We live in a highly connected world with multiple self-interested agents interacting and myriad opportunities for conflict and cooperation. The goal of game theory is to understand these opportunities. This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields such as computer science (algorithmic game theory), economics (auctions and matching markets), social choice (voting theory), biology (signaling and evolutionary stability), and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. The importance of game-theoretic thinking transcends the academic setting—for every action we take, we must consider not only its direct effects, but also how it influences the incentives of others.
This book constitutes the proceedings of the 14th International Computer Science Symposium in Russia, CSR 2019, held in Novosibirsk, Russia, in July 2019. The 31 full papers were carefully reviewed and selected from 71 submissions. The papers cover a wide range of topics such as algorithms and data structures; computational complexity; randomness in computing; approximation algorithms; combinatorial optimization; constraint satisfaction; computational geometry; formal languages and automata; codes and cryptography; combinatorics in computer science; applications of logic to computer science; proof complexity; fundamentals of machine learning; and theoretical aspects of big data.
A fundamental introduction to modern game theory from a mathematical viewpoint Game theory arises in almost every fact of human and inhuman interaction since oftentimes during these communications objectives are opposed or cooperation is viewed as an option. From economics and finance to biology and computer science, researchers and practitioners are often put in complex decision-making scenarios, whether they are interacting with each other or working with evolving technology and artificial intelligence. Acknowledging the role of mathematics in making logical and advantageous decisions, Game Theory: An Introduction uses modern software applications to create, analyze, and implement effective decision-making models. While most books on modern game theory are either too abstract or too applied, this book provides a balanced treatment of the subject that is both conceptual and hands-on. Game Theory introduces readers to the basic theories behind games and presents real-world examples from various fields of study such as economics, political science, military science, finance, biological science as well as general game playing. A unique feature of this book is the use of Maple to find the values and strategies of games, and in addition, it aids in the implementation of algorithms for the solution or visualization of game concepts. Maple is also utilized to facilitate a visual learning environment of game theory and acts as the primary tool for the calculation of complex non-cooperative and cooperative games. Important game theory topics are presented within the following five main areas of coverage: Two-person zero sum matrix games Nonzero sum games and the reduction to nonlinear programming Cooperative games, including discussion of both the Nucleolus concept and the Shapley value Bargaining, including threat strategies Evolutionary stable strategies and population games Although some mathematical competence is assumed, appendices are provided to act as a refresher of the basic concepts of linear algebra, probability, and statistics. Exercises are included at the end of each section along with algorithms for the solution of the games to help readers master the presented information. Also, explicit Maple and Mathematica® commands are included in the book and are available as worksheets via the book's related Web site. The use of this software allows readers to solve many more advanced and interesting games without spending time on the theory of linear and nonlinear programming or performing other complex calculations. With extensive examples illustrating game theory's wide range of relevance, this classroom-tested book is ideal for game theory courses in mathematics, engineering, operations research, computer science, and economics at the upper-undergraduate level. It is also an ideal companion for anyone who is interested in the applications of game theory.
This book constitutes the thoroughly refereed joint postproceedings of the 7th International Seminar on Relational Methods in Computer Science and the 2nd International Workshop on Applications of Kleene Algebra held in Bad Malente, Germany in May 2003. The 21 revised full papers presented were carefully selected during two rounds of reviewing and improvement. The papers address foundational and methodological aspects of the calculi of relations and Kleene algebra as well as applications of such methods in various areas of computer science and information processing.
This classic text, originally from the noted logician Elliot Mendelson, is intended to be an easy-to-read introduction to the basic ideas and techniques of game theory. It can be used as a class textbook or for self-study. Introducing Game Theory and its Applications, Second Edition presents an easy-to-read introduction to the basic ideas and techniques of game theory. After a brief introduction, the authors begin with a chapter devoted to combinatorial games--a topic neglected or treated minimally in most other texts. The focus then shifts to two-person zero-sum games and their solutions. Here the authors present the simplex method based on linear programming for solving these games and develop within this presentation the required background. The final chapter presents some of the fundamental ideas and tools of non-zero-sum games and games with more than two players, including an introduction to cooperative game theory. The book is suitable for a first undergraduate course in game theory, or a graduate course for students with limited previous exposure. It is useful for students who need to learn some game theory for a related subject (e.g., microeconomics) and have a limited mathematical background. It also prepares its readers for more advanced study of game theory's applications in economics, business, and the physical, biological, and social sciences. The authors hope this book breeds curiosity about the subject as its design is meant to to satisfy the readers. The book will prepare readers for deeper study of game theory applications in many fields of study.
Deals with the topic of game theory. This textbook discusses the general game models including deterministic, strategic, sequential, bargaining, coalition, and fair division games. It emphasises on the process of mathematical modeling.
This ENCYCLOPAEDIA OF MATHEMATICS aims to be a reference work for all parts of mathe matics. It is a translation with updates and editorial comments of the Soviet Mathematical Encyclopaedia published by 'Soviet Encyclopaedia Publishing House' in five volumes in 1977-1985. The annotated translation consists of ten volumes including a special index volume. There are three kinds of articles in this ENCYCLOPAEDIA. First of all there are survey-type articles dealing with the various main directions in mathematics (where a rather fine subdivi sion has been used). The main requirement for these articles has been that they should give a reasonably complete up-to-date account of the current state of affairs in these areas and that they should be maximally accessible. On the whole, these articles should be understandable to mathematics students in their first specialization years, to graduates from other mathematical areas and, depending on the specific subject, to specialists in other domains of science, en gineers and teachers of mathematics. These articles treat their material at a fairly general level and aim to give an idea of the kind of problems, techniques and concepts involved in the area in question. They also contain background and motivation rather than precise statements of precise theorems with detailed definitions and technical details on how to carry out proofs and constructions. The second kind of article, of medium length, contains more detailed concrete problems, results and techniques.
This refreshingly authoritative look at recreational mathematics illustrates winning strategies that use the methods of algebra, geometry, combinatorics, number theory, graph theory, and other branches of mathematics. Its lucid analyses of the rules and theories of mathematical games include skill-enhancing exercises, plus references, appendixes, and detailed explanations. 1992 edition.