Two-person zero-sum game theory deals with situations that are
perfectly competitive there are exactly two decision makers for
whom there is no possibility of cooperation or compromise. It is
the most fundamental part of game theory, and the part most
commonly applied. There are diverse applications to military
battles, sports, parlor games, economics and politics. The theory
was born in World War II, and has by now matured into a significant
and tractable body of knowledge about competitive decision making.
The advent of modern, powerful computers has enabled the solution
of many games that were once beyond computational reach.
"Two-Person Zero-Sum Games, 4th Ed." offers an up-to-date
introduction to the subject, especially its computational aspects.
Any finite game can be solved by the brute force method of
enumerating all possible strategies and then applying linear
programming. The trouble is that many interesting games have far
too many strategies to enumerate, even with the aid of computers.
After introducing ideas, terminology, and the brute force method in
the initial chapters, the rest of the book is devoted to classes of
games that can be solved without enumerating every strategy.
Numerous examples are given, as well as an extensive set of
exercises. Many of the exercises are keyed to sheets of an included
Excel workbook that can be freely downloaded from the
SpringerExtras website. This new edition can be used as either a
reference book or as a textbook."
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