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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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.
Game theory is the research field to analyse the whole system as a group of many components interacting with each other. Considering the terms in game theory, the idea could be mapped into human's rationality in social science or the forces of nature affecting all of natural phenomenon in fundamental level, and the relationship could be described with many sub-theories of game theory like non-co-operative game or co-operative game. Most of events and situations could be projected by the eye of game theory on the aspect that there always exist conflicts and co-operation on the interactions in them. Game theory was originated form economics, one of social science, but it applies to not just social system but also the realm of nature. For example we could see the molecular world of materials with game theoretic viewpoint. Molecules in material are connected or interacted with each other by several different kinds of physical forces like metallic bond, ionic bond, van der Waals forces, etc. This book provides leading-edge research from around the world on this field.
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.
What motives underlie the ways humans interact socially? Are these the same for all societies? Are these part of our nature, or influenced by our environments? Over the last decade, research in experimental economics has emphatically falsified the textbook representation of Homo economicus. Literally hundreds of experiments suggest that people care not only about their own material payoffs, but also about such things as fairness, equity and reciprocity. However, this research left fundamental questions unanswered: Are such social preferences stable components of human nature; or, are they modulated by economic, social and cultural environments? Until now, experimental research could not address this question because virtually all subjects had been university students, and while there are cultural differences among student populations throughout the world, these differences are small compared to the full range of human social and cultural environments. A vast amount of ethnographic and historical research suggests that people's motives are influenced by economic, social, and cultural environments, yet such methods can only yield circumstantial evidence about human motives. Combining ethnographic and experimental approaches to fill this gap, this book breaks new ground in reporting the results of a large cross-cultural study aimed at determining the sources of social (non-selfish) preferences that underlie the diversity of human sociality. The same experiments which provided evidence for social preferences among university students were performed in fifteen small-scale societies exhibiting a wide variety of social, economic and cultural conditions by experienced field researchers who had also done long-term ethnographic field work in these societies. The findings of these experiments demonstrated that no society in which experimental behaviour is consistent with the canonical model of self-interest. Indeed, results showed that the variation in behaviour is far greater than previously thought, and that the differences between societies in market integration and the importance of cooperation explain a substantial portion of this variation, which individual-level economic and demographic variables could not. Finally, the extent to which experimental play mirrors patterns of interaction found in everyday life is traced. The book starts with a succinct but substantive introduction to the use of game theory as an analytical tool and its use in the social sciences for the rigorous testing of hypotheses about fundamental aspects of social behaviour outside artificially constructed laboratories. The results of the fifteen case studies are summarized in a suggestive chapter about the scope of the project.
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.
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
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
The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.
This textbook contains a rigorous exposition of the mathematical foundations of two of the most important topics in politics and economics: voting and apportionment, at the level of upper undergraduate and beginning graduate students. It stands out among comparable books by providing, in one volume, an extensive and mathematically rigorous treatment of these two topics. The text's three chapters cover social choice, yes-no voting, and apportionment, respectively, and can be covered in any order, allowing teachers ample flexibility. Each chapter begins with an elementary introduction and several examples to motivate the concepts and to gradually lead to more advanced material. Landmark theorems are presented with detailed and streamlined proofs; those requiring more complex proofs, such as Arrow's theorems on dictatorship, Gibbard's theorem on oligarchy, and Gardenfors' theorem on manipulation, are broken down into propositions and lemmas in order to make them easier to grasp. Simple and intuitive notations are emphasized over non-standard, overly complicated symbols. Additionally, each chapter ends with exercises that vary from computational to "prove or disprove" types. The Mathematics of Voting and Apportionment will be particularly well-suited for a course in the mathematics of voting and apportionment for upper-level undergraduate and beginning graduate students in economics, political science, or philosophy, or for an elective course for math majors. In addition, this book will be a suitable read for to any curious mathematician looking for an exposition to these unpublicized mathematical applications. No political science prerequisites are needed. Mathematical prerequisites (included in the book) are minimal: elementary concepts in combinatorics, graph theory, order relations, and the harmonic and geometric means. What is needed most is the level of maturity that enables the student to think logically, derive results from axioms and hypotheses, and intuitively grasp logical notions such as "contrapositive" and "counterexample." |
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