A continuous game is a mathematical concept, used in game theory, that generalizes the idea of an ordinary game like tic-tac-toe (noughts and crosses) or checkers (draughts). In other words, it extends the notion of a discrete game, where the players choose from a finite set of pure strategies. The continuous game concepts allows games to include more general sets of pure strategies, which may be uncountably infinite. In general, a game with uncountably infinite strategy sets will not necessarily have a Nash equilibrium solution. If, however, the strategy sets are required to be compact and the utility functions continuous, then a Nash equilibrium will be guaranteed; this is by Glicksberg's generalization of the Kakutani fixed point theorem. The class of continuous games is for this reason usually defined and studied as a subset of the larger class of infinite games (i.e. games with infinite strategy sets) in which the strategy sets are compact and the utility functions continuous. (Wikipedia).
Best Production Practices for Casual Games | Session 05 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 04 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 01 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 02 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 03 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 06 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Introduction | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 09 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Best Production Practices for Casual Games | Session 08 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
Mod-05 Lec-38 Backward Induction: Exercises
Game Theory and Economics by Dr. Debarshi Das, Department of Humanities and Social Sciences, IIT Guwahati. For more details on NPTEL visit http://nptel.iitm.ac.in
From playlist IIT Guwahati: Game Theory and Economics | CosmoLearning.org Economics
Barbara Koenig: Fixpoint games
HYBRID EVENT Recorded during the meeting "19th International Conference on Relational and Algebraic Methods in Computer Science" the November 5, 2021 by the Centre International de Rencontres Mathématiques (Marseille, France) Filmmaker: Guillaume Hennenfent Find this video and other t
From playlist Logic and Foundations
Game Development in Python 3 With PyGame - 17 - Pause function
See http://pythonprogramming.net for sample code PyGame with Python 3 Playlist: http://www.youtube.com/playlist?list=PLQVvvaa0QuDdLkP8MrOXLe_rKuf6r80KO In this PyGame with Python 3 programming tutorial, we cover how to add a pause function to our game. With this, we can allow the user to
From playlist PyGame with Python 3 Game Development
Should Nintendo Make an N64 Classic? | This Does Not Compute Podcast #57
First came the NES Classic, then the Super NES Classic. Should Nintendo make a retro-mini N64 console? ----------------------------------------------------------------------------- Please consider supporting my work on Patreon: https://www.patreon.com/thisdoesnotcompute Follow me on Tw
From playlist Tech Podcasts | This Does Not Commute
Seventh SIAM Activity Group on FME Virtual Talk
Speaker: Ruimeng Hu, Assistant Professor in the Department of Mathematics and the Department of Statistics and Applied Probability, University of California Santa Barbara Title: Deep fictitious play for stochastic differential games Speaker: Max Reppen, Assistant Professor, Questrom Scho
From playlist SIAM Activity Group on FME Virtual Talk Series
Half-Life: Alyx VR Walkthrough of First Hour!
Watch our spoiler-free review of Half-Life: Alyx here: https://www.youtube.com/watch?v=h7q5L9B-ZhE We play through the first hour of Half-Life: Alyx to give you a sense of the worldbuilding and VR mechanics used in the game. This covers just bit past the first level, which is considered t
From playlist Video Games
20. Subgame perfect equilibrium: wars of attrition
Game Theory (ECON 159) We first play and then analyze wars of attrition; the games that afflict trench warfare, strikes, and businesses in some competitive settings. We find long and damaging fights can occur in class in these games even when the prizes are small in relation to the accumu
From playlist Game Theory with Ben Polak
Best Practices For Creating Mobile Games In Unity | Session 14 | #unity | #gamedev
Don’t forget to subscribe! Unity Game Development Tutorial on Best Practices For Creating Mobile Games in Unity. we're going to tackle Best Practices overall, this will include: Physics, Optimization (code-wise), Ads integration, UI best practices, resolutions, Android versions, among ot
From playlist Creating Mobile Games In Unity
Is Nintendo's Unique Hardware a Problem? | This Does Not Commute Podcast #28
For well over a decade, Nintendo's console hardware has been unique and pushed the boundaries of how we play games. But why did they start, and should they continue? ----------------------------------------------------------------------------- Please consider supporting my work on Patre
From playlist Tech Podcasts | This Does Not Commute
Best Production Practices for Casual Games | Session 07 | #gamedev
Don’t forget to subscribe! This project series is about best production practices for casual games. Most game development projects fail. And, when they fail, hopes and dreams are squashed with them. But it doesn't have to be this way! We can learn a repeatable process for development su
From playlist Best Production Practices for Casual Games
The REAL Reason Cyberpunk 2077's Software FAILED!
The Cyberpunk 2077 release was a disaster. What were the roots of this failure? Why did this very high-profile software project go so badly wrong and how could the software’s producers have avoided it? CD Projekt Red is the studio that produced the release, in this episode Software Enginee
From playlist Software Engineering