34 research outputs found

    Lattices and discrete methods in cooperative games and decisions

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    Questa tesi si pone l'obiettivo di presentare la teoria dei giochi, in particolare di quelli cooperativi, insieme alla teoria delle decisioni, inquadrandole formalmente in termini di matematica discreta. Si tratta di due campi dove l'indagine si origina idealmente da questioni applicative, e dove tuttavia sono sorti e sorgono problemi più tipicamente teorici che hanno interessato e interessano gli ambienti matematico e informatico. Anche se i contributi iniziali sono stati spesso formulati in ambito continuo e utilizzando strumenti tipici di teoria della misura, tuttavia oggi la scelta di modelli e metodi discreti appare la più idonea. L'idea generale è quindi quella di guardare fin da subito al complesso dei modelli e dei risultati che si intendono presentare attraverso la lente della teoria dei reticoli. Ciò consente di avere una visione globale più nitida e di riuscire agilmente ad intrecciare il discorso considerando congiuntamente la teoria dei giochi e quella delle decisioni. Quindi, dopo avere introdotto gli strumenti necessari, si considerano modelli e problemi con il fine preciso di analizzare dapprima risultati storici e solidi, proseguendo poi verso situazioni più recenti, più complesse e nelle quali i risultati raggiunti possono suscitare perplessità. Da ultimo, vengono presentate alcune questioni aperte ed associati spunti per la ricerca

    Multispace & Multistructure. Neutrosophic Transdisciplinarity (100 Collected Papers of Sciences), Vol. IV

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    The fourth volume, in my book series of “Collected Papers”, includes 100 published and unpublished articles, notes, (preliminary) drafts containing just ideas to be further investigated, scientific souvenirs, scientific blogs, project proposals, small experiments, solved and unsolved problems and conjectures, updated or alternative versions of previous papers, short or long humanistic essays, letters to the editors - all collected in the previous three decades (1980-2010) – but most of them are from the last decade (2000-2010), some of them being lost and found, yet others are extended, diversified, improved versions. This is an eclectic tome of 800 pages with papers in various fields of sciences, alphabetically listed, such as: astronomy, biology, calculus, chemistry, computer programming codification, economics and business and politics, education and administration, game theory, geometry, graph theory, information fusion, neutrosophic logic and set, non-Euclidean geometry, number theory, paradoxes, philosophy of science, psychology, quantum physics, scientific research methods, and statistics. It was my preoccupation and collaboration as author, co-author, translator, or cotranslator, and editor with many scientists from around the world for long time. Many topics from this book are incipient and need to be expanded in future explorations

    The Trilogy of Science: Filling the Knowledge Management Gap with Knowledge Science and Theory

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    The international knowledge management field has different ways of investigating, developing, believing, and studying knowledge management. Knowledge management (KM) is distinguished deductively by know-how, and its intangible nature establishes different approaches to KM concepts, practices, and developments. Exploratory research and theoretical principles have formed functional intelligences from 1896 to 2013, leading to a knowledge management knowledge science (KMKS) concept that derived a grounded theory of knowledge activity (KAT). This study addressed the impact of knowledge production problems on KM practice. The purpose of this qualitative meta-analysis study was to fit KM practice within the framework of knowledge science (KS) study. Themed questions and research variables focused on field mechanisms, operative functions, principle theory, and relationships of KMKS. The action research used by American practitioners has not established a formal structure for KS. The meta-data-analysis examined 385 transdisciplinary peer-reviewed articles using social science, service science, and systems science databases, with a selection of interdisciplinary studies that had a practice-research-theory framework. Key attributes utilizing Boolean limiters, words, phrases and publication dates, along with triangulation, language analysis and coding through analytic software identified commonalities of the data under study. Findings reflect that KM has not become a theoretically saturated field. KS as the forensic science of KM creates a paradigm shift, causes social change that averts rapid shifts in management direction and uncertainty, and connects KM philosophy and science of knowledge. These findings have social change implications by informing the work of managers and academics to generate a methodical applied science

    Opportunities and Barriers to the Adoption of Blockchain-Based Games in an Online Gaming Company in Thailand

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    This research aims to explore potential opportunities and barriers related to the adoption of blockchain-based games in an online gaming company in Thailand. The identified opportunities are classified under the benefits framework proposed by Shang and Seddon [1], and the identified barriers are classified under the Technology-Organisation-Environment (TOE) framework. Based on the knowledge and experience of experts in the case company, all the opportunities and barriers are then assessed using the concept of Failure Mode and Effect Analysis (FMEA), which is further improved using the Analytic Hierarchy Process (AHP) by assigning a relative weight to each element of the FMEA before being used to find the priority number (PN). Next, the Pareto principle is applied to reveal the critical opportunities and barriers. As a result, a total of 21 critical opportunities are revealed and categorised into 5 dimensions: 4 operational opportunities; 3 managerial opportunities; 7 strategic opportunities; 4 infrastructure opportunities; and 3 organisational opportunities, and a total of 19 critical barriers are revealed and categorised into 3 dimensions: 7 technological barriers; 6 organisational barriers; and 6 environmental barriers. The TOWS matrix is then used to formulate possible strategies for the case company to exploit the opportunities and address the barriers to the adoption of blockchain-based games. As a result, a total of 7 SO, 12 ST, 5 WO, and 1 WT strategies are proposed. Based on the PNs and the interview with experts, a roadmap including short-, medium-, and long-term action plans is also developed to facilitate the adoption of blockchain-based games
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