On Games Theory
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| CHILDREN AND TEENAGERS |
ADULTS |
GAMES (old as mankind himself), may be for children or for adults. Games integrate children into reality, while they helps adults escape from the same reality. And what's more, adults pay dearly when they are not properly prepared to face games.
Games may be designed for skilled players or for gamblers who defy chance. For the former, preparation may mean success; for the latter, it all comes down to heads or tails, just the flipping of a coin.
GAME THEORY TALKS TWO FORMS OF GAMES:
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1.- Cooperative Games
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2.- Non-Cooperative Games
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Games with transfer of utilities among the players themselves.
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No prior agreements. These are games for two people. (2 players)
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Players can:
1) Negotiate results
2) Create coalitions
3) Establish communication with other players
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These games may be:
symmetrical or asymmetrical
(depending on whether results are identical from the point of view of each player or competitor.)
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Symmetrical Game - Zero Sum: A player winning requires a like amount being lost by the other player.. |
Asymmetrical Game - Non-zero Sum: Earnings may increase or decrease depending on the decisions taken by each player or competitor.) |
ROULETTE
A game where players bet several times in a row.
A game involving repetition.
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For the above, reference is made to Martínez Coll, Juan Carlos, 2001. www.eumet.net/cursecom.
An article published in Economía de Mercado (Market Economics), in the "Game Theory" in a market economy site; note on pros and cons. |
| Quite responsibly, and knowing as I do that Game Theory is far from the Law of Statistics, I cannot help considering the possibility that, in the context of a simple and pure strategy, the application of Simira may well be a constant variable of the outcome: An asymmetrical game in favor of the gambler. |