"and theres so many people that if you fuck someone over they'll never see you again."
This is a very important part of cooperation theory. If the chances of repeat interactions in iterated prisoner's dilemma scenarios is low enough, then it's difficult for cooperation to take hold and the most stable strategy can be defection, or in this case, "FUCK YOU BITCH IMMA TAKE AS MUCH SHRIMP AS I CAN EVEN IF I'LL NEVER USE IT ALL".
It's all here, if you want to go down the rabbit hole.
Knizia is a mathematician. For anyone who's ever studied game theory, Knizia's designs are usually pretty obviously derivative of "mathematical games" (this isn't a criticism.) Sometimes I think he just whips out his copy of winning ways and riffs on stuff until he finds a design he likes. Or at least that's how it seems to me.
Like another commenter said, I think Knizia definitely falls into the camp of "experimental genius." I think SUSD put it aptly "Reiner Knizia has designed 1000's of games, literally some of which are good."
Here's a whole book about this kind of stuff. I wouldn't say it's more evolved, it's just a strategy that can emerge in populations, and it's a strategy less likely to prove successful and stable over time, so while it can be a great strategy for a run of short terms gains, if broadly adopted, the strategy destroys the environment from which agents who would employ it can extract gains for themselves at all.
You hit on something really important. Axelrod demonstrates that part of what sustains cooperation is repeat interactions in populations. When there's a low enough chance of repeat interaction, then a "cheating" behavior can seem rational. It's rational in a narrow sense (if all you want are short terms gains), but it's less rational in another sense -- that if enough people do it then the collective adoption of that behavior destroys the very environment from which cheaters extract gains. In other words, by behaving in that way, over time, you won't be able to behave that way anymore AND the environment you'll find yourself in will be less stable and predictable (two things you need if you want any hope for making plans for the future).
The cool news is that once cooperation takes hold and some threshold proportion of the population it has "a ratchet", as Axelrod puts it. Cooperation is robust once it gets going. Nevertheless, groups of agents (a society) can develop conditions under which the robustness of cooperation can be challenged (too many people cheating, low repeat encounters, too many people fear for the end of the world) such that it can fail.
Add this book to the list: Theory of Fun by Raph Koster.
His website has a ton of interesting thoughts and articles.
A couple of great ones to start with are:
https://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1449363210
https://www.amazon.com/Kobold-Design-KOBOLD-DESIGN-Paperback/dp/B00QM2FNX4/
Both are pretty much classics and full of great practical advice.
Alas, humans are not well equipped to intuit BATNA's
It takes significant effort.
I learned about the concept in The Art of Strategy
>Options, Futures, and other Derivatives
You are going to need a solid foundation in mathematics to get anything from that book. As I mentioned to another post minimum multivariate calc and Dif Eq's.
These books would be very great if you are interested in the math side of finance.
One way is to go back to school and get a MS in Quantitative/Mathematical Finance. Are you familiar with topics in this book, or motivated by topics in this book? I'm quite puzzled why these master's programs aren't talked about here more often, despite this sub being obsessed with quant finance.
General reference so it's more like a textbook. https://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119
The 3 brown 1 blue video on quaternions finally helped me grok them and is definitely worth a look https://eater.net/quaternions
So only just now become aware of the game you speak of, but it looks like its a game inspired by the book the Evolution of Cooperation by Axelrod. Its a great book. Someone who does "tit for tat" which sounds like the copycat strategy will score slightly worse than someone who always cheats, but will score well when paired with someone who cooperated or a fellow copycat. So the copycat strategy is more effective in the long term
The concept of "fun" is a huge area to game designers, and it is very broadly defined. Fun doesn't need to mean that the player is happy, successful, or powerful, or that the game has a "good" ending. Fun games have fun mechanics -- systems that are interesting to explore and that allow the player to learn patterns. If you're interested in these sorts of questions, I would certainly recommend A Theory of Fun For Game Design (https://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1449363210).
I wouldn't actually recommend reading them as a solution to your problem, but there is a series of books called Winning Ways for Your Mathematical Plays that discusses mathematical ways of thinking about playing games well. I've only read the very beginning of it, but I doubt it would be terribly helpful in winning Wingspan.
Theory of Fun is a pretty good and quick read on this topic - https://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1449363210
It's well-researched at least.
My personal opinion is that you should answer that question with "What is the point of my game?"
There's also this video on Dead Space development and how they just wanted to make an insanely scary game: https://www.youtube.com/watch?v=BQ3iqq49Ew8
This is probably the closest I've come across in covering a wide range of topics that'll prove useful. You'll want additional material covering introductory algebra, trigonometry and a bit of calculus though. Maybe try something like the Khan Academy for those? It saves buying multiple books for introductory concepts.
That's a good question. So efficient price is always a snapshot of the current supply and demand. It's easier to think of this at more encompassing than the individual purchase but all the purchases occurring in the market.
Say I have 100 seats in my theater and I'm selling tickets for $25 dollars. But there are over 100 people that would pay $50 dollars to get those seats. I'm immediately creating an arbitrage because a lot of people might want the ticket at $25 dollars but would immediately sell it for any price above that. So eventually the tickets would be sold at $50 dollars because those people who would pay $50 dollars will buy it from the people who got it at $25 and I'm just creating a secondary market where I don't get the profits.
Anytime a resale market exists it is because there is arbitrage and it would be more efficient to just sell it for the correct price of $50. A good indicator of an underpriced product is if there are bots farming for it to resale it. I hope that helps. There is a really good book if you are interested called Who Gets What and Why? that's really good. That goes more into how markets work.
I've personally lost family to acute renal failure and feel your pain.
The way you describe help from your family makes it appear that you are not aware of "kidney chaining" and the kidney exchange process.
If you have a family member who is willing to donate a kidney, it doesn't need to be a match for you. It just needs to match the requirements of a chain.
Alvin E. Roth researches and works with industry on improving the availability of organ transplants using market design. He is one of the pioneers of kidney exchange. He continues publishing research and has published a book for general public consumption. To begin with, this book would help give you an overview: https://www.amazon.com/Who-Gets-What-Why-Matchmaking/dp/0544705289
Stay strong, friend. You will make it.
I'm like 95% confident that's correct.
I would check out this pdf of Fudenberg and Tirole's book and see if it meets your needs. It was basically my go-to text in Grad School. It would definitely suffice for a upper-division or grad level course.
https://homepage.univie.ac.at/Mariya.Teteryatnikova/WS2011/FT.pdf
Note that this link triggers a download of the following book: https://www.amazon.com/Game-Theory-Press-Drew-Fudenberg/dp/0262061414
Not sure if this would qualify but I really liked https://www.amazon.com/Who-Gets-What-Why-Matchmaking/dp/0544705289 for a really accessible introduction for auction theory and mechanism design.
There is an excellent book by William Poundstone called “The Prisoners Dilemna”: https://www.amazon.com/Prisoners-Dilemma-Neumann-Theory-Puzzle/dp/038541580X
It’s more than 100 pages, and covers a bit more than just game theory, but it’s an incredibly enjoyable read.
The Art of Strategy: A Game Theorist's Guide to Success in Business and Life as a general guide for learning the core principles of strategy as such. I've read and reread.
It's good for everything from investment to marital disputes, lol. The only thing is that it is very general. Lots of really good examples, though.
I have no doubt they are playing a lot of mobile games -- plenty of people love them (Pokemon Go was hugely popular, a lot of people play Candy Crush).
More generally people who love game design often like to think about the design of all sorts of games^1 -- board games, card games, mobile games, PC games -- and working out how to make genuinely fun mobile games would be pretty interesting.
Plus far more people play mobile games than PC or console games, so if you can make a "Blizzard quality" game for mobile why wouldn't you? Jury's out on whether they succeed with the quality bar but they're certainly trying.
^1 good example is Raph Koster's A Theory of Fun for Game Design book which explores fun from tic-tac-toe to modern video games.
https://www.amazon.com/Art-Strategy-Theorists-Success-Business/dp/0393337170
I read this. Haven't read much into Game Theory besides this book, but it's probably a more general overview of Game Theory with real life examples.
i'm not a game theorist but, if you wanna get serious about it i hear Fudenberg and Tirole is a pretty classic textbook on the subject.
https://www.amazon.com/Game-Theory-Press-Drew-Fudenberg/dp/0262061414
i also did a quick perusal of this more recent open source textbook and it looks quite readable... and more importantly, free.
http://faculty.econ.ucdavis.edu/faculty/bonanno/PDF/GT_book.pdf
I guess it depends on how deep you want to study Game Theory. My university's Game Theory course (undergrad) uses Game Theory. An Introduction by Steven Tadelis.
>Feel free to lay out your case for this in great detail so I can tear it apart.
No need. Educate yourself. Start here.
Random internet user, feel free to tear apart Raph Koster book.
>However, Rare communicated and marketed heavily. I took in all that communication and marketing and they convinced me to purchase the game. A large number of people feel that their communication and marketing did not align with what they delivered. I could get a refund, but I believe in the future of the game so I choose not to and that is my choice.
That is not the impression I get at all, that they lied. Rather people were hoping there were more and got disappointed... This game has been well covered in alpha/beta and streamed.
> I could get a refund, but I believe in the future of the game so I choose not to and that is my choice.
That is your choice, but if you are unhappy with it I suggest you do get a refund. Vote with your wallet, because voting with your voice makes a lot of us others tired of hearing the same thing over and over. It is also likely more effective.
> If I have an accurate or inaccurate opinion, it is often that the business did something to contribute to that opinion even if it was inaccurate. So no matter what it is I think, I have in fact earned the ability to express it.
As I said, there is no "earning". Everybody has a right to their opinion. Earning suggest that someone else hasn't.
>Rare is better than this, so something is going on.
The one thing I was disappointed about is that they seemed to have indicated some sort of surprise with the Kraken, and then it turned out to just be a bodyless tentacles. I also wish the combat was a little tighter and less casually, but I think that is their design goal.
> name one that has it
https://www.amazon.com/Who-Gets-What-Why-Matchmaking/dp/0544705289
if you even googled his name, it comes up. is google too hard for you?
> Also extra LOL at citing "the reddingtonpost" as a credible source.
um, did you actually read the article? they took the image right out of the worldbanc report. and linked to it. something doesn't become false just because it doesn't fit your biases.
> [all the rest of the shit you said]
again, you did not present even a single counterpoint. all you did is complain about what i said.
Is it this one? I can't find one called just Game Theory
Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb https://www.amazon.com/dp/038541580X/ref=cm_sw_r_cp_api_qB2EzbYH25WTR
Get better at maths. 157 Quant signals to me that...you just aren't there yet.
Read a basic Game Theory textbook like this one by Tadelis.
You can (and should) do both of these things in conjunction.
You can move on to more advanced textbooks once you have mastered game theory basics.
> I would like to be able to work at creating my own models for certain things-particularly relating to decision making, information flows and organizational structures.
This is very vague. However, you need to start with a basic understanding of game theory.