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Books > Science & Mathematics > Mathematics > Optimization > Game theory
Used to explain complicated economic behavior for decades, game theory is quickly becoming a tool of choice for those serious about optimizing next generation wireless systems. Illustrating how game theory can effectively address a wide range of issues that until now remained unresolved, Game Theory for Wireless Communications and Networking provides a systematic introduction to the application of this powerful and dynamic tool. This comprehensive technical guide explains game theory basics, architectures, protocols, security, models, open research issues, and cutting-edge advances and applications. It describes how to employ game theory in infrastructure-based wireless networks and multihop networks to reduce power consumption-while improving system capacity, decreasing packet loss, and enhancing network resilience. Providing for complete cross-referencing, the text is organized into four parts: Fundamentals-introduces the fundamental issues and solutions in applying different games in different wireless domains, including wireless sensor networks, vehicular networks, and OFDM-based wireless systems Power Control Games-considers issues and solutions in power control games Economic Approaches-reviews applications of different economic approaches, including bargaining and auction-based approaches Resource Management-explores how to use the game theoretic approach to address radio resource management issues The book explains how to apply the game theoretic model to address specific issues, including resource allocation, congestion control, attacks, routing, energy management, packet forwarding, and MAC. Facilitating quick and easy reference to related optimization and algorithm methodologies, it supplies you with the background and tools required to use game theory to drive the improvement and development
The book focuses on Pareto optimality in cooperative games. Most of the existing works focus on the Pareto optimality of deterministic continuous-time systems or for the regular convex LQ case. To expand on the available literature, we explore the existence conditions of Pareto solutions in stochastic differential game for more general cases. In addition, the LQ Pareto game for stochastic singular systems, Pareto-based guaranteed cost control for uncertain mean-field stochastic systems, and the existence conditions of Pareto solutions in cooperative difference game are also studied in detail. Addressing Pareto optimality for more general cases and wider systems is one of the major features of the book, making it particularly suitable for readers who are interested in multi-objective optimal control. Accordingly, it offers a valuable asset for researchers, engineers, and graduate students in the fields of control theory and control engineering, economics, management science, mathematics, etc.
These Notes grew from my research in evolutionary biology, specifically on the theory of evolutionarily stable strategies (ESS theory), over the past ten years. Personally, evolutionary game theory has given me the opportunity to transfer my enthusiasm for abstract mathematics to more practical pursuits. I was fortunate to have entered this field in its infancy when many biologists recognized its potential but were not prepared to grant it general acceptance. This is no longer the case. ESS theory is now a rapidly expanding (in both applied and theoretical directions) force that no evolutionary biologist can afford to ignore. Perhaps, to continue the life-cycle metaphor, ESS theory is now in its late adolescence and displays much of the optimism and exuberance of this exciting age. There are dangers in writing a text about a theory at this stage of development. A comprehensive treatment would involve too many loose ends for the reader to appreciate the central message. On the other hand, the current central message may soon become obsolete as the theory matures. Although the restricted topics I have chosen for this text reflect my own research bias, I am confident they will remain the theoretical basis of ESS theory. Indeed, I feel the adult maturity of ESS theory is close at hand and I hope the text will play an important role in this achievement.
In 1984 the German Aerospace Research Establishment - Deutsche Forschungsanstalt fOr Luft-und Raumfahrt e.V. (DLR) -Initiated a series of seminars related to fundamental prob- lems In fluid mechanics, flight mechanics, guidance and control, materials and structures, non-nuclear energetics, communication technology, and remote sensing. The main purpose of the seminars Is to bring modern Ideas and techniques In these fields to the attention of DLR scientists and engineers in order to stimulate internal activities as well as International cooperation. To this end, prominent speakers are Invited to Join In a series of lectures and discussions on topics of mutual Interest. After the preceding seminars 1984 Nonlinear Dynamics In Transcritical Flows 1985 Uncertainty and Control 1986 Artificial Intelligence and Man-Machine-Systems 1987 Parallel Computing in Science and Engineering 1988 Hydrocarbon Oxidation a sixth seminar on HOptimlzation: Methods and Applications, Possibilities and LimitatlonsH Is being conducted In 1989. Optimization takes place wherever a choice among alternatives exists: in daily life, In eco- nomics, In politics, in nature and also in engineering. The availability of powerful computers makes It possible to solve complex optimization problems efficiently, and to react flexibly to changes of reqUirements. The seminar addresses the potential of a systematic, computer-aided approach to optimiza- tion problems. The presentations Include fundamental principles and practical applications to aerospace structures as well as evolution techniques and biotechnological optimization processes.
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.
Known as the science of strategy, game theory is a branch of mathematics that has gained broad acceptance as a legitimate methodological tool, and has been widely adapted by a number of other fields. Frank C. Zagare provides an introduction to the application of game theory in the fields of security studies and diplomatic history, demonstrating the advantages of using a formal game-theoretic framework to explain complex events and strategic relationships. Comprised of three parts, the first illustrates the basic concepts of game theory, initially with abstract examples but later in the context of real world foreign policy decision-making. The author highlights the methodological problems of using game theory to construct an analytic narrative and the advantages of working around these obstacles. Part II develops three extended case studies that illustrate the theory at work: the First Moroccan Crisis of 1905-1906, the July Crisis of 1914, and the Cuban Missile Crisis of 1962. Finally, in Part III, Zagare describes a general theory of interstate conflict initiation, limitation, escalation, and resolution and rebuts criticisms of the methodology. Logically demanding, Game Theory, Diplomatic History and Security Studies conveys an intuitive understanding of the theory of games through the use of real-world examples to exemplify the 'theory in action'.
Game theory is a fascinating subject. We all know many entertaining games, such as chess, poker, tic-tac-toe, bridge, baseball, computer games - the list is quite varied and almost endless. In addition, there is a vast area of economic games, discussed in Myerson (1991) and Kreps (1990), and the related political games [Ordeshook (1986), Shubik (1982), and Taylor (1995)]. The competition between firms, the conflict between management and labor, the fight to get bills through congress, the power of the judiciary, war and peace negotiations between countries, and so on, all provide examples of games in action. There are also psychological games played on a personal level, where the weapons are words, and the payoffs are good or bad feelings [Berne (1964)]. There are biological games, the competition between species, where natural selection can be modeled as a game played between genes [Smith (1982)]. There is a connection between game theory and the mathematical areas of logic and computer science. One may view theoretical statistics as a two-person game in which nature takes the role of one of the players, as in Blackwell and Girshick (1954) and Ferguson (1968).Games are characterized by a number of players or decision makers who interact, possibly threaten each other and form coalitions, take actions under uncertain conditions, and finally receive some benefit or reward or possibly some punishment or monetary loss. In this text, we present various mathematical models of games and study the phenomena that arise. In some cases, we will be able to suggest what courses of action should be taken by the players. In others, we hope simply to be able to understand what is happening in order to make better predictions about the future.
This book introduces econometric analysis of cross section, time series and panel data with the application of statistical software. It serves as a basic text for those who wish to learn and apply econometric analysis in empirical research. The level of presentation is as simple as possible to make it useful for undergraduates as well as graduate students. It contains several examples with real data and Stata programmes and interpretation of the results. While discussing the statistical tools needed to understand empirical economic research, the book attempts to provide a balance between theory and applied research. Various concepts and techniques of econometric analysis are supported by carefully developed examples with the use of statistical software package, Stata 15.1, and assumes that the reader is somewhat familiar with the Strata software. The topics covered in this book are divided into four parts. Part I discusses introductory econometric methods for data analysis that economists and other social scientists use to estimate the economic and social relationships, and to test hypotheses about them, using real-world data. There are five chapters in this part covering the data management issues, details of linear regression models, the related problems due to violation of the classical assumptions. Part II discusses some advanced topics used frequently in empirical research with cross section data. In its three chapters, this part includes some specific problems of regression analysis. Part III deals with time series econometric analysis. It covers intensively both the univariate and multivariate time series econometric models and their applications with software programming in six chapters. Part IV takes care of panel data analysis in four chapters. Different aspects of fixed effects and random effects are discussed here. Panel data analysis has been extended by taking dynamic panel data models which are most suitable for macroeconomic research. The book is invaluable for students and researchers of social sciences, business, management, operations research, engineering, and applied mathematics.
A comprehensive work in finite-value systems that covers the latest achievements using the semi-tensor product method, on various kinds of finite-value systems. These results occupy the highest position in the analysis and control of this field. It not only covers all aspects of research in finite-value systems, but also presents the mathematical derivation for each conclusion in depth. The book contains examples to provide a better understanding of the practical applications of finite-value systems. It will serve as a textbook for graduate students of Cybernetics, Mathematical, and Biology, and a reference for readers interested in the theory of finite-value systems.
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.
Thomas Schelling won the Nobel Prize in economics "for having enhanced our understanding of conflict and cooperation through game-theory analysis." This came after he had taught a course in game theory and rational choice to advanced students and government officials for 45 years. In this book, Robert Dodge provides in language for a broad audience, the concepts that Schelling taught. Armed with Schelling's understanding of game theory methods and his approaches to problems, the general reader can improve daily decision making. Mathematics often make game theory challenging but was not a major part of Schelling's course and is even less of a factor in this book. Along with a summary of the material Schelling presented, included are problems from the course and similar less challenging questions. While considerable analysis is done with the basic game theory tool - the two-by-two matrix - much of the book is descriptive and rational decision-making is explained with stories. Chapter supplements are added to illuminate points presented by Schelling, including writings by Paul Krugman, Thomas Friedman, Steven Levitt, and others.
This second edition of Lessons in Play reorganizes the presentation of the popular original text in combinatorial game theory to make it even more widely accessible. Starting with a focus on the essential concepts and applications, it then moves on to more technical material. Still written in a textbook style with supporting evidence and proofs, the authors add many more exercises and examples and implement a two-step approach for some aspects of the material involving an initial introduction, examples, and basic results to be followed later by more detail and abstract results. Features Employs a widely accessible style to the explanation of combinatorial game theory Contains multiple case studies Expands further directions and applications of the field Includes a complete rewrite of CGSuite material
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.
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
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.
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
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.
Eminently suited to classroom use as well as individual study, Roger Myerson's introductory text provides a clear and thorough examination of the models, solution concepts, results, and methodological principles of noncooperative and cooperative game theory. Myerson introduces, clarifies, and synthesizes the extraordinary advances made in the subject over the past fifteen years, presents an overview of decision theory, and comprehensively reviews the development of the fundamental models: games in extensive form and strategic form, and Bayesian games with incomplete information. "Game Theory" will be useful for students at the graduate level in economics, political science, operations research, and applied mathematics. Everyone who uses game theory in research will find this book essential.
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.
In this concise book based on his Arne Ryde Lectures in 2002, Young suggests a conceptual framework for studying strategic learning and highlights theoretical developments in the area. He discusses the interactive learning problem; reinforcement and regret; equilibrium; conditional no-regret learning; prediction, postdiction, and calibration; fictitious play and its variants; Bayesian learning; and hypothesis testing. Young's framework emphasizes the amount of information required to implement different types of learning rules, criteria for evaluating their performance, and alternative notions of equilibrium to which they converge. He also stresses the limits of what can be achieved: for a given type of game and a given amount of information, there may exist no learning procedure that satisfies certain reasonable criteria of performance and convergence. In short, Young has provided a valuable primer that delineates what we know, what we would like to know, and the limits of what we can know, when we try to learn about a system that is composed of other learners. |
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