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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Eine integrierte und inhaltlich neu strukturierte Einfuhrung in die
Hohere Mathematik, die vom Konkreten zum Allgemeinen aufsteigt, auf
Schubladen wie "Lineare Algebra'' und "Analysis'' verzichtet und
die (fast) alle Beweise enthalt. Die Stochastik wird auch von
Anfang an einbezogen.
Die leicht verstandliche Einfuhrung fur Studienanfanger und interessierte Lehrer und Schuler mit vielen konkreten Beispielen, zahlreichen Abbildungen und Cartoons behandelt sowohl klassische als auch moderne Gebiete der Finanzmathematik. Der Aufbau des Buches ist sehr ubersichtlich: Jedes der funf Kapitel geht jeweils von einem Finanzinstrument (Anleihen, Lebensversicherungen, Aktien, Portfolios bzw. Optionen) aus, bringt reale Daten ein, wirft eine fur einen Anleger relevante Frage auf und zeigt, mit welchen mathematischen Konzepten und Methoden diese Frage behandelt werden kann. Zu jedem Kapitel werden ausserdem Aufgaben mit Losungen angeboten
Im ersten Teil der Versicherungsmathematik wird die Mathematik der Personenversicherung dargestellt. Die Anwendung der EDV in der Versicherungsmathematik ist ein Schwerpunkt dieses Buches. Den Veranderungen der rechtlichen Rahmenbedingungen fur die Personenversicherer wurde in der zweiten Auflage Rechnung getragen."
Cooperative game theory deals with situations where objectives of participants of the game are partially cooperative and partially conflicting. It is in the interest of participants to cooperate in the sense of making binding agreements to achieve the maximum possible benefit. When it comes to distribution of benefit/payoffs, participants have conflicting interests. Such situations are usually modelled as cooperative games. While the book mainly discusses transferable utility games, there is also a brief analysis of non-transferable utility games. Alternative solution concepts to cooperative game theoretic problems are presented in chapters 1-9 and the next four chapters present issues related to computations of solutions discussed in the earlier chapters. The proofs of all results presented in the book are quite explicit. Additionally the mathematical techniques employed in demonstrating the results will be helpful to those who wish to learn application of mathematics for solving problems in game theory.
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
This volume brings together papers of well-known specialists in game theory and adjacent problems. It presents the basic results in dynamic games, stochastic games, applications of game theorectical methods in ecology and economics and the methodological aspects of game theory.
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.
Although numerical approximation and statistical inference are traditionally covered as entirely separate subjects, they are intimately connected through the common purpose of making estimations with partial information. This book explores these connections from a game and decision theoretic perspective, showing how they constitute a pathway to developing simple and general methods for solving fundamental problems in both areas. It illustrates these interplays by addressing problems related to numerical homogenization, operator adapted wavelets, fast solvers, and Gaussian processes. This perspective reveals much of their essential anatomy and greatly facilitates advances in these areas, thereby appearing to establish a general principle for guiding the process of scientific discovery. This book is designed for graduate students, researchers, and engineers in mathematics, applied mathematics, and computer science, and particularly researchers interested in drawing on and developing this interface between approximation, inference, and learning.
Un divertido libro de juegos y acertijos logicos que se diferencia de la mayaria de las obras de este genero en que los problemas que presenta como amenos pasatiempos no son intrascendentes, pues introducen al lector en importantes cuestiones de la logica, la teoria la teoria de conjuntos y la teoria de la computabilidad.
This book brings together papers of well-known specialists in game theory and adjacent problems. It presents the basic results in dynamic games, stochastic games, applications of game theoretical methods in ecology and economics and methodological aspects of game theory.
Game Theory & Applications Volume II
Game Theory & Applications
Unabhangig von einem bestimmten Lehrbuch vermittelt dieses Buch praktische Fertigkeiten zur Loesung finanzmathematischer Aufgaben. Zu allen UEbungsaufgaben werden Schritt fur Schritt die Loesungen ausfuhrlich erklart. Alle wichtigen Begriffe findet der Leser in komprimierter Form erlautert. Eine kleine Formelsammlung rundet den Band ab.
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.
Latin American democracies of the sixties and seventies, most
theories hold, collapsed because they had become incompatible with
the structural requirements of capitalist development. In this
groundbreaking application of game theory to political phenomena,
Youssef Cohen argues that structural conditions in Latin American
countries did not necessarily preclude the implementation of social
and economic reforms within a democratic framework.
Mathematics in Games, Sports, and Gambling: The Games People Play, Second Edition demonstrates how discrete probability, statistics, and elementary discrete mathematics are used in games, sports, and gambling situations. With emphasis on mathematical thinking and problem solving, the text draws on numerous examples, questions, and problems to explain the application of mathematical theory to various real-life games. This updated edition of a widely adopted textbook considers a number of popular games and diversions that are mathematically based or can be studied from a mathematical perspective. Requiring only high school algebra, the book is suitable for use as a textbook in seminars, general education courses, or as a supplement in introductory probability courses. New in this Edition: Many new exercises, including basic skills exercises More answers in the back of the book Expanded summary exercises, including writing exercises More detailed examples, especially in the early chapters An expansion of the discrete adjustment technique for binomial approximation problems New sections on chessboard puzzles that encourage students to develop graph theory ideas New review material on relations and functions Exercises are included in each section to help students understand the various concepts. The text covers permutations in the two-deck matching game so derangements can be counted. It introduces graphs to find matches when looking at extensions of the five-card trick and studies lexicographic orderings and ideas of encoding for card tricks. The text also explores linear and weighted equations in the section on the NFL passer rating formula and presents graphing to show how data can be compared or displayed. For each topic, the author includes exercises based on real games and actual sports data.
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.
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.
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.
Cooperative game theory deals with situations where objectives of participants of the game are partially cooperative and partially conflicting. It is in the interest of participants to cooperate in the sense of making binding agreements to achieve the maximum possible benefit. When it comes to distribution of benefit/payoffs, participants have conflicting interests. Such situations are usually modelled as cooperative games. While the book mainly discusses transferable utility games, there is also a brief analysis of non-transferable utility games. Alternative solution concepts to cooperative game theoretic problems are presented in chapters 1-9 and the next four chapters present issues related to computations of solutions discussed in the earlier chapters. The proofs of all results presented in the book are quite explicit. Additionally the mathematical techniques employed in demonstrating the results will be helpful to those who wish to learn application of mathematics for solving problems in game theory.
Human communication can be characterized in terms of game theory as competing motivations in a social game in which one person desires "winning" in terms of obtaining compliance. Furthermore, game theory is an interesting framework for dialogue modeling, both the human dialogue and the human-machine dialogue. The first chapter describes the author's contribution on the pragmatics of the dialogue, and proposes a general model of dialogue based on game theory. The second and third chapters review game theory as a way to analyze many different kinds of decisions and decision problems. The remaining chapters present a methodology based on Decision Analysis; decisions in everyday statistics; and an analysis of Thomas Bayes' famous "Essay towards Solving a Problem in the Doctrine of Chances".
This text is based on a lecture course given by the authors in the framework of Oberwolfach Seminars at the Mathematisches Forschungsinstitut Oberwolfach in May, 2013. It is intended to serve as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two player perfect information games. These ranges from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory.The text will benefit both researchers and graduate students in combinatorics and adjacent fields." |
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