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Zero-sum Game
Zero-sum game is a Mathematical model, mathematical representation in game theory and economic theory of a situation that involves two competition, competing entities, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is equivalent to player two's loss, with the result that the net improvement in benefit of the game is zero. If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Thus, Fair cake-cutting, cutting a cake, where taking a more significant piece reduces the amount of cake available for others as much as it increases the amount available for that taker, is a zero-sum game if marginal utility, all participants value each unit of cake equally. Other examples of zero-sum games in daily life include games like poker, chess, sport and Contract bridge, bridge where one person gains and another person loses, which results in a zero-net benefit for every ...
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Mathematical Model
A mathematical model is an abstract and concrete, abstract description of a concrete system using mathematics, mathematical concepts and language of mathematics, language. The process of developing a mathematical model is termed ''mathematical modeling''. Mathematical models are used in applied mathematics and in the natural sciences (such as physics, biology, earth science, chemistry) and engineering disciplines (such as computer science, electrical engineering), as well as in non-physical systems such as the social sciences (such as economics, psychology, sociology, political science). It can also be taught as a subject in its own right. The use of mathematical models to solve problems in business or military operations is a large part of the field of operations research. Mathematical models are also used in music, linguistics, and philosophy (for example, intensively in analytic philosophy). A model may help to explain a system and to study the effects of different components, ...
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Solution Concept
In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are called "solutions", and describe which strategies will be adopted by players and, therefore, the result of the game. The most commonly used solution concepts are equilibrium concepts, most famously Nash equilibrium. Many solution concepts, for many games, will result in more than one solution. This puts any one of the solutions in doubt, so a game theorist may apply a refinement to narrow down the solutions. Each successive solution concept presented in the following improves on its predecessor by eliminating implausible equilibria in richer games. Formal definition Let \Gamma be the class of all games and, for each game G \in \Gamma, let S_G be the set of strategy profiles of G. A ''solution concept'' is an element of the direct product \Pi_2^; ''i.e''., a function F: \Gamma \rightarrow \bigcup\nolimits_ 2^ such that F(G) \subseteq S_G for all G \in \Gamma. Rati ...
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Derivatives Market
The derivatives market is the financial market for derivatives - financial instruments like futures contracts or options - which are derived from other forms of assets. The market can be divided into two, that for exchange-traded derivatives and that for over-the-counter derivatives. The legal nature of these products is very different, as well as the way they are traded, though many market participants are active in both. The derivatives market in Europe has a notional amount of €660 trillion. Participants in a derivative market Participants in a derivative market can be segregated into four sets based on their trading motives. * Hedgers * Speculators * Margin Traders * Arbitrageurs Types of trades in a derivative market * Directional Trades * Spreads * Arbitrage positions * Hedged Trades Futures markets Futures exchanges, such as Euronext.liffe and the Chicago Mercantile Exchange, trade in standardized derivative contracts. These are options contracts, swaps c ...
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The Zero-sum Three-person Game
''The'' is a grammatical article in English, denoting nouns that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pronoun ''thee' ...
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Social Trap
In psychology, a social trap is a conflict of interest or perverse incentive where individuals or a group of people act to obtain short-term individual gains, which in the long run leads to a loss for the group as a whole. Social traps are the cause of countless environmental issues, including overfishing, energy "brownout" and "blackout" power outages during periods of extreme temperatures, the overgrazing of cattle on the Sahelian Desert, the destruction of the rainforest by logging interests and agriculture, and, most importantly, climate change. Origin of the concept The term ''social trap'' was first introduced to the scientific community by John Platt's 1973 paper in ''American Psychologist'', and in a book developed in an interdisciplinary symposium held at the University of Michigan. Building upon the concept of the "tragedy of the commons" in Garrett Hardin's pivotal article in ''Science'' (1968), Platt and others in the seminar applied behavioral psychology concepts to ...
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Social Psychology
Social psychology is the methodical study of how thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others. Although studying many of the same substantive topics as its counterpart in the field of sociology, psychological social psychology places more emphasis on the individual, rather than society; the influence of social structure and culture on individual outcomes, such as personality, behavior, and one's position in social hierarchies. Social psychologists typically explain human behavior as a result of the relationship between mental states and social situations, studying the social conditions under which thoughts, feelings, and behaviors occur, and how these variables influence social interactions. History 19th century In the 19th century, social psychology began to emerge from the larger field of psychology. At the time, many psychologists were concerned with developing concrete explanations for the different aspe ...
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Linear Programming
Linear programming (LP), also called linear optimization, is a method to achieve the best outcome (such as maximum profit or lowest cost) in a mathematical model whose requirements and objective are represented by linear function#As a polynomial function, linear relationships. Linear programming is a special case of mathematical programming (also known as mathematical optimization). More formally, linear programming is a technique for the mathematical optimization, optimization of a linear objective function, subject to linear equality and linear inequality Constraint (mathematics), constraints. Its feasible region is a convex polytope, which is a set defined as the intersection (mathematics), intersection of finitely many Half-space (geometry), half spaces, each of which is defined by a linear inequality. Its objective function is a real number, real-valued affine function, affine (linear) function defined on this polytope. A linear programming algorithm finds a point in the po ...
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Expected Value
In probability theory, the expected value (also called expectation, expectancy, expectation operator, mathematical expectation, mean, expectation value, or first Moment (mathematics), moment) is a generalization of the weighted average. Informally, the expected value is the arithmetic mean, mean of the possible values a random variable can take, weighted by the probability of those outcomes. Since it is obtained through arithmetic, the expected value sometimes may not even be included in the sample data set; it is not the value you would expect to get in reality. The expected value of a random variable with a finite number of outcomes is a weighted average of all possible outcomes. In the case of a continuum of possible outcomes, the expectation is defined by Integral, integration. In the axiomatic foundation for probability provided by measure theory, the expectation is given by Lebesgue integration. The expected value of a random variable is often denoted by , , or , with a ...
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Probability
Probability is a branch of mathematics and statistics concerning events and numerical descriptions of how likely they are to occur. The probability of an event is a number between 0 and 1; the larger the probability, the more likely an event is to occur."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th ed., (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', vol. 1, 3rd ed., (1968), Wiley, . This number is often expressed as a percentage (%), ranging from 0% to 100%. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written as 0.5 or 50%). These concepts have been given an axiomatic mathematical formaliza ...
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John Von Neumann
John von Neumann ( ; ; December 28, 1903 â€“ February 8, 1957) was a Hungarian and American mathematician, physicist, computer scientist and engineer. Von Neumann had perhaps the widest coverage of any mathematician of his time, integrating Basic research, pure and Applied science#Applied research, applied sciences and making major contributions to many fields, including mathematics, physics, economics, computing, and statistics. He was a pioneer in building the mathematical framework of quantum physics, in the development of functional analysis, and in game theory, introducing or codifying concepts including Cellular automaton, cellular automata, the Von Neumann universal constructor, universal constructor and the Computer, digital computer. His analysis of the structure of self-replication preceded the discovery of the structure of DNA. During World War II, von Neumann worked on the Manhattan Project. He developed the mathematical models behind the explosive lense ...
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Émile Borel
Félix Édouard Justin Émile Borel (; 7 January 1871 – 3 February 1956) was a French people, French mathematician and politician. As a mathematician, he was known for his founding work in the areas of measure theory and probability. Biography Borel was born in Saint-Affrique, Aveyron, the son of a Protestant pastor. He studied at the Collège Sainte-Barbe and Lycée Louis-le-Grand before applying to both the École normale supérieure (Paris), École normale supérieure and the École Polytechnique. He qualified in the first position for both and chose to attend the former institution in 1889. That year he also won the concours général, an annual national mathematics competition. After graduating in 1892, he placed first in the agrégation, a competitive civil service examination leading to the position of professeur agrégé. His thesis, published in 1893, was titled ''Sur quelques points de la théorie des fonctions'' ("On some points in the theory of functions"). That y ...
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Payoff Matrix
In game theory, normal form is a description of a ''game''. Unlike extensive-form game, extensive form, normal-form representations are not Graph (discrete mathematics), graphical ''per se'', but rather represent the game by way of a matrix (mathematics), matrix. While this approach can be of greater use in identifying strictly dominated strategies and Nash equilibrium, Nash equilibria, some information is lost as compared to extensive-form representations. The normal-form representation of a game includes all perceptible and conceivable Strategy (game theory), strategies, and their corresponding payoffs, for each player. In static games of complete information, complete, perfect information, a normal-form representation of a game is a specification of players' strategy spaces and payoff functions. A strategy space for a player is the set of all strategies available to that player, whereas a strategy is a complete plan of action for every stage of the game, regardless of whether th ...
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