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Books > Science & Mathematics > Mathematics > Optimization > Game theory
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.
Since there is no supranational institution which can enforce international environmental agreements (IEAs), international cooperation proves difficult in practice. Global emissions exhibit negative externalities in countries other than that of their origin and hence there is a high interdependence between countries, and strategic considerations play an important role. Game theory analyses the interaction between agents and formulates hypotheses about their behavior and the final outcomes in games. Hence, international environmental problems are particularly suited for analysis by this method. The book investigates various strategies to provide countries with an incentive to accede, agree and comply to an international environmental agreement (IEA). Finus shows that by integrating real world restrictions into a model, game theory is a powerful tool for explaining the divergence between 'first-best' policy recommendations and 'second-best' designs of actual IEAs. For instance he explains why (inefficient) uniform emission reduction quotas have played such a prominent role in past IEAs despite economists' recommendations for the use of (efficient) market-based instruments as for example emission targets and permits. Moreover, it is stated, that a single, global IEA on climate is not necessarily the best strategy and small coalitions may enjoy a higher stability and may achieve more. This book will be of great interest to scholars, researchers and lecturers in the fields of international environmental economics, game theory and international relations.
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.
Game-theoretic probability and finance come of age Glenn Shafer and Vladimir Vovk's Probability and Finance, published in 2001, showed that perfect-information games can be used to define mathematical probability. Based on fifteen years of further research, Game-Theoretic Foundations for Probability and Finance presents a mature view of the foundational role game theory can play. Its account of probability theory opens the way to new methods of prediction and testing and makes many statistical methods more transparent and widely usable. Its contributions to finance theory include purely game-theoretic accounts of Ito's stochastic calculus, the capital asset pricing model, the equity premium, and portfolio theory. Game-Theoretic Foundations for Probability and Finance is a book of research. It is also a teaching resource. Each chapter is supplemented with carefully designed exercises and notes relating the new theory to its historical context. Praise from early readers "Ever since Kolmogorov's Grundbegriffe, the standard mathematical treatment of probability theory has been measure-theoretic. In this ground-breaking work, Shafer and Vovk give a game-theoretic foundation instead. While being just as rigorous, the game-theoretic approach allows for vast and useful generalizations of classical measure-theoretic results, while also giving rise to new, radical ideas for prediction, statistics and mathematical finance without stochastic assumptions. The authors set out their theory in great detail, resulting in what is definitely one of the most important books on the foundations of probability to have appeared in the last few decades." - Peter Grunwald, CWI and University of Leiden "Shafer and Vovk have thoroughly re-written their 2001 book on the game-theoretic foundations for probability and for finance. They have included an account of the tremendous growth that has occurred since, in the game-theoretic and pathwise approaches to stochastic analysis and in their applications to continuous-time finance. This new book will undoubtedly spur a better understanding of the foundations of these very important fields, and we should all be grateful to its authors." - Ioannis Karatzas, Columbia University
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.
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.
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.
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 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.
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.
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.
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.
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.
John von Neumann invented the digital computer, played a key role in the development of the atom bomb, constructed a branch of mathematics known as game theory, and became a defender of a movement to bomb the Russians before they could bomb us. Now comes a biography of this controversial genius and an exploration of his greatest idea--one that nearly triggered a nuclear war in 1950. Photographs.
This comprehensive textbook introduces readers to the principal ideas and applications of game theory, in a style that combines rigor with accessibility. Steven Tadelis begins with a concise description of rational decision making, and goes on to discuss strategic and extensive form games with complete information, Bayesian games, and extensive form games with imperfect information. He covers a host of topics, including multistage and repeated games, bargaining theory, auctions, rent-seeking games, mechanism design, signaling games, reputation building, and information transmission games. Unlike other books on game theory, this one begins with the idea of rationality and explores its implications for multiperson decision problems through concepts like dominated strategies and rationalizability. Only then does it present the subject of Nash equilibrium and its derivatives. "Game Theory" is the ideal textbook for advanced undergraduate and beginning graduate students. Throughout, concepts and methods are explained using real-world examples backed by precise analytic material. The book features many important applications to economics and political science, as well as numerous exercises that focus on how to formalize informal situations and then analyze them. Introduces the core ideas and applications of game theory Covers static and dynamic games, with complete and incomplete information Features a variety of examples, applications, and exercises Topics include repeated games, bargaining, auctions, signaling, reputation, and information transmission Ideal for advanced undergraduate and beginning graduate students Complete solutions available to teachers and selected solutions available to students
Highly entertaining text essential for anyone interested in Game Theory. Only basic understanding of arithmetic needed to grasp necessary aspects of two-, three-, four- and larger strategy games with two or more sets of inimical interests and a limitless array of zero-sum payoffs.
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.
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: 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
Praised by "Entertainment Weekly" as "the man who put the fizz into physics," Dr. Len Fisher turns his attention to the science of cooperation in his lively and thought-provoking book. Fisher shows how the modern science of game theory has helped biologists to understand the evolution of cooperation in nature, and investigates how we might apply those lessons to our own society. In a series of experiments that take him from the polite confines of an English dinner party to crowded supermarkets, congested Indian roads, and the wilds of outback Australia, not to mention baseball strategies and the intricacies of quantum mechanics, Fisher sheds light on the problem of global cooperation. The outcomes are sometimes hilarious, sometimes alarming, but always revealing. A witty romp through a serious science, "Rock, Paper, Scissors" will both teach and delight anyone interested in what it what it takes to get people to work together.
This contributed volume focuses on aspects of dynamic game theory including differential games, evolutionary games, and stochastic games. It covers theoretical developments, algorithmic methods, and applications to fields as varied as mathematical biology, environmental management, economics, engineering, guidance and control, and social interaction. It will be of interest to an interdisciplinary audience of researchers, practitioners, and advanced graduate students. Advances in Dynamic Games presents state-of-the-art research that serves as a testament to the vitality and growth of the field of dynamic games and their applications. Its contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 15th International Symposium of Dynamic Games and Applications held July 19-22, 2012, in Bysice, Czech Republic. |
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