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  • © 2014

Two-Person Zero-Sum Games

Authors:

  • Updated 4th Edition that is devoted entirely to TPZS games
  • Explains how to solve interesting types of two-person zero-sum games that have a large number of strategies available to the adversaries
  • Includes chapter exercises and a downloadable Excel workbook that utilizes Excel’s built-in Solver?
  • Includes supplementary material: sn.pub/extras

Part of the book series: International Series in Operations Research & Management Science (ISOR, volume 201)

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Table of contents (9 chapters)

  1. Front Matter

    Pages i-xv
  2. Single Person Background

    • Alan Washburn
    Pages 1-4
  3. Maxmin Versus Minmax

    • Alan Washburn
    Pages 5-13
  4. Matrix Games

    • Alan Washburn
    Pages 15-45
  5. Markov (Multistage) Games

    • Alan Washburn
    Pages 47-81
  6. Games with a Continuum of Strategies

    • Alan Washburn
    Pages 83-106
  7. Blotto Games

    • Alan Washburn
    Pages 107-122
  8. Network Interdiction

    • Alan Washburn
    Pages 123-141
  9. Search Games

    • Alan Washburn
    Pages 143-158
  10. Miscellaneous Games

    • Alan Washburn
    Pages 159-173
  11. Back Matter

    Pages 175-199

About this book

Two-person zero-sum game theory deals with situations that are perfectly competitive—there are exactly two decision makers for whom there is no possibility of cooperation or compromise. It is the most fundamental part of game theory, and the part most commonly applied. There are diverse applications to military battles, sports, parlor games, economics and politics. The theory was born in World War II, and has by now matured into a significant and tractable body of knowledge about competitive decision making. The advent of modern, powerful computers has enabled the solution of many games that were once beyond computational reach.

Two-Person Zero-Sum Games, 4th Ed. offers an up-to-date introduction to the subject, especially its computational aspects. Any finite game can be solved by the brute force method of enumerating all possible strategies and then applying linear programming. The trouble is that many interesting games have far too many strategies to enumerate, even with the aid of computers. After introducing ideas, terminology, and the brute force method in the initial chapters, the rest of the book is devoted to classes of games that can be solved without enumerating every strategy. Numerous examples are given, as well as an extensive set of exercises. Many of the exercises are keyed to sheets of an included Excel workbook that can be freely downloaded from the SpringerExtras website. This new edition can be used as either a reference book or as a textbook.

Reviews

From the reviews of the fourth edition:

“An excellent and properly expansive look at TPZS games, this book is a suitable textbook for classes in game theory. There are exercises at the end of the chapters with solutions to all included in an appendix” (Charles Ashbacher, MAA Reviews, March, 2014)

Authors and Affiliations

  • Operations Research Department, Naval Postgraduate School, Monterey, USA

    Alan Washburn

Bibliographic Information

Buy it now

Buying options

eBook USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access