Compleat Strategyst (eBook)
268 Seiten
Dover Publications (Verlag)
978-0-486-13684-4 (ISBN)
When J. D. Williams wrote this entertaining, witty introduction for the nonscientist, game theory was still a somewhat mysterious subject familiar to very few scientists beyond those researchers, like himself, working for the military. Now, over thirty years after its original publication as a Rand Corporation research study, his light-hearted though thoroughly effective primer is the recognized classic introduction to an increasingly applicable discipline. Used by amateurs, professionals, and students throughout the world in the classroom, on the job, and for personal amusement, the book has been through ten printings, and has been translated into at least five languages (including Russian and Japanese).Revised, updated, and available for the first time in an inexpensive paperback edition, The Compleat Strategyst is a highly entertaining text essential for anyone interested in this provocative and engaging area of modern mathematics. In fully illustrated chapters complete with everyday examples and word problems, Williams offers readers a working understanding of the possible methods for selecting strategies in a variety of situations, simple to complex. With just a basic understanding of arithmetic, anyone can grasp all 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.As research and study continues not only in this new discipline but in the related areas of statistics, probability and behavioral science, understanding of games, decision making, and the development of strategies will be increasingly important. In the areas of economics, sociology, politics, and the military, game theory is sure to have an even wider impact. For students and amateurs fascinated by game theory's implications there is no better, immediately applicable, or more entertaining introduction to the subject than this engaging text by the late J. D. Williams, Professor of Mathematics at Princeton University and a member of the Research Council of The Rand Corporation.
PREFACE TO THE REVISED EDITIONPREFACE TO THE FIRST EDITIONCHAPTER 1. INTRODUCTION Nature of the Subject An Historical Theory Lessons and Parallels Sectarian Remarks on Method Players and Persons The Payoff Strategies The Game Matrix Implicit Assumptions The Criterion Example 1. The CampersCHAPTER 2. TWO - STRATEGY GAMES PART 1: 2 X 2 Games The Approach Fluctuations Saddle-points Mixed Strategies The Oddment Rules for Finding Odds Value of the Game Scale Effects Good Play vs. Poor Example 2. The Hidden Object Example 3. The Daiquiris Example 4. The River Table Example 5. The Attack-Defense Game Example 6. The Music Hall Problem Example 7. The Darkroom Example 8. The Birthday Example 9. The Huckster Example 10. The Squad Car Summary of 2 X 2 Methods Exercises 1 PART 2: 2 X m Games Saddle-points Dominance Mixed Strategies Graphical Solutions Example 11. The Spellers Example 12. The Sports Kit Example 13. The Hi-Fi Chance Devices Summary of 2 X m Methods Exercises 2CHAPTER 3. THREE - STRATEGY GAMES PART 1: 3 X 3 Games Morale-building Discourse Saddle-points Dominance Value of the Game Three Active Strategies Games We Wish You'd Never Met Example 14. Scissors-Paper-Stone Example 15. The Coal Problem Example 16. The Heir Example 17. The Cattle Breeders' Separation Example 18. The Date Summary of 3 X 3 Methods Exercises 3 PART 2: 3 X m Games Method of Solving Example 19. The Bass and the Professor Example 20. The Bedside Manner Example 21. The Chessers Summary of 3 X m Methods Exercises 4CHAPTER 4. FOUR - STRATEGY GAMES AND LARGER ONES Solution via Revelation Saddle-points Dominance All-strategies-active Example 22. The Secondhand Car Example 23. The Silviculturists Example 24. Color Poker Example 25. For Older Children Example 26. The Process Server Example 27. The Palm Game Example 28. The Administrator's Dilemma Example 29. The Colonel Blotto Problem Example 30. Morra Example 31. The Maze Example 32. Merlin Summary of 4 X m Methods Exercises 5CHAPTER 5. MISCELLANY Approximations More on Dominance Simple Solutions Multiple Solutions Exercise 6 On Measurement Qualitative Payoffs Example 33. Portia Example 34. The Lady or the Tiger Games Played Only Once Symmetric Games Linear Programming Example 35. The Diet Non-zero-sum Games ConclusionCHAPTER 6. GENERAL METHOD OF SOLVING GAMES First Example Basic Solutions Second Example Summary of Pivot Method How to Check the Work Control SumsAPPENDIX Table of Random Digits Solutions to ExercisesINDEX
Erscheint lt. Verlag | 11.9.2012 |
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Reihe/Serie | Dover Books on Mathematics |
Sprache | englisch |
Maße | 140 x 140 mm |
Gewicht | 322 g |
Themenwelt | Mathematik / Informatik ► Mathematik |
Schlagworte | 1954 • 1966 • Amateurs • Applications • arithmetic • behavioral • Billiard • books on mathematics • books on strategy • cartoon-illustrated • compleat • Confession • corporation • diameters • Dilemma • Discipline • Exercises • games puzzles • Game Theory • Gibbons • hussar • jet engines • knots • Mathematical Games • Mathematicians • Mathematics • matrices • matrixes • maximization • Mechanics • Minimization • Neumann • nonmathematical • non-mathematicians • nonscientist • non-zero-sum • payouts • Poker • poli-sci • post-ww • poundstone • Primer • Prisoner • Professionals • Rand • ratios • Roulette • Silence • strategic • Strategy • Tank • Theoretical • two-player • Wargaming • zero-sum games |
ISBN-10 | 0-486-13684-1 / 0486136841 |
ISBN-13 | 978-0-486-13684-4 / 9780486136844 |
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