![]() |
![]() |
Your cart is empty |
||
Books > Science & Mathematics > Mathematics > Optimization > Game theory
This book synthesizes the game-theoretic modeling of decision-making processes and an ancient moral requirement called the Golden Rule of ethics (GR). This rule states "Behave to others as you would like them to behave to you." The GR is one of the oldest, most widespread, and specific moral requirements that appear in Christianity, Islam, Judaism, Buddhism, and Confucianism. This book constructs and justifies mathematical models of dynamic socio-economic processes and phenomena that reveal the mechanism of the GR and are based on the concept of Berge equilibrium. The GR can be naturally used for resolving or balancing conflicts, and its "altruistic character" obviously excludes wars, blood-letting, and armed clashes. The previous book by the authors, The Berge Equilibrium: A Game-Theoretic Framework for the Golden Rule of Ethics, covers the static case of the GR. In this book, the dynamic case of the GR is investigated using the altruistic concept of Berge equilibrium and three factors as follows: 1) a modification of N.N. Krasovskii's mathematical formalization of differential positional games (DPGs), in view of the counterexamples given by A.I. Subbotin and A.F. Kononenko; 2) the method of guiding control, proposed by N.N. Krasovskii; and 3) the Germier convolution of the payoff functions of different players. Additionally, this book features exercises, problems, and solution tips collected together in Appendix 1, as well as new approaches to conflict resolution as presented in Appendices 2 to 4. This book will be of use to undergraduate and graduate students and experts in the field of decision-making in complex control and management systems, as well as anyone interested in game theory and applications.
This book introduces new concepts for cooperative game theory, and particularly solutions that determine the distribution of a coalitional surplus among the members of the coalition. It also addresses several generalizations of cooperative game theory. Drawing on methods of welfare economics, new value solutions are derived for Non-Transferable Utility games with and without differences of bargaining power among the members of the coalition. Cooperation in intertemporal games is examined, and conditions that permit the reduction of these games to games in coalition function form are outlined. Biform games and games that combine non-cooperative search and matching of coalition members with cooperative solutions (i.e., efficient contracts) within the coalition are considered.
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
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.
To make the best decisions, you need the best information. However, because most issues in game theory are grey, nearly all recent research has been carried out using a simplified method that considers grey systems as white ones. This often results in a forecasting function that is far from satisfactory when applied to many real situations. Grey Game Theory and Its Applications in Economic Decision Making introduces classic game theory into the realm of grey system theory with limited knowledge. The book resolves three theoretical issues:
The book establishes a grey matrix game model based on pure and mixed strategies. The author proposes the concepts of grey saddle points, grey mixed strategy solutions, and their corresponding structures and also puts forward the models and methods of risk measurement and evaluation of optimal grey strategies. He raises and solves the problems of grey matrix games. The book includes definitions of the test rules of information distortion experienced during calculation, the design of tokens based on new interval grey numbers, and new arithmetic laws to manipulate grey numbers. These features combine to provide a practical and efficient tool for forecasting real-life economic problems.
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.
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 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.
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.
This book develops the central aspect of fixed point theory - the topological fixed point index - to maximal generality, emphasizing correspondences and other aspects of the theory that are of special interest to economics. Numerous topological consequences are presented, along with important implications for dynamical systems. The book assumes the reader has no mathematical knowledge beyond that which is familiar to all theoretical economists. In addition to making the material available to a broad audience, avoiding algebraic topology results in more geometric and intuitive proofs. Graduate students and researchers in economics, and related fields in mathematics and computer science, will benefit from this book, both as a useful reference and as a well-written rigorous exposition of foundational mathematics. Numerous problems sketch key results from a wide variety of topics in theoretical economics, making the book an outstanding text for advanced graduate courses in economics and related disciplines.
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
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.
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.
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.
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.
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.
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.
Joel Watson has refined his successful text to make it even more student-friendly. A number of sections have been added, and numerous chapters have been substantially revised. Dozens of new exercises have been added, along with solutions to selected exercises. Chapters are short and focused, with just the right amount of mathematical content and end-of-chapter exercises. New passages walk students through tricky topics.
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.
Game theory explores situations in which agents interact strategically and provides a useful foundation for studying many traditional industrial organization topics. This approach has also enabled the emergence of new areas of enquiry including law and economics, networks, the digital economy, auctions, experimental game theory and many others. This second volume of the Handbook includes original contributions by experts in the field. It provides up-to-date surveys of the most relevant applications of game theory to industrial organization. The book covers both classical and industrial organization topics such as mergers in markets with homogeneous and differentiated goods, leniency and coordinated effects in cartels and mergers, static and dynamic contests, consumer search and product safety, strategic delegation, platforms and network effects, auctions, environmental and resource economics, intellectual property, healthcare, corruption, experimental industrial organization, and empirical models of research and development. Authoritative and engaging, this unique Handbook will be an indispensable resource for all serious academics, researchers and students of industrial economics and game theory. Contributors incude: S. Anderson, A. Barge-Gil, P. Belleflamme, J. Brandts, R. Burguet, L. Corchon, A. Daughety, N. Fabra, R. Fauli-Oller, J.-J. Ganuza, M.l. Gonzalez Maestre, A. Hernando-Veciana, M. Hoffmann, E. Huergo, M. Kopel, L. Lambertini, A. Lopez, M. Marini, C. Marvao, E. Maskin, J.G. Montalvo, L. Moreno, M. Motta, P. Olivella, M. Peitz, M. Pezzino, M. Polo, J. Potters, J. Reinganum, R. Renault, G. Rota Preziosi, J. Sandonis, M. Serena, G. Spagnolo |
![]() ![]() You may like...
Handbook of Experimental Game Theory
C. M. Capra, Rachel T. A. Croson, …
Hardcover
R6,736
Discovery Miles 67 360
Game Theory - Applications in Logistics…
Danijela Tuljak-Suban
Hardcover
R3,315
Discovery Miles 33 150
Hazardous Forecasts and Crisis Scenario…
Arnaud Clement-Grandcourt, Herve Fraysse
Hardcover
Game Theory - Breakthroughs in Research…
Information Resources Management Association
Hardcover
R8,905
Discovery Miles 89 050
Strategic Management, Decision Theory…
Bikas Kumar Sinha, Srijib Bhusan Bagchi
Hardcover
R4,588
Discovery Miles 45 880
Evaluating Voting Systems with…
Mostapha Diss, Vincent Merlin
Hardcover
R4,604
Discovery Miles 46 040
The History and Allure of Interactive…
Mark Kretzschmar, Sara Raffel
Hardcover
R3,197
Discovery Miles 31 970
|