Playing for Real is a problem-based textbook on game theory that has been widely used at both the undergraduate and graduate levels. The Coursepack Edition contains only the material necessary for a course of ten two-hour lectures plus problem classes. It comes with a disc of teaching aids including the author's own lecture presentations and two series of weekly exercise sets with answers.
Playing for Real is a problem-based textbook on game theory that has been widely used at both the undergraduate and graduate levels. This Coursepack Edition will be particularly useful for teachers new to the subject. It contains only the material necessary for a course of ten, two-hour lectures plus problem classes and comes with a disk of teaching aids including pdf files of the author's own lecture presentations together with two series of weekly exercise sets with answers and two sample final exams with answers. There are at least three questions a game theory book might answer: What is game theory about? How is game theory applied? Why is game theory right? Playing for Real is perhaps the only book that attempts to answer all three questions without getting heavily mathematical. Its many problems and examples are an integral part of its approach. Just as athletes take pleasure in training their bodies, there is much satisfaction to be found in training one's mind to think in a way that is simultaneously rational and creative. With all of its puzzles and paradoxes, game theory provides a magnificent mental gymnasium for this purpose. It is the author's hope that exercising on the equipment provided by this Coursepack Edition will bring the reader the same kind of pleasure that it has brought to so many other students.
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 This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a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.
Explains how companies must pinpoint business strategies to a few critically important choices, identifying common blunders while outlining simple exercises and questions that can guide day-to-day and long-term decisions.
Games are played everywhere: from economics to evolutionary biology, and from social interactions to online auctions. This title shows how to play such games in a rational way, and how to maximize their outcomes.
This text emphasizes the ideas behind modern game theory rather than their mathematical expression, but defines all concepts precisely. It covers strategic, extensive and coalitional games and includes the topics of repeated games, bargaining theory and evolutionary equilibrium.
This book lays out foundations for a "science of morals." Binmore uses game theory as a systematic tool for investigating ethical matters. He reinterprets classical social contract ideas within a game-theory framework and generates new insights into the fundamental questions of social philosophy. In contrast to the previous writing in moral philosophy that relied on vague notion such as " societal well-being" and "moral duty," Binmore begins with individuals; rational decision-makers with the ability to empathize with one another. Any social arrangement that prescribes them to act against their interests will become unstable and eventually will be replaced by another, until one is found that includes worthwhile actions for all individuals involved.
The book publishing industry is going through a period of profound and turbulent change brought about in part by the digital revolution. What is the role of the book in an age preoccupied with computers and the internet? How has the book publishing industry been transformed by the economic and technological upheavals of recent years, and how is it likely to change in the future? This is the first major study of the book publishing industry in Britain and the United States for more than two decades. Thompson focuses on academic and higher education publishing and analyses the evolution of these sectors from 1980 to the present. He shows that each sector is characterized by its own distinctive ‘logic’ or dynamic of change, and that by reconstructing this logic we can understand the problems, challenges and opportunities faced by publishing firms today. He also shows that the digital revolution has had, and continues to have, a profound impact on the book publishing business, although the real impact of this revolution has little to do with the ebook scenarios imagined by many commentators. Books in the Digital Age will become a standard work on the publishing industry at the beginning of the 21st century. It will be of great interest to students taking courses in the sociology of culture, media and cultural studies, and publishing. It will also be of great value to professionals in the publishing industry, educators and policy makers, and to anyone interested in books and their future.
Introduces the major elements of semantics in a simple, step-by-step fashion. Sections of explanation and examples are followed by practice exercises with answers and comment provided.
*This listing is for the activity book. Willkommen! 1 is also available as a Course Pack, coursebook, and CD & DVD set.* Willkommen! 1 German Beginner's Course is a best-selling multi-format German adult learning programme for classroom and home use. Fully revised and updated for this new edition, the course includes a coursebook, course pack, activity book and CD and DVD set plus online activities. This blended learning approach will get you speaking, writing and understanding German with accuracy and confidence. The course covers levels A1 to A2 of the Common European Framework of Reference (CEFR) for Languages. Whether you are learning for general interest, for your job, holiday, or for an exam, Willkommen! 1 is packed full of comprehensive material and interesting features to improve your fluency and understanding. · Includes lively and contemporary topics from food, shopping and relationships to careers and life in Germany and German-speaking countries. · Book, audio and video content allow for flexible use in the classroom and at home. · Range of activities based on authentic materials including menus, brochures and interviews. · Different types of writing practice, including letters, CV, emails and blogs. · Listening material includes interviews, radio and TV clips. · 'Real-life' German videos demonstrate how the language is really spoken. · Deutschland info sections give practical and cultural insights into German life. Created in consultation with teachers and learners, Willkommen! 1 provides about 120 hours of study and is ideal for group-learning as well as for revision and self-study. Also available: Coursebook (ISBN 9781473672659): this full-colour 288-page coursebook is the primary text for the course. Ideal for classroom and home use. Course Pack (ISBN 9781473672673): includes the Coursebook, the CD and DVD Set and an online Support Book containing a key to the exercises and audio transcripts). CD and DVD Set (ISBN 9781473672642): contains all the dialogues and listening activities included in the coursebook plus video content building on the real-life German used in the course.