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书名BEHAVIORAL MATHEMATICS% l, _; l u1 T9 L( |
FOR GAME AI
4 |8 r* v. @- T9 A# z& m2 e页数481
; H! Q: Z7 y, d" n出版社Course Technology
6 y, o! d6 O# aISBN-13: 978-1-58450-684-3
9 C& b8 h) G% n5 O6 e! W: Z目录Part I Introduction 16 L6 m) }; ]+ _7 C( E. i1 n" F8 O
1 Why Behavioral Mathematics? 3
: w# I4 }6 O1 Z% p) nGames and Choices 4
$ n, d% [# {8 X) T3 }# @! q/ nGoing Beyond Looks 10
; ?% t5 }+ B9 K7 {, P2 Observing the World 15
. @+ ]! L t c" ^, sIdentifying Factors 167 K; O, @. o1 N6 Q
Finding Hidden Factors 22
+ X5 b+ W' e8 U' X! `: k8 D9 ZQuantifying Observations 24
- Y/ Y8 w& y( yNeeding More Than Observations 28; u! Q* |; D& Y {8 H/ f" U
3 Converting Behaviors to Algorithms 29
& V' ^/ H2 [2 L6 l6 G0 `Using Numbers to Select 30
8 _3 C4 O$ Y% gUsing Numbers to Define 33) s1 ?5 e: {& }. v5 b" `% s1 D
Using Algorithms to Construct Numbers 374 f2 p: Q( R. x0 L5 P- _
Part II Decision Theory 43; N5 C$ ?# D; p5 b" f5 Y
4 Defining Decision Theory 45
: f# ]# I, w6 J) h+ p" CNormative Decision Theory 453 N. l }5 ]2 F, _! ]6 V
Descriptive Decision Theory 48: m+ h! d8 `% ^: M2 O: m; h
The Best of Both Worlds 51/ y- O4 j: Z) s
5 Game Theory 55& {7 \9 K; | Q3 x) T
Starting Simple 56
/ _# C; ^( Q- pMatching Pennies 57
- Y0 J0 n& Z; gPrisoner’s Dilemma 61
2 q4 h: F) I& dContents
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