera si rivolge a due grandi classi di utenti: gli studenti e coloro che lavorano presso investitori istituzionali. Tutti i corsi che trattano di finanza dei mercati troverebbero in questo volume un buon compendio per mostrare immediate applicazioni informatiche della teoria finanziaria. Il libro e disseminato di esempi tratti dalla realta finanziaria e presenta numerosi programmi per misurare e gestire il rischio sui mercati finanziari. Gli argomenti piu rilevanti sono i seguenti: 1) simulazione di processi stocastici, 2) modelli dei tassi di interesse, 3) teorie di portafoglio (media-varianza e con expected shortfall-CVAR, 4) misurazione del rischio (misure coerenti, misure spettrali), 5) prezzatura di titoli derivati. Si presentano le funzioni per risolvere problemi di programmazione lineare e quadratica. Si applicano, inoltre, metodi dei minimi quadrati e della massima verosimiglianza. Operando con tali strumenti e su dati finanziari liberamente disponibili su internet, il lettore sara in grado di osservare direttamente le applicazioni alla realta finanziaria dei principali modelli di finanza teorica.
Commissioned by the Society for Modeling and Simulation International (SCS), this needed, useful new 'Body of Knowledge' (BoK) collects and organizes the common understanding of a wide collection of professionals and professional associations. Modeling and simulation (M&S) is a ubiquitous discipline that lays the computational foundation for real and virtual experimentation, clearly stating boundaries-and interactions-of systems, data, and representations. The field is well known, too, for its training support via simulations and simulators. Indeed, with computers increasingly influencing the activities of today's world, M&S is the third pillar of scientific understanding, taking its place along with theory building and empirical observation. This valuable new handbook provides intellectual support for all disciplines in analysis, design and optimization. It contributes increasingly to the growing number of computational disciplines, addressing the broad variety of contributing as well as supported disciplines and application domains. Further, each of its sections provide numerous references for further information. Highly comprehensive, the BoK represents many viewpoints and facets, captured under such topics as: Mathematical and Systems Theory Foundations Simulation Formalisms and Paradigms Synergies with Systems Engineering and Artificial Intelligence Multidisciplinary Challenges Ethics and Philosophy Historical Perspectives Examining theoretical as well as practical challenges, this unique volume addresses the many facets of M&S for scholars, students, and practitioners. As such, it affords readers from all science, engineering, and arts disciplines a comprehensive and concise representation of concepts, terms, and activities needed to explain the M&S discipline. Tuncer OEren is Professor Emeritus at the University of Ottawa. Bernard Zeigler is Professor Emeritus at the University of Arizona. Andreas Tolk is Chief Scientist at The MITRE Corporation. All three editors are long-time members and Fellows of the Society for Modeling and Simulation International. Under the leadership of three SCS Fellows, Dr. OEren, University of Ottawa, Dr. Zeigler, The University of Arizona, and Dr. Tolk, The MITRE Corporation, more than 50 international scholars from 15 countries provided insights and experience to compile this initial M&S Body of Knowledge.
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
This book offers a gentle introduction to Hex, the classic board game created by Piet Hein and popularized by John Nash and Martin Gardner. The first three chapters cover rules, basic strategy, and history. The remaining eight chapters cover a variety of topics: mathematical properties (there are no draws, the first player can win, the acute corner is a losing first move), the related game of Y, winning strategies for small boards, how computers play Hex, an analysis of Random-Move Hex (where one or both players move randomly) and Dark Hex (the imperfect information version of the game, where you can't see your opponent's moves). Did we mention puzzles? There are puzzles in every chapter, with solutions. This book is intended for anyone interested in playing board games or learning some recreational mathematics. It is written for a wide audience and will be enjoyed equally by general readers and professional mathematicians. The book could be used as a textbook or companion resource for a topics course on recreational mathematics or game theory or as a source for undergraduate research questions.
Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.
This book presents eleven classic papers by the late Professor Suzanne Scotchmer with introductions by leading economists and legal scholars. This book introduces Scotchmer's life and work; analyses her pioneering contributions to the economics of patents and innovation incentives, with a special focus on the modern theory of cumulative innovation; and describes her pioneering work on law and economics, evolutionary game theory, and general equilibrium/club theory. This book also provides a self-contained introduction to students who want to learn more about the various fields that Professor Scotchmer worked in, with a particular focus on patent incentives and cumulative innovation.
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.
Der "Grundkurs Wirtschaftsmathematik" vermittelt in kompakter Weise das fur ein Wirtschaftsstudium benoetigte mathematische Grundwissen. Die ausfuhrlichen Loesungswege machen den Stoff leicht verstandlich und nachvollziehbar, d.h. uber die schlichte Darstellung einer Loesung hinaus werden auch die zum echten Verstandnis der Materie notwendigen einzelnen Denkschritte gezeigt. Zahlreiche UEbungsaufgaben sichern eine erfolgreiche Klausurvorbereitung.
This book presents current research in the field of mathematics, with a particular emphasis on mathematical theories, models and groups. Topics discussed include particular swarm optimisation in theory and practice; detecting the commuting probability of the derived subgroup; peer group situations and games with interval uncertainty; groups of wraps and diffeomorphisms of manifolds over non-archimedean normed fields and the concept of a suitable insurance policy using leader-follower games.
Dieses Buch zeigt an einfachen Beispielen, wozu mathematisches Verstandnis (neben reinen Rechenfertigkeiten) in den Fachern der Betriebs- und Volkswirtschaftslehre gebraucht wird, um oekonomische Prozesse analysieren zu koennen. Es beschreibt zunachst die zentrale Bedeutung von Funktionen, fuhrt in lockerer Sprache in wissenschaftliches Modelldenken ein und erlautert die wichtige Abwagung zwischen Einfachheit und Genauigkeit der Modelle. Danach wird verdeutlicht, wie aus der Schule bekannte mathematische Konzepte (wie Exponential- und Logarithmusfunktionen, Ableitungen, Gleichungssysteme, Abstandsmasse und Wahrscheinlichkeiten) zu kraftvollen Verfahren zur Loesung wirtschaftswissenschaftlicher Probleme werden. Das Buch moechte Studienanfangern und interessierten Schulerinnen und Schulern elementare Grundfertigkeiten und Motivation geben, sich mit Mathe im Anwendungsbereich der OEkonomie zu beschaftigen.
Anhand vieler Anwendungsbeispiele aus den Wirtschafts- und
Sozialwissenschaften
"Optimierung" ist ein grundlegender Vorlesungszyklus in der
angewandten Mathematik. Es geht dabei um die genaue und schnelle
Berechnung der besten Entscheidung, wenn eine grosse Menge von
Entscheidungsmoglichkeiten zur Auswahl steht. Mit diesem Buch liegt
eine Sammlung von Ubungs- und Klausuraufgaben mit kompletten,
mathematischen Losungen vor, die in langjahriger Lehrtatigkeit
zusammengetragen wurde. Eine umfassende Sammlung, die das
Bachelorwissen abdeckt. Sie eignet sich als Ubungsmaterial fur
Studierende und als Anregungs- und Auswahlfundus fur
Aufgabensteller. Die Aufgaben gehen direkt auf das Lehrniveau ein -
kein Uberspringen von Schwierigkeiten - und sind so aufbereitet,
dass eine Erfolgskontrolle fur die Studierenden moglich ist.
Mathematik gehoert zu den Grundfachern fur jeden Studierenden der Wirtschafts- und Sozialwissenschaften. Er benoetigt Kenntnisse der Analysis, der Linearen Algebra sowie der Funktion einer und mehrerer Variablen. Das zweibandige Taschenbuch, hervorgegangen aus Vorlesungen des Autors an der Universitat Regensburg, stellt den Studienstoff sehr anschaulich dar, unterstutzt durch eine Vielzahl von Beispielen und Abbildungen. Insbesondere wird auf die Anwendung verschiedener mathematischer Verfahren, auf konkrete Fragestellungen eingegangen. Das Buch richtet sich an alle Studenten der Wirtschafts- und Sozialwissenschaften an Unversitaten und Fachhochschulen sowie an den Praktiker, der sein Mathematikwissen auffrischen moechte. Es ist gleichermassen geeignet als Begleitbuch zu einer Vorlesung und zum Selbststudium. Fur das Verstandnis sind nur Kenntnisse der Oberstufenmathematik notwendig.
Addressed to 2nd- and 3rd-year students, this work by a
world-famous teacher skillfully spans the pure and applied
branches, so that applied aspects gain in rigor while pure
mathematics loses none of its dignity. Equally essential as a text,
a reference, or simply as a brilliant mathematical exercise. 1971
edition.
Un conjunto ameno de problemas, pasatiempos y enigmas que introducen, en forma de acertijos, todos los conceptos basicos de la logica.
Game theory, particularly the use of repeated games, N-person games, and incomplete information games have been popular research techniques in political science, sociology, and managementùbut difficult for new social researchers to useùuntil now. Aimed at making these topics accessible to all social scientist, Game Theory Topics shows how game theory can be productively applied to problems in the social sciences. Using a common social science gameùChickenùto illustrate game theory concepts, the authors introduce readers to games of incomplete information; how to build uncertainty into game theoretic models; the concept of Bayesian Nash equilibrium; and the role of repetition in game theory, including how game theoretic models can easily accommodate many players. Throughout the book, the authors use applications to social science problems to illustrate the points being developed in each chapter.
Monte Carlo Simulation is a method of evaluating substantive hypotheses and statistical estimators by developing a computer algorithm to simulate a population, drawing multiple samples from this pseudo-population, and evaluating estimates obtained from these samples. Christopher Z. Mooney explains the logic behind Monte Carlo Simulation and demonstrates its uses for social and behavioral research in conducting inference using statistics with only weak mathematical theory, testing null hypotheses under a variety of plausible conditions, assessing the robustness of parametric inference to violations of its assumptions, assessing the quality of inferential methods, and comparing the properties of two or more estimators. In addition, Mooney carefully demonstrates how to prepare computer algorithms using GAUSS code and illustrates these principles using several research examples. Monte Carlo Simulation will enable researchers to effectively execute Monte Carlo Simulation and to interpret the estimated sampling distribution generated from its use.
Game Theory & Applications
The concepts of game theory (rationality etc) now pervade much of social science, so that Professor Zagare's exposition of game theory and its applications (intended to "convert the unconverted and initiate the uninitiated") is very welcome. He provides methods for analysing the structure of the game; considers zero and nonzero-sum games and the fundamental 'minimax theorem'; and investigates games with more than two players, including the possibility of coalitions between players. Diverse examples give the reader an idea of how the theory can be applied to a wide range of situations.
LEGOfied: Building Blocks as Media provides a multi-faceted exploration of LEGO fandom, addressing a blindspot in current accounts of LEGO and an emerging area of interest to media scholars: namely, the role of hobbyist enthusiasts and content producers in LEGO's emergence as a ubiquitous transmedia franchise. This book examines a range of LEGO hobbyism and their attendant forms of mediated self-expression and identity (their "technicities"): artists, aspiring Master Builders, collectors, and entrepreneurs who refashion LEGO bricks into new commodities (sets, tchotchkes, and minifigures). The practices and perspectives that constitute this diverse scene lie at the intersection of multiple transformations in contemporary culture, including the shifting relationships between culture industries and the audiences that form their most ardent consumer base, but also the emerging forms of entrepreneurialism, professionalization, and globalization that characterize the burgeoning DIY movement. What makes this a compelling project for media scholars is its mutli-dimensional articulation of how LEGO functions not just as a toy, cultural icon, or as transmedia franchise, but as a media platform. LEGOfied is centered around their shared experiences, qualitative observations, and semi-structured interviews at a number of LEGO hobbyist conventions. Working outwards from these conventions, each chapter engages additional modes of inquiry-media archaeology, aesthetics, posthumanist philosophy, feminist media studies, and science and technology studies-to explore the origins, permutations and implications of different aspects of the contemporary LEGO fandom scene.
Designed for the 21st century classroom, this textbook poses, refines, and analyzes questions of sustainability in a quantitative environment. Building mathematical knowledge in the context of issues relevant to every global citizen today, this text takes an approach that empowers students of all disciplines to understand and reason with quantitative information. Whatever conclusions may be reached on a given topic, this book will prepare the reader to think critically about their own and other people's arguments and to support them with careful, mathematical reasoning. Topics are grouped in themes of measurement, flow, connectivity, change, risk, and decision-making. Mathematical thinking is at the fore throughout, as students learn to model sustainability on local, regional, and global scales. Exercises emphasize concepts, while projects build and challenge communication skills. With no prerequisites beyond high school algebra, instructors will find this book a rich resource for engaging all majors in the mathematics classroom. From the Foreword No longer will you be just a spectator when people give you quantitative information-you will become an active participant who can engage and contribute new insights to any discussion.[...] There are many math books that will feed you knowledge, but it is rare to see a book like this one that will help you cultivate wisdom.[...] As the authors illustrate, mathematics that pays attention to human considerations can help you look at the world with a new lens, help you frame important questions, and help you make wise decisions. Francis Edward Su, Harvey Mudd College
Winner of the 2017 De Groot Prize awarded by the International Society for Bayesian Analysis (ISBA) A relatively new area of research, adversarial risk analysis (ARA) informs decision making when there are intelligent opponents and uncertain outcomes. Adversarial Risk Analysis develops methods for allocating defensive or offensive resources against intelligent adversaries. Many examples throughout illustrate the application of the ARA approach to a variety of games and strategic situations. Focuses on the recent subfield of decision analysis, ARA Compares ideas from decision theory and game theory Uses multi-agent influence diagrams (MAIDs) throughout to help readers visualize complex information structures Applies the ARA approach to simultaneous games, auctions, sequential games, and defend-attack games Contains an extended case study based on a real application in railway security, which provides a blueprint for how to perform ARA in similar security situations Includes exercises at the end of most chapters, with selected solutions at the back of the book The book shows decision makers how to build Bayesian models for the strategic calculation of their opponents, enabling decision makers to maximize their expected utility or minimize their expected loss. This new approach to risk analysis asserts that analysts should use Bayesian thinking to describe their beliefs about an opponent's goals, resources, optimism, and type of strategic calculation, such as minimax and level-k thinking. Within that framework, analysts then solve the problem from the perspective of the opponent while placing subjective probability distributions on all unknown quantities. This produces a distribution over the actions of the opponent and enables analysts to maximize their expected utilities.
The amazing story of one of the greatest math problems of all time
and the reclusive genius who solved it |
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