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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Game theory is the study of strategic behavior in situations in which the decision makers are aware of the interdependence of their actions. This innovative textbook introduces students to the most basic principles of game theory - move and countermove - with an emphasis on real-world business and economic applications. Students with a background in principles of economics and business mathematics can readily understand most of the material.Demonstration problems in each chapter are designed to enhance the student's understanding of the concepts presented in the text. Many chapters include non-technical applications designed to further the student's intuitive understanding of strategic behavior. Case studies help underscore the usefulness of game theory for analyzing real-world situations. Each chapter concludes with a review and questions and exercises. An online Instructor's Manual with test bank is available to professors who adopt the text.
Features Provides a uniquely historical perspective on the mathematical underpinnings of a comprehensive list of games Suitable for a broad audience of differing mathematical levels. Anyone with a passion for games, game theory, and mathematics will enjoy this book, whether they be students, academics, or game enthusiasts Covers a wide selection of topics at a level that can be appreciated on a historical, recreational, and mathematical level.
The Distinguished Dissertation series is published on behalf of the Conference of Professors and Heads of Computing and The British Computer Society, who annually select the best British PhD dissertations in computer science for publication. The dissertations are selected on behalf of the CPHC by a panel of eight academics. Each dissertation chosen makes a noteworthy contribution to the subject and reaches a high standard of exposition, placing all results clearly in the context of computer science as a whole. In this way computer scientists with significantly different interests are able to grasp the essentials - or even find a means of entry - to an unfamiliar research topic. This book develops a theory of game semantics, a recently discovered setting for modelling and reasoning about sequential programming languages, suitable for interpreting higher-order functional languages with rich type structure, and applies it to constr uct a fully abstract model of the metalanguage FPC.
This original, quantitatively oriented analysis applies the theory of the core to define competition in order to describe and deduce the consequences of competitive and non-competitive behavior. Written by one of the world's leading mathematical economists, the book is mathematically rigorous. No other book is currently available giving a game theoretic analysis of competition with basic mathematical tools. Economic theorists have been working on a new and fundamental approach to the theory of competition and market structure, an approach inspired by appreciation of the earlier work of Edgeworth and Bohm-Bawerk and making use of the new tools of the theory of games as developed by von Neumann and Morgenstern. This new approach bases itself on the analysis of competitive behavior and its implications for the characteristics of market equilibrium rather than on assumptions about the characteristics of competitive and monopolistic markets. Its central concept is "the theory of the core of the market," and it is concerned, with the conditions under which markets will or will not achieve the characteristics of uniform prices and welfare optimality. Telser provides a number of insights into the symptoms of competition, when and how competition is bought into play, the mechanisms of competition and collusion, the results of competition and collusion, and the results of competition and collusion for the economy and for the general public. Many misconceptions about the nature of a competitive equilibrium are dispelled. The book is not only a mathematical analysis of core price theory but also contains extensive empirical research in private industry. These empirical findings, from research pursued over several years, enhance understanding of how competition works and of the determinants of the returns to manufacturing industries. "Lester G. Telser" is professor emeritus of economics at the University of Chicago. He is one of the world's leading mathematical economists; he has been a Visiting Research Fellow, Cowles Foundation for Research in Economics, Yale University; Ford Foundation Faculty Research Fellow; and assistant professor of economics, Iowa State University. In 2005 he received the St. Clair Drake award from Roosevelt University.
Hex Strategy is the first book to offer a comprehensive look at the game of Hex, from its history and mathematical underpinnings to discussions of advanced playing techniques. This is first and foremost a book on strategy aimed at providing sufficient knowledge to play the game at any level desired. Numerous examples illustrate an algorithmic approach to the game. Hex Strategy is a book for board game enthusiasts, recreational mathematicians and programmers, or simply those who enjoy games and puzzles.
Geometry, Language and Strategy is a way of looking at game theory or strategic decision-making from a scientific perspective, using standard equations from the fields of engineering and physics. To better approximate reality, it extends game theory beyond the two-player set piece. The book begins where former game theory literature ends ? with multi-person games on a world stage. It encompasses many of the variables encountered in strategic planning, using mathematics borrowed from physics and engineering, rather than the economic models which have not proven to be good in predicting reality.
This book is a collection of certain lectures given at the Economics Department at Stanford University on the game theory. It contains material on this theory of rational behavior of people with nonidentical interests whose area of application includes economics, politics, and war.
This book discusses imaginary future generations and how current decision-making will influence those future generations. Markets and democracies focus on the present and therefore tend to make us forget that we are living in the present, with ancestors preceding and descendants succeeding us. Markets are excellent devices to equate supply and demand in the short term, but not for allocating resources between current and future generations, since future generations do not exist yet. Democracy is also not "applicable" for future generations, since citizens vote for candidates who will serve members of their, i.e., the current, generation. In order to overcome these shortcomings, the authors discusses imaginary future generations and future ministries in the context of current decision-making in fields such as the environment, urban management, forestry, water management, and finance. The idea of imaginary future generations comes from the Native American Iroquois, who had strong norms that compelled them to incorporate the interests of people seven generations ahead when making decisions.
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 4, the authors present a Diamond of a find, covering one-player games such as Solitaire.
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 3, the authors examine Games played in Clubs, giving case studies for coin and paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From the Table of Contents: - Turn and Turn About - Chips and Strips - Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money - The King and the Consumer - Fox and Geese; Hare and Hounds - Lines and Squares
The rise of game theory has made bargaining one of the core issues in economic theory. Written at a theoretical and conceptual level, this book develops a framework for the analysis of bargaining processes. The framework focuses on the dynamic of the bargaining process, which is in contrast to much previous theoretical work on the subject, and most notably to the approaches stemming from game theory. Chapters include: decision-making and expectations in theories of bargaining; decision-making and expectations in a game theory model; limitations of the environment concept; game theory as a basis for a theory of bargaining; the decision/expectation/adjustment approach; the adjustment process; direct interdependence and the consistency of decisions.
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 2, the authors have a Change of Heart, bending the rules established in Volume 1 to apply them to games such as Cut-cake and Loopy Hackenbush. From the Table of Contents: - If You Can't Beat 'Em, Join 'Em! - Hot Bottles Followed by Cold Wars - Games Infinite and Indefinite - Games Eternal--Games Entailed - Survival in the Lost World
Social and Economic Networks in Cooperative Game Theory presents a coherent overview of theoretical literature that studies the influence and formation of networks in social and economic situations in which the relations between participants who are not included in a particular participant's network are not of consequence to this participant. The material is organized in two parts. In Part I the authors concentrate on the question how network structures affect economic outcomes. Part II of the book presents the formation of networks by agents who engage in a network-formation process to be able to realize the possible gains from cooperation.
This is the third volume of the "Handbook of Game Theory with Economic Applications." Since the publication of multi-Volume 1 a decade ago, game theory has continued to develop at a furious pace, and today it is the dominant tool in economic theory. The three volumes together cover the fundamental theoretical aspects, a wide range of applications to economics, several chapters on applications to political science and individual chapters on applications to disciplines as diverse as evolutionary biology, computer science, law, psychology and ethics. The authors are the most eminent practitioners in the field, including three Nobel Prize winners. The topics covered in the present volume include strategic ("Nash") equilibrium; incomplete information; two-person non-zero-sum games; noncooperative games with a continuum of players; stochastic games; industrial organization; bargaining, inspection; economic history; the Shapley value and its applications to perfectly competitive economies, to taxation, to public goods and to fixed prices; political science; law mechanism design; and game experimentation.
Game theory involves multi-person decision making and differential dynamic game theory has been widely applied to n-person decision making problems, which are stimulated by a vast number of applications. This book addresses the gap to discuss general stochastic n-person noncooperative and cooperative game theory with wide applications to control systems, signal processing systems, communication systems, managements, financial systems, and biological systems. H game strategy, n-person cooperative and noncooperative game strategy are discussed for linear and nonlinear stochastic systems along with some computational algorithms developed to efficiently solve these game strategies.
In recent years, auctions have become an important field and many markets have designed new and sophisticated auction models to assign different types of items. The prime goal of this book is to set an organized classification of the main auction mechanisms in a way that readers can understand the importance of auction design and the advantages and drawbacks of each model. Given the relevance of the subject, there is a great volume of research about this topic. Nevertheless, most of these contributions use complex mathematical language difficult to understand for the average reader. In this book, the authors summarize the main ideas of the auction theory and explain them with simple language and plenty of examples. This book is a good starting point for any researcher interested in embracing the auction design as it also includes numerous real-world examples to engage the reader in the topic. "This book fills an important gap by making the main ideas and findings of auction research accessible." Professor Paul Milgrom, Department of Economics, Stanford University.
This book is a collection of certain lectures given at the Economics Department at Stanford University on the game theory. It contains material on this theory of rational behavior of people with nonidentical interests whose area of application includes economics, politics, and war.
Human behavior often violates the predictions of rational choice
theory. This realization has caused many social psychologists and
experimental economists to attempt to develop an
experimentally-based variant of game theory as an alternative
descriptive model. The impetus for this book is the interest in the
development of such a theory that combines elements from both
disciplines and appeals to both.
Stochastic differential games represent one of the most complex forms of decision making under uncertainty. In particular, interactions between strategic behaviors, dynamic evolution and stochastic elements have to be considered simultaneously. The complexity of stochastic differential games generally leads to great difficulties in the derivation of solutions. Cooperative games hold out the promise of more socially optimal and group efficient solutions to problems involving strategic actions. Despite urgent calls for national and international cooperation, the absence of formal solutions has precluded rigorous analysis of this problem. The book supplies effective tools for rigorous study of cooperative stochastic differential games. In particular, a generalized theorem for the derivation of analytically tractable "payoff distribution procedure" of subgame consistent solution is presented. Being capable of deriving analytical tractable solutions, the work is not only theoretically interesting but would enable the hitherto intractable problems in cooperative stochastic differential games to be fruitfully explored. Currently, this book is the first ever volume devoted to cooperative stochastic differential games. It aims to provide its readers an effective tool to analyze cooperative arrangements of conflict situations with uncertainty over time. Cooperative game theory has succeeded in offering many applications of game theory in operations research, management, economics, politics and other disciplines. The extension of these applications to a dynamic environment with stochastic elements should be fruitful. The book will be of interest to game theorists, mathematicians, economists, policy-makers, corporate planners and graduate students.
This textbook provides a one-semester introduction to mathematical economics for first year graduate and senior undergraduate students. Intended to fill the gap between typical liberal arts curriculum and the rigorous mathematical modeling of graduate study in economics, this text provides a concise introduction to the mathematics needed for core microeconomics, macroeconomics, and econometrics courses. Chapters 1 through 5 builds students' skills in formal proof, axiomatic treatment of linear algebra, and elementary vector differentiation. Chapters 6 and 7 present the basic tools needed for microeconomic analysis. Chapter 8 provides a quick introduction to (or review of) probability theory. Chapter 9 introduces dynamic modeling, applicable in advanced macroeconomics courses. The materials assume prerequisites in undergraduate calculus and linear algebra. Each chapter includes in-text exercises and a solutions manual, making this text ideal for self-study.
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.
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. |
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