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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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.
This book covers a large spectrum of cutting-edge game theory applications in management science in which Professor Georges Zaccour has made significant contributions. The book consists of 21 chapters and highlights the latest treatments of game theory in various areas, including marketing, supply chains, energy and environmental management, and cyber defense. With this book, former Ph.D. students and successful research collaborators of Professor Zaccour wish to honor his many scientific achievements.
Co-opetition offers a new way of thinking that combines competition and cooperation. It is the first book to adapt game theory to the needs of CEOs, managers and entrepreneurs. Though often compared to games like chess or poker, business is different - people are free to change the rules, the players, the boundaries, even the game itself. The essence of business success lies in making sure you are in the right game. Actively shaping which game you play, and how you play it, is the core of the innovative business strategy laid out in Co-opetition. Barry Nalebuff and Adam Brandenburger, professors at Yale and Harvard, are pioneers in the practice of applying the science of game theory to the art of corporate strategy. They have devised a practice-oriented model to help you break out of the traditional win-lose or lose-lose situations. Dozens of companies - including Intel, Nintendo, American Express and Nutrasweet - have been using the strategies of co-opetition to change their game and enjoy the benefits of win-win opportunities.
This book is an authoritative collection of contributions in the field of soft-computing. Based on selected works presented at the 6th World Conference on Soft Computing, held on May 22-25, 2016, in Berkeley, USA, it describes new theoretical advances, as well as cutting-edge methods and applications. Theories cover a wealth of topics, such as fuzzy logic, cognitive modeling, Bayesian and probabilistic methods, multi-criteria decision making, utility theory, approximate reasoning, human-centric computing and many others. Applications concerns a number of fields, such as internet and semantic web, social networks and trust, control and robotics, computer vision, medicine and bioinformatics, as well as finance, security and e-Commerce, among others. Dedicated to the 50th Anniversary of Fuzzy Logic and to the 95th Birthday Anniversary of Lotfi A. Zadeh, the book not only offers a timely view on the field, yet it also discusses thought-provoking developments and challenges, thus fostering new research directions in the diverse areas of soft computing.
Game Theory--the formal modelling of conflict and
cooperation--first emerged as a recognized field with the
publication of John von Neumann and Oskar Morgenstern's "Theory of
Games and Economic Behaviour" in 1944. Since then, game-theoretic
thinking about choice of strategies and the interdependence of
people's actions has influenced all the social sciences. However,
little is known about the history of the theory of strategic games
"prior" to this publication.
A lot of economic problems can be formulated as constrained optimizations and equilibration of their solutions. Various mathematical theories have been supplying economists with indispensable machineries for these problems arising in economic theory. Conversely, mathematicians have been stimulated by various mathematical difficulties raised by economic theories. The series is designed to bring together those mathematicians who are seriously interested in getting new challenging stimuli from economic theories with those economists who are seeking effective mathematical tools for their research.
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
This is the second of three volumes surveying the state of the art
in Game Theory and its applications to many and varied fields, in
particular to economics. The chapters in the present volume are
contributed by outstanding authorities, and provide comprehensive
coverage and precise statements of the main results in each area.
The applications include empirical evidence. The following topics
are covered: communication and correlated equilibria, coalitional
games and coalition structures, utility and subjective probability,
common knowledge, bargaining, zero-sum games, differential games,
and applications of game theory to signalling, moral hazard,
search, evolutionary biology, international relations, voting
procedures, social choice, public economics, politics, and cost
allocation. This handbook will be of interest to scholars in
economics, political science, psychology, mathematics and biology.
For more information on the Handbooks in Economics series, please
see our home page on http: //www.elsevier.nl/locate/hes
The ancient game of Go is one of the less obvious candidates for mathematical analysis. With the development of new concepts in combinatorial game theory, the authors have been able to analyze Go games and find solutions to real endgame problems that have stumped professional Go players. Go players with an interest in mathematics and mathematicians who work in game theory will not want to miss this book because it describes substantial connections between the two subjects that have been, until now, largely unrecognized.
This classic on games and how to play them intelligently is being re-issued in a new, four volume edition. This book has laid the foundation to a mathematical approach to playing games. The wise authors wield witty words, which wangle wonderfully winning ways. In Volume 1, the authors do the Spade Work, presenting theories and techniques to "dissect" games of varied structures and formats in order to develop winning strategies.
A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rules for over 200 connection games and variants are provided. A connection game is a board game in which players vie to develop or complete a specific type of connection with their pieces. This might involve forming a path between two or more goals, completing a closed loop, or gathering all pieces together into a single connected group.
The focus of this book is on establishing theories and methods of both decision and game analysis in management using intuitionistic fuzzy sets. It proposes a series of innovative theories, models and methods such as the representation theorem and extension principle of intuitionistic fuzzy sets, ranking methods of intuitionistic fuzzy numbers, non-linear and linear programming methods for intuitionistic fuzzy multi-attribute decision making and (interval-valued) intuitionistic fuzzy matrix games. These theories and methods form the theory system of intuitionistic fuzzy decision making and games, which is not only remarkably different from those of the traditional, Bayes and/or fuzzy decision theory but can also provide an effective and efficient tool for solving complex management problems. Since there is a certain degree of inherent hesitancy in real-life management, which cannot always be described by the traditional mathematical methods and/or fuzzy set theory, this book offers an effective approach to using the intuitionistic fuzzy set expressed with membership and non-membership functions. This book is addressed to all those involved in theoretical research and practical applications from a variety of fields/disciplines: decision science, game theory, management science, fuzzy sets, operational research, applied mathematics, systems engineering, industrial engineering, economics, etc.
This is the first volume of the Handbook of Game Theory with
Economic Applications, to be followed by two additional volumes.
Game Theory has developed greatly in the last decade, and today it
is an essential tool in much of economic theory. The three volumes
will cover the fundamental theoretical aspects, a wide range of
applications to economics, several chapters on applications to
political science, and individual chapters on relations with other
disciplines. The topics covered in the present volume include
chess-playing computers, an introduction to the non-cooperative
theory, repeated games, bargaining theory, auctions, location,
entry deterrence, patents, the cooperative theory and its
applications, and the relation between Game Theory and ethics. For
more information on the Handbooks in Economics series, please see
our home page on http: //www.elsevier.nl/locate/hes
The Presidential Election Game may change the way you think about presidential elections and, for that matter, American politics in general. It is not filled with statistics about the voting behavior of citizens, nor does it give detailed histories of past campaigns. Rather, it is an analytic treatment of strategy in the race for the presidency, from the primaries to the general election. Using modern game theory and decision theory, Brams demonstrates why certain campaign strategies are more effective than others and supports his analysis with historical evidence.
The progress of society can only happen through interpersonal cooperation, because only cooperation can bring about mutual benefit, thus bringing happiness to each person. This should be our collective rationality, but we often see it conflicts with individual interests, which leads to the so-called "Prisoners' Dilemma" and does not bring happiness to all. From a game theoretical perspective, this book addresses the issue of how people can cooperate better. It has two objectives. The first is to use common language to systematically introduce the basic methodologies and core conclusions of Game Theory, including the Nash equilibrium, multiple equilibriums, dynamic games, etc. Mathematics and theoretical models are used to the minimum necessary scope too, to make this book get access to ordinary readers with elementary mathematical training. The second objective is to utilize these methods and conclusions to analyze various Chinese social issues and institutional arrangements, with a focus on the reasons people exhibit non-cooperative behaviors as well as the institutions and cultures that promote interpersonal cooperation. In addition to economics, specialists in sociology, law, history, politics and management will also be attracted by this book for its insightful analysis on the issue of cooperation in these fields. Also, readers curious about Chinese society will benefit from this book.
Game theory is the theory of social situations, and the majority of research into the topic focuses on how groups of people interact by developing formulas and algorithms to identify optimal strategies and to predict the outcome of interactions. Only fifty years old, it has already revolutionized economics and finance, and is spreading rapidly to a wide variety of fields. "LQ Dynamic Optimization and Differential Games" is an assessment of the state of the art in its field and the first modern book on linear-quadratic game theory, one of the most commonly used tools for modeling and analyzing strategic decision making problems in economics and management. Linear quadratic dynamic models have a long tradition in economics, operations research and control engineering; and the author begins by describing the one-decision maker LQ dynamic optimization problem before introducing LQ differential games.This book: covers cooperative and non-cooperative scenarios, and treats the standard information structures (open-loop and feedback); includes real-life economic examples to illustrate theoretical concepts and results; presents problem formulations and sound mathematical problem analysis; and, includes exercises and solutions, enabling use for self-study or as a course text. It is supported by a website featuring solutions to exercises, further examples and computer code for numerical examples. "LQ Dynamic Optimization and Differential Games" offers a comprehensive introduction to the theory and practice of this extensively used class of economic models, and will appeal to applied mathematicians and econometricians as well as researchers and senior undergraduate/graduate students in economics, mathematics, engineering and management science.
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.
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games. |
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