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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third EditionCompletely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D ProgrammingThe book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual WorldsThis updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web ResourceA supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.
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.
Leading expert Paul Booth explores the growth in popularity of board games today, and unpacks what it means to read a board game. What does a game communicate? How do games play us? And how do we decide which games to play and which are just wastes of cardboard? With little scholarly research in this still-emerging field, Board Games as Media underscores the importance of board games in the ever-evolving world of media.
This book explains, in a straightforward way, the foundations upon which electoral techniques are based in order to shed new light on what we actually do when we vote. The intention is to highlight the fact that no matter how an electoral system has been designed, and regardless of the intentions of those who devised the system, there will be goals that are impossible to achieve but also opportunities for improving the situation in an informed way. While detailed descriptions of electoral systems are not provided, many references are made to current or past situations, both as examples and to underline particular problems and shortcomings. In addition, a new voting method that avoids the many paradoxes of voting theory is described in detail. While some knowledge of mathematics is required in order to gain the most from the book, every effort has been made to ensure that the subject matter is easily accessible for non-mathematicians, too. In short, this is a book for anyone who wants to understand the meaning of voting.
The principles of game theory apply to a wide range of topics in biology. This book presents the central concepts in evolutionary game theory and provides an authoritative and up-to-date account. The focus is on concepts that are important for biologists in their attempts to explain observations. This strong connection between concepts and applications is a recurrent theme throughout the book which incorporates recent and traditional ideas from animal psychology, neuroscience, and machine learning that provide a mechanistic basis for behaviours shown by players of a game. The approaches taken to modelling games often rest on idealized and unrealistic assumptions whose limitations and consequences are not always appreciated. The authors provide a novel reassessment of the field, highlighting how to overcome limitations and identifying future directions. Game Theory in Biology is an advanced textbook suitable for graduate level students as well as professional researchers (both empiricists and theoreticians) in the fields of behavioural ecology and evolutionary biology. It will also be of relevance to a broader interdisciplinary audience including psychologists and neuroscientists.
The appeal of games and puzzles is timeless and universal. In this unique book, David Wells explores the fascinating connections between games and mathematics, proving that mathematics is not just about tedious calculation but imagination, insight and intuition. The first part of the book introduces games, puzzles and mathematical recreations, including knight tours on a chessboard. The second part explains how thinking about playing games can mirror the thinking of a mathematician, using scientific investigation, tactics and strategy, and sharp observation. Finally the author considers game-like features found in a wide range of human behaviours, illuminating the role of mathematics and helping to explain why it exists at all. This thought-provoking book is perfect for anyone with a thirst for mathematics and its hidden beauty; a good high school grounding in mathematics is all the background that is required, and the puzzles and games will suit pupils from 14 years.
This is the first book that comprehensively analyses co-patenting in Japan and the U.S., which directly signifies collaborations between firms and inventors, using the methodology of network science. Network science approaches enable us to analyse the structures of co-patenting networks. In addition, generative models in network science estimate the probability of new connections between nodes, which enables us to discuss the temporal development of networks. On the other hand, regression analyses, which are broadly used in the field of economics, may be effective for determining what attributes are important for firms and inventors that are going to be connected, but such techniques cannot consider the complexity of networks. This book compiles a series of studies by the author on geographical location and co-patenting using data that were published in eight academic journal articles. This book gives the reader ideas about how we can utilize patent data to understand how firms and inventors collaborate under the effect of complex networks.
When should you adopt an aggressive business strategy? How do we make decisions when we don't have all the information? What makes international environmental cooperation possible? Game theory is the study of how we make a decision when the outcome of our moves depends on the decisions of someone else. Economists Ivan and Tuvana Pastine explain why, in these situations, we sometimes cooperate, sometimes clash, and sometimes act in a way that seems completely random. Stylishly brought to life by award-winning cartoonist Tom Humberstone, Game Theory will help readers understand behaviour in everything from our social lives to business, global politics to evolutionary biology. It provides a thrilling new perspective on the world we live in.
This book constitutes the refereed proceedings of the Third International Meeting on Innovation for Systems Information and Decision, INSID 2021, which was held during December 1-3, 2021. The conference was initially planned to take place in Recife, Brazil, but changed to a virtual meeting due to the COVID-19 pandemic. The 9 full papers presented in this volume were carefully reviewed and selected from a total of 76 submissions. They reflect methodological improvements and advances in multi-criteria decision-making/multi-criteria decision-aid (MCDM/MCDA) oriented toward real-world applications, which contribute to the understanding of relevant developments of current research on and future trends of innovation for systems information and decision.
It is impossible to understand modern economics without knowledge of the basic tools of gametheory and mechanism design. This book provides a graduate-level introduction to the economic modeling of strategic behavior. The goal is to teach Economics doctoral students the tools of game theory and mechanism design that all economists should know.
This book presents an interdisciplinary approach to conflict solution focusing on a very specific type of conflict, retributive conflicts . It is unique in the treatment of these and how relative measurement is used to find equilibrium solutions. The authors present an alternative process to address the Israeli-Palestinian conflict. They do so in two ways that are different from past efforts. The first is by formally structuring the conflict and the second is the manner in which discussions were conducted and conclusions drawn. The approach will help create a solution and provide negotiators with a unique pathway to consider the thorny issues and corresponding concessions underlying the deliberations, together with their implementation. The Analytic Hierarchy Process (AHP) provides a way to conflict solution with the participation of negotiators for the parties. It is a positive approach that makes it possible to reason and express feelings and judgments with numerical intensities to derive priorities. With the assistance of panels of Israeli participants and Palestinian participants brought together in 2006 to 2017, AHP was applied for the first time in a group setting to the Palestinian-Israeli conflict. The process makes it clear that moderation in different degrees by both sides is essential to arrive at acceptable agreements on concessions proposed and agreed upon by both sides.
Why do some games seem to be universal while others have a particular connection to the culture of the people playing them? Around the World in 80 Games is about the mathematics of chance, game theory, gamification, gaming strategies and computer games. Traversing the globe, Marcus du Sautoy looks at the genesis of games new and old, explores how to invent a good game and explains the fascination of a popular lockdown game. From the secrets of whist to hopscotch, Scrabble to Wordle. The most simple games endure: board games, card games and dice games have captivated us for centuries and the acclaimed mathematician and author of The Creativity Code (among many others) will once again bring mathematics to the fore with insight and aplomb in Around the World in 80 Games.
This volume is a user-friendly presentation of the main theoretical properties of the Fourier-Malliavin volatility estimation, allowing the readers to experience the potential of the approach and its application in various financial settings. Readers are given examples and instruments to implement this methodology in various financial settings and applications of real-life data. A detailed bibliographic reference is included to permit an in-depth study.
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.
In a book sure to stir argument for years to come, Robert Wright challen+ges the conventional view that biological evolution and human history are aimless. Ingeniously employing game theory – the logic of ‘zero-sum’ and ‘non-zero-sum’ games – Wright isolates the impetus behind life’s basic direction: the impetus that, via biological evolution, created complex, intelligent animals, and then via cultural evolution, pushed the human species towards deeper and vaster social complexity. In this view, the coming of today’s independent global society was ‘in the cards’ – not quite inevitable, but, as Wright puts it, ‘so probable as to inspire wonder’. In a narrative of breathtaking scope and erudition, yet pungent wit, Wright takes on some of the past century’s most prominent thinkers, including Isaiah Berlin, Karl Popper, Stephen Jay Gould, and Richard Dawkins. Wright argues that a coolly specific appraisal of humanity’s three-billion-year past can give new spiritual meaning to the present and even offer political guidance for the future. This book will change the way people think about the human prospect.
The game of Dots-and-Boxes, the popular game in which two players take turns connecting an array of dots to form squares, or "boxes" has long been considered merely a child's game. In this book, however, the author reveals the surprising complexity of the game, along with advanced strategies that will allow the reader to win at any level of gameplay desired. This book is an essential guide to the game of Dots-and-Boxes and its mathematical underpinnings. Chapters of strategy are interspersed with dozens of sample problems and their solutions. Furthermore, the strategies can be applied to several other games, such as Strings-and-Coins and Nimstring.
Now in its second edition, this popular textbook on game theory is unrivalled in the breadth of its coverage, the thoroughness of technical explanations and the number of worked examples included. Covering non-cooperative and cooperative games, this introduction to game theory includes advanced chapters on auctions, games with incomplete information, games with vector payoffs, stable matchings and the bargaining set. This edition contains new material on stochastic games, rationalizability, and the continuity of the set of equilibrium points with respect to the data of the game. The material is presented clearly and every concept is illustrated with concrete examples from a range of disciplines. With numerous exercises, and the addition of a solution manual for instructors with this edition, the book is an extensive guide to game theory for undergraduate through graduate courses in economics, mathematics, computer science, engineering and life sciences, and will also serve as useful reference for researchers.
Economists often look at markets as given, and try to make predictions about who will do what and what will happen in these markets. Market design, by contrast, does not take markets as given; instead, it combines insights from economic and game theory together with common sense and lessons learned from empirical work and experimental analysis to aid in the design and implementation of actual markets In recent years the field has grown dramatically, partially because of the successful wave of spectrum auctions in the US and in Europe, which have been designed by a number of prominent economists, and partially because of the increase use of the Internet as the platform over which markets are designed and run There is now a large number of applications and a growing theoretical literature. The Handbook of Market Design brings together the latest research from leading experts to provide a comprehensive description of applied market design over the last two decades In particular, it surveys matching markets: environments where there is a need to match large two-sided populations to one another, such as medical residents and hospitals, law clerks and judges, or patients and kidney donors It also examines a number of applications related to electronic markets, e-commerce, and the effect of the Internet on competition between exchanges.
In this richly illustrated book, Dr Jorma Kyppoe explores the history of board games dating back to Ancient Egypt, Mesopotamia, India and China. He provides a description of the evolution and various interpretations of chess. Furthermore, the book offers the study of the old Celtic and Viking board games and the old Hawaiian board game Konane, as well as a new hypothesis about the interpretation of the famous Cretan Phaistos Disk. Descriptions of several chess variations, including some highlights of the game theory and tiling in different dimensions, are followed by a multidimensional symmetrical n-person strategy game model, based on chess. Final chapter (Concluding remarks) offers the new generalizations of the Euler-Poincare's Characteristic, Pi and Fibonacci sequence.
Anhand einer Reihe mathematisch-oekonomischer Modelle sollen Studenten, Absolventen und Praktiker Anregungen zum Modellieren und Loesen praktischer Problemstellungen erhalten. Das Buch kann als Grundlage fur Seminare zur Wirtschaftsmathematik, als Erganzung entsprechender Vorlesungen an mathematischen und wirtschaftswissenschaftlichen Fakultaten und als Nachschlagewerk dienen.
Game Theory and Exercises introduces the main concepts of game theory, along with interactive exercises to aid readers' learning and understanding. Game theory is used to help players understand decision-making, risk-taking and strategy and the impact that the choices they make have on other players; and how the choices of those players, in turn, influence their own behaviour. So, it is not surprising that game theory is used in politics, economics, law and management. This book covers classic topics of game theory including dominance, Nash equilibrium, backward induction, repeated games, perturbed strategie s, beliefs, perfect equilibrium, Perfect Bayesian equilibrium and replicator dynamics. It also covers recent topics in game theory such as level-k reasoning, best reply matching, regret minimization and quantal responses. This textbook provides many economic applications, namely on auctions and negotiations. It studies original games that are not usually found in other textbooks, including Nim games and traveller's dilemma. The many exercises and the inserts for students throughout the chapters aid the reader's understanding of the concepts. With more than 20 years' teaching experience, Umbhauer's expertise and classroom experience helps students understand what game theory is and how it can be applied to real life examples. This textbook is suitable for both undergraduate and postgraduate students who study game theory, behavioural economics and microeconomics.
Game Theory: A Modeling Approach quickly moves readers through the fundamental ideas of the subject to enable them to engage in creative modeling projects based on game theoretic concepts. The authors match conclusions to real-world scenarios and applications. The text engages students in active learning, group work, in-class discussions and interactive simulations. Each chapter provides foundation pieces or adds more features to help readers build game theoretic models. The chapters include definitions, concepts and illustrative examples. The text will engage and challenge both undergraduate and graduate students. Features: Enables readers to apply game theorty to real-world scenarios Chapters can be used for core course materials or independent stuides Exercises, included at the end of the chapters, follow the order of the sections in the text Select answers and solutions are found at the end of the book Solutions manual for instructors is available from the authors
A clear, comprehensive introduction to the study of game theory. In the fourth edition, new real-world examples and compelling end-of-chapter exercises engage students with game theory.
The scientific study of complex systems has transformed a wide range of disciplines in recent years, enabling researchers in both the natural and social sciences to model and predict phenomena as diverse as earthquakes, global warming, demographic patterns, financial crises, and the failure of materials. In this book, Didier Sornette boldly applies his varied experience in these areas to propose a simple, powerful, and general theory of how, why, and when stock markets crash. Most attempts to explain market failures seek to pinpoint triggering mechanisms that occur hours, days, or weeks before the collapse. Sornette proposes a radically different view: the underlying cause can be sought months and even years before the abrupt, catastrophic event in the build-up of cooperative speculation, which often translates into an accelerating rise of the market price, otherwise known as a "bubble." Anchoring his sophisticated, step-by-step analysis in leading-edge physical and statistical modeling techniques, he unearths remarkable insights and some predictions--among them, that the "end of the growth era" will occur around 2050. Sornette probes major historical precedents, from the decades-long "tulip mania" in the Netherlands that wilted suddenly in 1637 to the South Sea Bubble that ended with the first huge market crash in England in 1720, to the Great Crash of October 1929 and Black Monday in 1987, to cite just a few. He concludes that most explanations other than cooperative self-organization fail to account for the subtle bubbles by which the markets lay the groundwork for catastrophe. Any investor or investment professional who seeks a genuine understanding of looming financial disasters should read this book. Physicists, geologists, biologists, economists, and others will welcome Why Stock Markets Crash as a highly original "scientific tale," as Sornette aptly puts it, of the exciting and sometimes fearsome--but no longer quite so unfathomable--world of stock markets. |
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