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高木友三郎著
出版情報: 東京 : 千倉書房, 1930.9  5, 6, 270p ; 20cm
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山口利夫著
出版情報: 東京 : 三菱経済研究所, 2000.6  108p ; 22cm
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太田正孝著
出版情報: 東京 : 日本評論社, 1927.9  180p ; 23cm
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大熊信行著
出版情報: 東京 : 日本評論社, 1940  26, 4, 12, 602p ; 23cm
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園田実著
出版情報: 東京 : 巌松堂書店, 1941  330p ; 22cm
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作田荘一著
出版情報: 京都 : 弘文堂書房, 1930.6  3,2,317,7p ; 23cm
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麻生平八郎著
出版情報: 東京 : 泉文堂, 1959  227p ; 22cm
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泉三義著
出版情報: 東京 : 日本評論新社, 1958.11  7, 299, 9p ; 21cm
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麻生平八郎著
出版情報: 東京 : 泉文堂, 1963.8  4, 6, 289p ; 22cm
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東工大
目次DB

図書
東工大
目次DB
H. Deguchi
出版情報: Tokyo : Springer-Verlag, c2004  xiii, 261 p. ; 25 cm
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目次情報: 続きを見る
Preface
Chapter 1 Systems Description and Models in Economics
   Purpose of This Chapter 1
   1.1 A Systems Description of Economics Systems 1
   1.2 Paradigm Shift 3
   1.3 Conception of This Book 4
   1.4 Methodological Issue 5
   1.5 Three Types of Realities 7
   1.6 Beyond the Systems View of Natural Science 9
   1.7 An Epistemological Framework for a Poly Agent System 10
Chapter 2 Mathematical Research of Evolution and Structural Change -Social Learning Dynamics and Its Bifurcation-
   Aim of This Chapter 13
   2.1 Structural Change and Bifurcation in Social Sciences 13
   2.2 Game Theory and Evolutionary Games 16
   2.3 Social Learning Dynamics 19
   2.4 Asymmetrical Social Learning Dynamics 22
Chapter 3 A Social and Organization Learning Model of Decision Making ーApplication of SLD and Agent Based Simulation-
   Purpose of This Chapter 25
   3.1 Indirect Control 25
   3.2 Norm Formation, Mutual Commitment and Structural Change 28
   3.3 Social Learning Dynamics of the Norm Game 30
   3.4 Centralized and Hierarchical Commitment and Support 35
   3.4.1 Type of Commitments 35
   3.4.2 Educational Effect and Supporting Commitment 36
   3.5 The Historical Change of Social Commitment Structure 39
   3.6 Commitment and Learning Rationality 41
Chapter 4 The Tragedy of the Commons and Its Agent Based and Gaming Modeling
   Aim of This Chapter 43
   4.1 Gaming Simulation and ABM 43
   4.2 Environment Management Gaming 44
   4.3 How to Play Environment Management Gaming 45
   4.4 The Facilitator's Guide of Environment Management Gaming 47
   (1) Purpose of the Facilitator's Guide 47
   (2) Assumption 48
   (3) Preparation of Gaming 48
   (4) Reproduction Rate 48
   (5) Gaming Termination 51
   (6) Institutional Design 52
   (7) Debriefing 52
   4.5 Human Gaming Simulation of the Commons 52
   4.6 Agent Based Simulation and Classifier 54
   4.7 Agent Based Simulation of the Commons 56
   4.8 Agent Based Simulation of the Commons 58
   4.8.1 Agent Based Simulation and Fact Finding 58
   4.8.2 Change of Value 58
   4.8.3 Tax and Subsidy as Institutional Mechanisms of Agent Society 60
   4.8.4 Random Strategy and Docking Method 64
Chapter 5 State Space Complexity and Exchange Algebra
   Purpose of This Chapter 67
   5.1 Introduction 67
   5.2 Axiomatic Foundation of Economic Exchange 70
   5.3 Exchange Algebra 84
   5.3.1 Concept of Exchange and Economics 84
   5.3.2 Redundant Algebra 84
   5.3.3 Exchange Algebra 88
   5.4 Concluding Remarks 94
Chapter 6 The National Economic Field and Algebraic Reconstruction of SNA
   Aim of This Chapter 95
   6.1 The Virtual Economy 95
   6.2 The Structure of Economic Field and SNA 96
   6.3 Classification of Transactions 100
   6.3.1 Introduction 100
   6.3.2 Main Decision Making 103
   (6.3.2.1) [Price[e](t): Decision Making] 103
   (6.3.2.2) [Material Purchase, Production, Selling: Decision Making] 103
   (6.3.2.3) [Equipment Investments: Decision Making of Buying Machinery] 106
   (6.3.2.4) [Employment: Decision Making for Wages and Numbers in Employment] 106
   (6.3.2.5) [Financing: Decision Making] 107
   (6.3.2.6) [Financial Parameters: Decision Making] 110
   (6.3.2.7) [Government: Policy Making] 110
   6.3.3 Accompanying Decision Making 110
   (6.3.3.1) [Government Production and Consumption] 110
   (6.3.3.2) [Household Consumption Expenditure] 110
   (6.3.3.3) [Depreciation and Scrapping of Equipment] 110
   (6.3.3.4) [The Adjustment of Value Added Depending on the Change of Product Stock Price] 111
   (6.3.3.5) [Income Transfer by the Payment of Interest and Tax] 112
   (6.3.3.6) [The Issue and Redemption of Central Bank Notes] 114
   (6.3.3.7) Transfer Transactions 114
   6.3.4 Bottom Up Construction of Macro Economic Variables 127
   (6.3.4.1) [Sector-Deposit: S(ω)] 127
   (6.3.4.2) [Sector-Investment: I(ω)] 129
   (6.3.4.3) [Sector-Value added: Y(ω)] 131
   (6.3.4.4) [Sector-Consumption: C(ω)] 131
   (6.3.4.5) [Sector-Export & Import: EX[e](ω),IM[e](ω)] 131
   (6.3.4.6) [Macro National Economic Variables] 132
   6.4 National Economic Field: Aggregation 132
   6.5 National Economic Field and Bottom Up Reconstruction of SNA 134
   6.5.1 Sector-National Economy Field: Flow Quantities 134
   6.5.2 Sector-National Economy Field: Stock Quantities 162
   6.6 Integrated National Economic Field 164
   6.6.1 Integrated National Economy Field: Flow Quantities 164
   6.6.2 Integrated National Economic Field: Stock Quantities 166
   6.6.3 Basic Identity Equation among Macro Economic Variables 167
   6.7 Conclusion 172
Chapter 7 Gaming Simulation and the Dynamics of a Virtual Economy
   Aim of This Chapter 173
   7.1 Introduction 173
   7.2 Assumption of Virtual Economy Gaming 174
   7.3 Three Types of Gaming Simulation for a Virtual Economy 176
   7.3.1 Dictator's View Model 176
   7.3.2 Bird's Eye View Model 176
   7.3.3 Human Gaming of a Bird's Eye View Model 180
   7.4 Multi Player's Gaming Model 182
   7.5 The Failure and Success of Economic Growth by Gaming 184
   (1) A Case of Failure: Crash 184
   (2) A Successful Case 185
   7.6 A Multiplier Analysis of a Virtual Economy 187
   7.7 Agent Based Simulation of Bird's Eye View Model 189
   7.8 Long Term Growth Path 190
   7.8.1 Maximizing Consumption Utility Case 190
   7.8.2 Maximizing Investment Utility Case 192
   7.9 Conclusion 194
Chapter 8 Network Oriented Industrial Structures
   Aim of This Chapter 197
   8.1 What Is a Network? 197
   8.1.1 A Network as a Platform 197
   8.1.2 The Concept of a Network in Sociology, Economics, and Business Administration 199
   8.2 Industrial Networks in the Software Industry 200
   8.2.1 Network Platforms in the Information Industry 200
   8.2.2 Industrial Structure as Connections of Objects 204
   8.2.3 Knowledge Oriented Transformation in the Computer Industry 206
   8.3 Networks of Medium and Small Enterprises 209
   8.3.1 An Industrial Agglomeration Network 209
   8.3.2 Providing an Industrial Agglomeration Network with Information Capabilities 212
   8.4 The Merits of a Network and Networks of Medium and Small Companies 213
   8.4.1 Inequalities that Reveal the Merits of Networks 213
   8.4.2 Two Possibilities of Knowledge Oriented Transformation of the Industry and the Centralization and Distribution of Knowledge 214
   8.4.3 Open Technology Society 216
   Notes 217
Chapter 9 Learning Dynamics in Platform Externality
   9.1 Platform Concept 219
   9.2 Platform Externality 222
   9.3 Model of Platform Externality and Lock In 223
   9.4 Bifurcation Analysis of Social Learning Dynamics 231
   9.5 Platform Goods and Technological Innovation 232
   9.5.1 Technological Innovation and the Product Lifecycle 232
   9.5.2 Examples of Platform Goods and Technological Innovation 234
   (1) Electric Power Network 234
   (2) ADSL Service 234
   (3) Game Machine Market and Competition among Business Models of the Market 235
   (4) Platform of Distribution Industry 236
   (5) Case Study of the Photocopier Market 236
   (6) Microsoft OS and Network Strategy 237
   9.5.3 The Technological Innovation Strategy of Platform Providing Companies 238
   (1) Competition of Service Goods 238
   (2) Competition among Platform Goods 238
   9.5.4 Institutional Design of a Platform-type Industry Structure 239
   9.6 Cultural Platforms 240
   9.6.1 Introduction 240
   9.6.2 Language and Culture as Platform Goods 240
   9.6.3 Competition and Coexistence of Cultural Elements 241
   9.6.4 Design of a New Civilization 242
References 245
Index 255
Preface
Chapter 1 Systems Description and Models in Economics
   Purpose of This Chapter 1
文献の複写および貸借の依頼を行う
 文献複写・貸借依頼