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The Minority Game is a physicist's attempt to explain market behaviour by the interaction between traders. With a minimal set of ingredients and drastic assumptions, this model reproduces market ecology among different types of traders. Its emphasis is on speculative trading and information flow. The book first describes the philosophy lying behind the conception of the Minority Game in 1997, and includes in particular a discussion about the El Farol bar problem. It then reviews the main steps in later developments, including both the theory and its applications to market phenomena. 'Minority Games' gives a colourful and stylized, but also realistic picture of how financial markets operate.
Due to various challenges within the public-school system, such as underfunding, lack of resources, and difficulty retaining and recruiting teachers of color, minority students have been found to be underperforming compared to their majority counterparts. Minority students deserve quality public education, which can only happen if the gap in equity and access is closed. In order to close this achievement gap between the majority and minority groups, it is critical to increase the learning gains of the minority students. Digital Games for Minority Student Engagement: Emerging Research and Opportunities is an essential reference source that argues that digital games can potentially help to solve the problems of minority students’ insufficient academic preparation, and that a game-based learning environment can help to engage these students with the content and facilitate academic achievement. Featuring research on topics such as education policy, interactive learning, and student engagement, this book is ideally designed for educators, principals, policymakers, academicians, administrators, researchers, and students.
This two-volume set features 400 articles on African-Americans in sports, including biographical entries as well as entries on events, tournaments, leagues, clubs, films, and associations. The entries cover all professional, amateur, and college sports such as baseball, tennis, and golf.
This wide-ranging volume presents the most complete appraisal of modern African history to date. It assembles dozens of new and established scholars to tackle the questions and subjects that define the field, ranging from the economy, the two world wars, nationalism, decolonization, and postcolonial politics to religion, development, sexuality, and the African youth experience. Contributors are drawn from numerous fields in African studies, including art, music, literature, education, and anthropology. The themes they cover illustrate the depth of modern African history and the diversity and originality of lenses available for examining it. Older themes in the field have been treated to an engaging re-assessment, while new and emerging themes are situated as the book’s core strength. The result is a comprehensive, vital picture of where the field of modern African history stands today.
Minority games are simple mathematical models initially designed to understand the co-operative phenomena observed in markets. Their core ingredients are large numbers of interacting decision-making agents, each aiming for personal gain in an artificial `market' by trying to anticipate (on the basis of incomplete information, and with an element of irrationality) the actions of others. Gain is made by those who subsequently find themselves in the minority group, e.g. those who end up buying when most wish to sell or vice versa. Aimed at researchers and students in physics, mathematics and economics this text describes the mathematical theory of Minority Games from a statistical mechanics viewpoint. It provides a detailed and explicit introduction to the advanced mathematical analysis of these models, describes the potential and restrictions of physical methods in solving agent based market models, and outlines how different mathematical approaches are related.
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
The evolution of the Internet has led us to the new era of the information infrastructure. As the information systems operating on the Internet are getting larger and more complicated, it is clear that the traditional approaches based on centralized mechanisms are no longer meaningful. One typical example can be found in the recent growing interest in a P2P (peer-to-peer) computing paradigm. It is quite different from the Web-based client-server systems, which adopt essentially centralized management mechanisms. The P2P computing environment has the potential to overcome bottlenecks in Web computing paradigm, but it introduces another difficulty, a scalability problem in terms of information found, if we use a brute-force flooding mechanism. As such, conventional information systems have been designed in a centralized fashion. As the Internet is deployed on a world scale, however, the information systems have been growing, and it becomes more and more difficult to ensure fau- free operation. This has long been a fundamental research topic in the field. A complex information system is becoming more than we can manage. For these reasons, there has recently been a significant increase in interest in biologically inspired approaches to designing future information systems that can be managed efficiently and correctly.
1999 North American Society for Sports History Book of the Year Douglas Booth looks at the role of sport in the fostering of a new national identity in South Africa. He analyzes the effect of the 30-year sport boycott but concludes that sport will never unite South Africans except in the most fleeting and superficial manner.
Written by leading experts in the field, Game Theory and Learning for Wireless Networks Covers how theory can be used to solve prevalent problems in wireless networks such as power control, resource allocation or medium access control. With the emphasis now on promoting 'green' solutions in the wireless field where power consumption is minimized, there is an added focus on developing network solutions that maximizes the use of the spectrum available. With the growth of distributed wireless networks such as Wi-Fi and the Internet; the push to develop ad hoc and cognitive networks has led to a considerable interest in applying game theory to wireless communication systems. Game Theory and Learning for Wireless Networks is the first comprehensive resource of its kind, and is ideal for wireless communications R&D engineers and graduate students. Samson Lasaulce is a senior CNRS researcher at the Laboratory of Signals and Systems (LSS) at Supélec, Gif-sur-Yvette, France. He is also a part-time professor in the Department of Physics at École Polytechnique, Palaiseau, France. Hamidou Tembine is a professor in the Department of Telecommunications at Supélec, Gif-sur-Yvette, France. Merouane Debbah is a professor at Supélec, Gif-sur-Yvette, France. He is the holder of the Alcatel-Lucent chair in flexible radio since 2007. - The first tutorial style book that gives all the relevant theory, at the right level of rigour, for the wireless communications engineer - Bridges the gap between theory and practice by giving examples and case studies showing how game theory can solve real world resource allocation problems - Contains algorithms and techniques to implement game theory in wireless terminals
Using examples from finance and modern warfare to the flocking of birds and the swarming of bacteria, the collected research in this volume demonstrates the common methodological approaches and tools for modeling and simulating collective behavior. The topics presented point toward new and challenging frontiers of applied mathematics, making the volume a useful reference text for applied mathematicians, physicists, biologists, and economists involved in the modeling of socio-economic systems.