47 research outputs found

    Vicksburg: The Campaign That Opened the Mississippi

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    Vital Vicksburg A study of the complex campaign Vicksburg is fresh, powerful, and authoritative. Michl Ballard is at his best and demonstrates why he is one of the few historians who can truly claim mastery of the complexities that make the Vicksburg campaign so daunting a...

    Quiet Competence: A New Biography Rediscovers The Confederate General Dubbed \u27Old Straight\u27

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    Few names of Confederate officers who served in the Army of Tennessee come more quickly to mind than that of Alexander P. Stewart. Old Straight, as he was affectionately called by his men, was an aggressive, hard-hitting, no-nonsense type of soldier who won renown on many bloody fields of battle. ...

    A Chickamauga Memorial: The Establishment of America\u27s First Civil War National Military Park

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    Preserving America’s Military Parks As Americans begin commemoration of the Sesquicentennial of the Civil War, the battlefields of that great conflict which are preserved as national military parks and national battlefields, state military parks and historic sites, and even private park...

    Homeward Bound: The Demobilization of the Union and Confederate Armies, 1865-1866

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    Long road home The transformation from soldier to civilian Quite simply, writes the author in his introduction, Homeward Bound begins where most other Civil War books end. Indeed, fascination with the complex military operations of the Civil War seems to end when the firi...

    William T. Rigby and the Red Oak Boys in Lousiana

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    Selection Equilibria of Higher-Order Games

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    In applied game theory the modelling of each player’s intentions and motivations is a key aspect. In classical game theory these are encoded in the payoff functions. In previous work [2,4] a novel way of modelling games was introduced where players and their goals are more naturally described by a special class of higher-order functions called quantifiers. We refer to these as higher-order games. Such games can be directly and naturally implemented in strongly typed functional programming languages such as Haskell [3]. In this paper we introduce a new solution concept for such higher-order games, which we call selection equilibrium. The original notion proposed in [4] is now called quantifier equilibrium. We show that for a special class of games these two notions coincide, but that in general, the notion of selection equilibrium seems to be the right notion to consider, as illustrated through variants of coordination games where agents are modelled via fixed-point operators. This paper is accompanied by a Haskell implementation of all the definitions and examples
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