This book presents a systematic approach to problems in economic equilibrium based on fixed-point arguments and rigorous set-theoretical (axiomatic) methods. It describes the highest-level research on the classical theme, fixed points and economic equilibria, in the theory of mathematical economics, and also presents basic results in this area, especially in the general equilibrium theory and non-co-operative game theory. The arguments also contain distinguishable developments of the main theme in the homology theory for general topological spaces, in the model theory and mathematical logic, and in the methodology and philosophy of social sciences. It can thus serve as a graduate-level textbook on mathematical economics as well as an advanced monograph for students and researchers ...
Algorithmic Game Theory: First International Symposium, SAGT 2008, Paderborn, Germany, April 30 - May 2, 2008, Proceedings (Lecture Notes in Computer Science)Publisher:
This book constitutes the refereed proceedings of the First International Symposium on Algorithmic Game Theory, SAGT 2008, held in Paderborn, Germany, in April/May 2008. The 28 revised full papes presented together with 3 invited lectures were carefully reviewed and selected from 60 submissions. The papers are organized in topical sections on routing and scheduling, markets, mechanism design, potpourri of games, solution concepts, and cost sharing.
Whether you're a professional programmer looking to get up to speed on DirectX® 8.0 or a hobbyist new to game programming, this book will be your ultimate guide to programming amazing 3D computer graphics with Microsoft® Direct3D® 8.0! It provides a solid introduction to interactive entertainment engineering, Windows® programming, and advanced graphical techniques. Inside you'll find deep coverage of 2D graphics, including using double buffering, page flipping, programming a bitmap font engine, and creating a Quake-style programmable console. Read on to learn sophisticated 3D graphics programming techniques such as bilinear filtering, texturing, materials, lights, and how to develop an object-orientated frame based object hierarchy inorder to simulate amazingly realistic animation ...
Alan Gershenfeld, Mark Loparco, Cecilia Barajas. Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game BusinessPublisher:
The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the world?on track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year. Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field. This essential guide includes everything job seekers need to know about: · How the computer and video game business really works · How to break into the industry · How to get your dream game made · The many different jobs in the field · Surviving and thriving in the marketplace Three top game veterans ...
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums ...
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced ...
Algorithmic Game Theory: First International Symposium, SAGT 2008, Paderborn, Germany, April 30 - May 2, 2008, Proceedings (Lecture Notes in Computer Science)
This book constitutes the refereed proceedings of the First International Symposium on Algorithmic Game Theory, SAGT 2008, held in Paderborn, Germany, in April/May 2008. The 28 revised full papes presented together with 3 invited lectures were carefully reviewed and selected from 60 submissions. ...
Learn to program fun and challenging games using Silverlight, a rich, web-based application that is ideal for rapid, casual game development. "Game Programming with Silverlight" shows anyone interested in game design and development how to build web-based games using any of the major operating ...