
Programming with Mathematica{R}: An Introduction Paul Wellin (Author)
New!: $95.00 $86.23 (as of 02/24/2013 16:27 PST)
Introductory & Beginning
Starting from first principles, this book covers all of the foundational material needed to develop a clear understanding of the Mathematica language, with a practical emphasis on solving problems. Concrete examples throughout the text demonstrate how Mathematica language, can be used to solve problems in science, engineering, economics/finance, computational linguistics, geoscience, bioinformatics, and a range of other fields.
The book will appeal to students, researchers and programmers wishing to further their understanding of Mathematica language. Designed to suit users of any ability, it assumes no formal knowledge of programming so it is ideal for self-study. Over 290 exercises are provided to challenge the reader's understanding of the material covered and these provide ample opportunity to practice using the language. Mathematica language notebooks containing examples, programs and solutions to exercises are available from www.cambridge.org/wellin.
- Rank: #42176 in Books
- Published on: 2013-03-31
- Original language:
English
- Dimensions: .0" h x
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.0 pounds
- Binding: Hardcover
- 728 pages

Description #1 by Barnes & Noble - GTBBooks:
Categories: Mathematica (Computer program language). Contributors: Paul R. Wellin - Author. Format: Hardcover
Description #2 by BzOverstock:
pA hands-on introduction to the theoretical and computational aspects of linear algebra using Mathematica?pMany topics in linear algebra are simple, yet computationally intensive, and computer algebra systems such as Mathematica? are essential not only for learning to apply the concepts to computationally challenging problems, but also for visualizing many of the geometric aspects within this field of study. Principles of Linear Algebra with Mathematica uniquely bridges the gap between beginning linear algebra and computational linear algebra that is often encountered in applied settings, and the commands required to solve complex and computationally challenging problems using Mathematica are provided.pThe book begins with an introduction to the commands and programming guidelines for working with Mathematica. Next, the authors explore linear systems of equations and matrices, applications of linear systems and matrices, determinants, inverses, and Cramer's rule. Basic linear algebra topics, such as vectors, dot product, cross product, and vector projection are explored, as well as a unique variety of more advanced topics including rotations in space, 'rolling' a circle along a curve, and the TNB Frame. Subsequent chapters feature coverage of linear transformations from Rn to Rm, the geometry of linear and affine transformations, with an exploration of their effect on arclength, area, and volume, least squares fits, and pseudoinverses.pMathematica is used to enhance concepts and is seamlessly integrated throughout the book through symbolic manipulations, numerical computations, graphics in two and three dimensions, animations, and programming. Each section concludes with standard problems in addition to problems that were specifically designed to be solved with Mathematica, allowing readers to test their comprehension of the presented material. All related Mathematica code is available on a corresponding website, along with solutions to problems and addition
Description #3 by OnlineBookPlace.com:
A fundamental introduction to modern game theory from a mathematical viewpoint
Game theory arises in almost every fact of human and inhuman interaction since oftentimes during these communications objectives are opposed or cooperation is viewed as an option. From economics and finance to biology and computer science, researchers and practitioners are often put in complex decision-making scenarios, whether they are interacting with each other or working with evolving technology and artificial intelligence. Acknowledging the role of mathematics in making logical and advantageous decisions, Game Theory: An Introduction uses modern software applications to create, analyze, and implement effective decision-making models.
While most books on modern game theory are either too abstract or too applied, this book provides a balanced treatment of the subject that is both conceptual and hands-on. Game Theory introduces readers to the basic theories behind games and presents real-world examples from various fields of study such as economics, political science, military science, finance, biological science as well as general game playing. A unique feature of this book is the use of Maple to find the values and strategies of games, and in addition, it aids in the implementation of algorithms for the solution or visualization of game concepts. Maple is also utilized to facilitate a visual learning environment of game theory and acts as the primary tool for the calculation of complex non-cooperative and cooperative games.
Important game theory topics are presented within the following five main areas of coverage:
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Two-person zero sum matrix games
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Nonzero sum games and the reduction to nonlinear programming
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Cooperative games, including discussion of both the Nucleolus concept and the Shapley value
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Bargaining, including threat strategies
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Evolutionary stable strategies and population games
Although some mathematical competence is assumed, appendices are provided to act as a refresher of the basic concepts of linear algebra, probability, and statistics. Exercises are included at the end of each section along with algorithms for the solution of the games to help readers master the presented information. Also, explicit Maple and Mathematica(R) commands are included in the book and are available as worksheets via the book's related Web site. The use of this software allows readers to solve many more advanced and interesting games without spending time on the theory of linear and nonlinear programming or performing other complex calculations.
With extensive examples illustrating game theory's wide range of relevance, this classroom-tested book is ideal for game theory courses in mathematics, engineering, operations research, computer science, and economics at the upper-undergraduate level. It is also an ideal companion for anyone who is interested in the applications of game theory.
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