Browsing by Author "Yu, P. L."
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Item type:Item, EVALUATING INFORMATION QUALITY AND VALIDITY OF VALUE LINE STOCK RATINGS USING DOMINATION CONES(2013-09-01) ;Wang, S. Y. ;Yu, P. L. ;資訊管理與財務金融系 註:原資管所+財金所Department of Information Management and FinanceInvestment in stock market involves many decision criteria and variables; hence investors are increasingly relying on the ratings provided by rating agencies to guide their stock selections. However, do these stock ratings have information value? Are these agencies' ratings valid? We establish the dominance cone principle and use the Value Line stock ratings to demonstrate the application of the dominance principle. Our results based upon limited data show that the Value Line rating does not support the notion that better rating results in better rate of return during 2006-2007.Item type:Item, n-Person Second-Order Games: A Paradigm Shift in Game Theory(2011-06-01) ;Larbani, M. ;Yu, P. L. ;資訊管理與財務金融系 註:原資管所+財金所Department of Information Management and FinanceIn this paper, we present a new approach to n-person games based on the Habitual domain theory. Unlike the traditional game theory models, the constructed model captures the fact that the underlying changes in the psychological aspects and mind states of the players over the arriving events are the key factors, which determine the dynamic process of coalition formation. We introduce two new concepts of solution for games: strategically stable mind profile and structurally stable mind profile. The theory introduced in this paper overcomes the dichotomy of non-cooperative/cooperative games, prevailing in the existing game theory, which makes game theory more applicable to real-world game situations.Item type:Item, Two-Person Second-Order Games, Part 1: Formulation and Transition Anatomy(2009-06-01) ;Yu, P. L. ;Larbani, M. ;資訊管理與財務金融系 註:原資管所+財金所Department of Information Management and FinanceIt is well known that human psychology determines his/her action and behavior. This fact has not been fully incorporated in game theory. This paper intends to incorporate human psychology in formulating games as people play them. In Part 1 of the paper, we formulate a two-person game by the habitual domain theory and the Markov chain theory. Using the habitual domains theory, we present a new model describing the evolution of the states of mind of players over time, the two-person second-order game. We introduce the concept of the focal mind profile as well as the solution concept of the win-win mind profile. In addition, we provide also a method to predict the average number of steps needed for a game to reach a focal or win-win mind profile. Then, in Part 2 of the paper, under some reasonable assumptions, we derive the possibility theorem stating that it is always possible to reach a win-win mind profile when suitable conditions are satisfied.Item type:Item, Two-Person Second-Order Games, Part 2: Restructuring Operations to Reach a Win-Win Profile(2009-06-01) ;Larbani, M. ;Yu, P. L. ;資訊管理與財務金融系 註:原資管所+財金所Department of Information Management and FinanceIn Part 1 of the paper, using habitual domains theory and finite Markov chain theory, we have introduced a new model for describing the evolution of the states of mind of players over time, the two-person second-order game. The concepts of focal mind profile as well as the solution concept of win-win mind profile have been introduced as solution concepts for these games. In Part 2 of the paper, we address the problem of restructuring a game where the focal profile (1,1) is not reachable or is not a win-win profile into a game where the profile (1,1) is a reachable win-win profile. Precisely, under some reasonable assumptions, we derive the possibility theorem that it is always possible to reach a win-win mind profile in a two-person second-order game. Moreover, we provide practical operations for restructuring games for reaching a win-win profile.Item type:Item, Working knowledge mining by principles for deep knowledge(2006-12-01) ;Yu, P. L. ;經營管理研究所 ;資訊管理與財務金融系 註:原資管所+財金所 ;Institute of Business and ManagementDepartment of Information Management and FinanceWe usually use a set of ideas, thinking paradigms and judgment rules, including alternatives, criteria, outcomes, preferences, to make decision. This set, known as actual domain (working knowledge) of habitual domain, will be stabilized over time unless extraordinaxy events occur. As such, our working knowledge cannot be broad and deep. Inevitably, we could get into decision traps, which lead us to making wrong decision or solving wrong problems. The actual domain is only a small part of our potential domain, the collection of all thoughts, ideas, thinking paradigms, etc. that have ever been encoded in our brain. In this paper, we will describe nine principles for deep knowledge, so that, we could expand and enrich our working knowledge by utilizing the potential domains of ourselves and other participants in the decision making. As a consequence, good ideas for solving challenging decision problems can be obtained or created. These principles are: The deep and down principle, the alternating principle, the contrasting and complementing principle, the revolving and cycling principle, the inner connection principle, the changing and transforming principle, the contradiction principle, the cracking and ripping principle, the void principle.