Module Additional Assessment Details
50% examination 2 Hours assessing Learning Outcomes 1 and 3.
50 % assignment with a practical component assessing Learning Outcomes 2 and 4
Module Indicative Content
Introduction to Decision Theory, Assessing information (informed gambling), Game Theory (utility, negotiation, bargaining), Cybernetics and Decisions, Applications of decisions theory and cybernetics in computer games and elsewhere.
Module Learning Strategies
Two lectures per week, supported by handouts and informal question and answer sessions.
One practical/tutorial class per week, in which guided solutions to practical problems will be assessed.
(1:n)2 (1:20)1
Module Special Admissions Requirements
None.
Module Resources
The needs of the theoretical aspects of the course will be met by materials provided by the lecturer (lecture notes etc), as well as library resources.
The needs of the practical aspects of the course will be met by access to a suitable laboratory equipped with IBM PC compatible computers, and using programming tools based on Java,C and C++.
Module Texts
Game Theory a Non Technical Introduction, Morton Davis, Dover Publications, 1983. ISBN: 978-0465026289.
An Introduction to Cybernetics, Ross Ashby, (available as free PDF download from Principia Cybernetica Website pcp.lanl.gov/ASHBOOK)
Serials relevant to the work of individual students to be accessed and downloaded from the library's website.