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相关日志

分享 The General Process of X-ray driven triggered gamma emission
accumulation 2015-5-3 23:39
The General Process of X-ray driven triggered gamma emission
Isomer
个人分类: 原子核物理|0 个评论
分享 Path Integrals in Quantum Mechanics,Statistics,Polymer Physics,and Financial Mar
accumulation 2015-5-2 22:13
1.Fundamentals; 2.Path Integrals—Elementary Properties and Simple Solutions; 3.External Sources, Correlations, and Perturbation Theory; 4.Semiclassical Time Evolution Amplitude; 5.Variational Perturbation Theory; 6.Path Integrals with Topological Constraints; 7.Many Particle Orbits 8.Statistics and Second Quantization; 9.Path Integrals in Polar and Spherical Coordinates; 10.Wave Functions; 11.Spaces with Curvature and Torsion; Schrodinger Equation in General Metric Affine Spaces; 12.New Path Integral Formula for Singular Potentials; 13.Path Integral of Coulomb System; 14.Solution of Further Path Integrals by Duru Kleinert Method; 15.Path Integrals in Polymer Physics; 16.Polymers and Particle Orbits in Multiply Connected Spaces; 17.Tunneling; 18.Nonequilibrium Quantum Statistics; 19.Relativistic Particle Orbits; 20.Path Integrals and Financial Markets.
个人分类: 金融工程|0 个评论
分享 TALYS——Nuclear reactions: General approach
accumulation 2015-4-4 14:24
Nuclear reactions: General approach An outline of the general theory and modeling of nuclear reactions can be given in many ways. A common classification is in terms of time scales: short reaction times are associated with direct reactions and long reaction times with compound nucleus processes. At intermediate time scales, pre-equilibrium processes occur. An alternative, more or less equivalent, classification can be given with the number of intranuclear collisions, which is one or two for direct reactions, a few for pre-equilibrium reactions and many for compound reactions, respectively. As a consequence, the coupling between the incident and outgoing channels decreases with the number of collisions and the statistical nature of the nuclear reaction theories increases with the number of collisions. Figs. 3.1 and 3.2 explain the role of the different reaction mechanisms during an arbitrary nucleon-induced reaction in a schematic manner. They will all be discussed in this manual. This distinction between nuclear reaction mechanisms can be obtained in a more formal way by means of a proper division of the nuclear wave functions into open and closed configurations , as detailed for example by Feshbach’s many contributions to the field. This is the subject of several textbooks and will not be repeated here. When appropriate, we will return to the most important theoretical aspects of the nuclear models in TALYS in Chapter 4.
个人分类: 裂变模型|0 个评论
分享 TALYS
accumulation 2015-4-4 13:53
As specific features of the TALYS package we mention • In general, an exact implementation of many of the latest nuclear models for direct, compound,pre-equilibrium and fission reactions. • A continuous, smooth description of reaction mechanisms over a wide energy range (0.001- 200MeV) and mass number range (12 A 339). • Completely integrated optical model and coupled-channels calculations by the ECIS-06 code . • Incorporation of recent optical model parameterisations for many nuclei, both phenomenological (optionally including dispersion relations) and microscopical. • Total and partial cross sections, energy spectra, angular distributions, double-differential spectra and recoils. • Discrete and continuum photon production cross sections. • Excitation functions for residual nuclide production , including isomeric cross sections . • An exact modeling of exclusive channel cross sections, e.g. (n, 2np), spectra, and recoils. • Automatic reference to nuclear structure parameters as masses, discrete levels, resonances, level density parameters, deformation parameters, fission barrier and gamma-ray parameters , generally from the IAEA Reference Input Parameter Library . • Various width fluctuation models for binary compound reactions and, at higher energies, multiple Hauser-Feshbach emission until all reaction channels are closed. • Various phenomenological and microscopic level density models. • Various fission models to predict cross sections and fission fragment and product yields, and neutron multiplicities. • Models for pre-equilibrium reactions, and multiple pre-equilibrium reactions up to any order. • Generation of parameters for the unresolved resonance range. • Astrophysical reaction rates using Maxwellian averaging. • Medical isotope production yields as a function of accelerator energy and beam current. • Option to start with an excitation energy distribution instead of a projectile-target combination,helpful for coupling TALYS with intranuclear cascade codes or fission fragment studies. • Use of systematics if an adequate theory for a particular reaction mechanism is not yet available or implemented, or simply as a predictive alternative for more physical nuclear models. • Automatic generation of nuclear data in ENDF-6 format (not included in the free release). • Automatic optimization to experimental data and generation of covariance data (not included in the free release). • A transparent source program. • Input/output communication that is easy to use and understand. • An extensive user manual. • A large collection of sample cases.
个人分类: 裂变模型|0 个评论
分享 英语写作万能句—演绎
accumulation 2015-3-29 16:10
   七、演绎法常用的句型    1.There are several reasons for …, but in general, they come down to three major ones. 有几个原因……,但一般,他们可以归结为三个主要的。    2.There are many factors that may account for …, but the following are the most typical ones. 有许多因素可能占…,但以下是最典型的。    3.Many ways can contribute to solving this problem, but the following ones may be most effective. 有很多方法可以解决这个问题,但下面的可能是最有效的。    4.Generally, the advantages can be listed as follows. 一般来说,这些优势可以列举如下。    5.The reasons are as follows.
个人分类: Reading|0 个评论
分享 Introductory Econometrics for Finance
accumulation 2015-3-11 10:57
Chapter 8 This covers the important topic of volatility and correlation modelling and forecasting . This chapter starts by discussing in general terms the issue of non-linearity in financial time series . The class of ARCH (AutoRegressive Conditionally Heteroscedastic) models and the motivation for this formulation are then discussed. Other models are also presented, including extensions of the basic model such as GARCH, GARCH-M, EGARCH and GJR formulations . Examples of the huge number of applications are discussed, with particular reference to stock returns. Multivariate GARCH models are described, and applications to the estimation of conditional betas and time-varying hedge ratios, and to financial risk measurement, are given. Chapter 9 This discusses testing for and modelling regime shifts or switches of behaviour in financial series that can arise from changes in government policy, market trading conditions or microstructure , among other causes. This chapter introduces the Markov switching approach to dealing with regime shifts. Threshold autoregression is also discussed, along with issues relating to the estimation of such models. Examples include the modelling of exchange rates within a managed floating environment, modelling and forecasting the gilt--equity yield ratio, and models of movements of the difference between spot and futures prices. Chapter 10 This new chapter focuses on how to deal appropriately with longitudinal data -- that is, data having both time series and cross-sectional dimensions. Fixed effect and random effect models are explained and illustrated by way of examples on banking competition in the UK and on credit stability in Central and Eastern Europe. Entity fixed and time-fixed effects models are elucidated and distinguished. Chapter 11 The second new chapter describes various models that are appropriate for situations where the dependent variable is not continuous. Readers will learn how to construct, estimate and interpret such models, and to distinguish and select between alternative specifications. Examples used include a test of the pecking order hypothesis in corporate finance and the modelling of unsolicited credit ratings. Chapter 12 This presents an introduction to the use of simulations in econometrics and finance . Motivations are given for the use of repeated sampling, and a distinction is drawn between Monte Carlo simulation and bootstrapping .The reader is shown how to set up a simulation, and examples are given in options pricing and financial risk management to demonstrate the usefulness of these techniques. Chapter 13 This offers suggestions related to conducting a project or dissertation in empirical finance. It introduces the sources of financial and economic data available on the Internet and elsewhere, and recommends relevant online information and literature on research in financial markets and financial time series. The chapter also suggests ideas for what might constitute a good structure for a dissertation on this subject, how to generate ideas for a suitable topic, what format the report could take, and some common pitfalls. Chapter 14 This summarises the book and concludes. Several recent developments in the field, which are not covered elsewhere in the book, are also mentioned. Some tentative suggestions for possible growth areas in the modelling of financial time series are also given.
个人分类: 金融学|0 个评论
分享 【2014新书】Creativity and Entrepreneurial Performance:A General Scientific The ...
kychan 2015-1-26 15:52
【2014新书】Creativity and Entrepreneurial Performance:A General Scientific Theory 提倡免费分享! 我发全部免费的,分文不收 来看看 ... https://bbs.pinggu.org/thread-3553900-1-1.html
个人分类: 【每日精华】|17 次阅读|1 个评论
分享 Mathematics for Computer Graphics
uohuo 2013-4-25 18:35
Mathematics for Computer Graphics Greg Turk, August 1997 "What math should I learn in order to study computer graphics?" This is perhaps the most common general question that students ask me about computer graphics. The answer depends on how deeply you wish to go into the field. If you wish to begin to use off-the-shelf graphics programs then the answer is that you probably do not need to know very much math at all. If you wish to take an introductory course in computer graphics, then you should read the first two sections below for my recommendations (algebra, trigonometry and linear algebra). If you want some day to be a researcher in graphics then I believe that you should consider your mathematics education to be an ongoing process throughout your career. If you do not particularly care for mathematics, is there still a chance of working in the field? Yes, a few areas within computer graphics are not much concerned with mathematical ideas. You should not give up on graphics just because you are not a math wizard. It is likely, however, that you will have more freedom in choosing research topics if you have a willingness to learn about new mathematical ideas. There is no absolute answer to what mathematics is important in computer graphics. Different areas within the field require different mathematical techniques, and your own interests will likely lead you towards some topics and may never touch others. Below are descriptions of a number of areas in mathematics that I believe are useful in computer graphics. Do not feel that you need to be an expert in each of these areas to become a graphics researcher! I deliberately included many areas below to give a fairly broad view of the mathematical ideas used in graphics. Many researchers, however, will never find the need to look at some of the topics that I mention below. Finally, although it should be clear from reading this, the opinions given within this document are entirely my own. It is likely that you would get a different list of topics or at least different emphases from other people who work in computer graphics. Now on to the list of topics. Algebra and TrigonometryHigh-school level algebra and trigonometry are probably the most important areas to know in order to begin to learn about computer graphics. Just about every day I need to determine one or more unknowns from a simple set of equations. Almost as often I need to perform simple trigonometry such as finding the length of the edge of some geometric figure based on other lengths and angles. Algebra and trigonometry are the subjects that will solve such day-to-day tasks in computer graphics. What about the geometry that we learn in high school? It may come as a surprise, but our high school geometry is not very often needed for most tasks in computer graphics. The reason for this is that geometry as it is taught in many schools actually is a course in how to construct mathematical proofs. While proof construction is definitely a valuable intellectual tool, the actual theorems and proofs from your geometry class are not often used in computer graphics. If you go to graduate school in a mathematics related field (including computer graphics) then you may well find yourself proving theorems, but this is not necessary in order to start out in graphics. If you have a good understanding of algebra and trigonometry then you are quite prepared to begin reading an introductory book in computer graphics. Most such books contain at least an abbreviated introduction to the next important area of mathematics for computer graphics, namely linear algebra. Book recommendation: Computer Graphics: Principles and Practice James Foley, Andries van Dam, Steven Feiner, John Hughes Addison-Wesley Linear AlgebraThe ideas of linear algebra are used throughout computer graphics. In fact, any area that concerns itself with numerical representations of geometry often will collect together numbers such as x,y,z positions into mathematical objects called vectors. Vectors and a related mathematical object called a matrix are used all the time in graphics. The language of vectors and matrices is an elegant way to describe (among other things) the way in which an object may be rotated, shifted (translated), or made larger or smaller (scaled). Linear algebra is usually offered either in an advanced high school class or in college. Anyone who wishes to work in computer graphics should eventually get a solid grounding in this subject. As I mentioned before, however, many textbooks in graphics give a reasonable introduction to this topic-- often enough to get you through a first course in graphics. Book recommendation: Linear Algebra and Its Applications Gilbert Strang Academic Press CalculusKnowledge of calculus is an important part of advanced computer graphics. If you plan to do research in graphics, I strongly recommend getting a basic grounding in calculus. This is true not just because it is a collection of tools that are often used in the field, but also because many researchers describe their problems and solutions in the language of calculus. In addition, a number of important mathematical areas require calculus as a prerequisite. This is the one area in mathematics in addition to basic algebra that can open the most doors for you in computer graphics in terms of your future mathematical understanding. Calculus is the last of the topics that I will mention that is often introduced in high school. The topics to follow are almost always found in college courses. Differential GeometryThis area of mathematics studies equations that govern the geometry of smooth curves and surfaces. If you are trying to figure out what direction is perpendicular to (points directly away from) a smooth surface (the "normal vector") then you are using differential geometry. Making a vehicle travel at a particular speed along a curved path is also differential geometry. There is a common technique in graphics for making a smooth surface appear rough known as "bump mapping", and this method draws on differential geometry. If you plan to do work with curves and surfaces for shape creation (called "modeling" in the graphics field) then you should learn at least the basics of differential geometry. Multivariable calculus is the prerequisite for this area. Book recommendation: Elementary Differential Geometry Barrett O'Neill Academic Press Numerical MethodsAlmost every time we represent and manipulate numbers in the computer we use approximate instead of exact values, and because of this there is always the possibility for errors to creep in. Moreover, there are often many different approaches to solving a given numerical problem, and some methods will be faster, more accurate or require less memory than others. The study of these issues goes by a number of names including "numerical methods" and "scientific computing". This is a very broad area, and several of the other areas of mathematics that I will mention can be considered sub-areas underneath this umbrella. These sub-areas include sampling theory, matrix equations, numerical solution of differential equations, and optimization. Book recommendation: Numerical Recipes in C: The Art of Scientific Computing William Press, Saul Teukolsky, William Vetterling and Brian Flannery Cambridge University Press Sampling Theory and Signal ProcessingOver and over in computer graphics we represent some object such as an image or a surface as a collection of numbers that are stored in a regular two-dimensional array. Whenever we do this we are creating a "sampled" representation of the object. A good understanding of sampling theory is important if we are to use and to control the quality of such representations. A common issue in sampling as it applies to graphics is the jagged edges that can appear on the silhouette of an object when it is drawn on a computer screen. The appearance of such jagged edges (one form of a phenomenon known as "aliasing") is very distracting, and this can be minimized by using well-understood techniques from sampling theory. At the heart of sampling theory are concepts such as convolution, the Fourier transform, and spatial and frequency representations of functions. These ideas are also important in the fields of image and audio processing. Book recommendation: The Fourier Transform and Its Applications Ronald N. Bracewell McGraw Hill Matrix EquationsThere are a wide variety of problems that come up in computer graphics that require the numerical solution of matrix equations. Some problems that need matrix techniques include: finding the best position and orientation to match one object to another (one example of a "least squares" problem), creating a surface that drapes over a given collection of points with minimal creases (thin-plate splines), and simulation of materials such as water or cloth. Matrix formulations of problems come up often enough in graphics that I rank this area very high on my list of topics to know. Book recommendation: Matrix Computations Gene Golub and Charles Van Loan Johns Hopkins University Press PhysicsPhysics is obviously a field of study in its own right and not a sub-category of mathematics. Nevertheless, physics and mathematics are closely tied to one another in several areas within computer graphics. Examples of graphics problems that involve physics include how light interacts with the surfaces of objects, how light bounces around in a complex environment, the way people and animals move, and the motion of water and wind. Knowledge of physics is important for simulating all of these phenomena. This is closely tied to solving differential equations, which I shall discuss next. Numerical Solutions of Differential EquationsIt is my belief that techniques for solving differential equations are extremely important to computer graphics. As we just discussed, much of computer graphics is devoted to simulating physical systems from the real world. How waves form in water and how an animal walks across the ground are two examples of physical simulation. Simulation of physical systems very often leads to numerical solutions of differential equations. Note that this is actually very different than symbolic solutions to differential equations. Symbolic solutions are exact answers, and usually can be found only for extremely simple sets of equations. Sometimes a college course called "Differential Equations" will only examine symbolic solutions, and this will not help much for most computer graphics problems. In physical simulation, one breaks the world down into little pieces that are represented as large vectors. Then the relations between the parts of the world are captured in the entries in matrices. Solving the matrix equations that arise is not usually done exactly, but is instead performed by carrying out a long series of calculations that yields an approximate solution as a list of numbers. This is what numerical solutions of differential equations are about. Note that the solution of matrix equations is an intimate part of numerical solutions to differential equations. OptimizationQuite often in computer graphics we are looking for a description of an object or a collection of objects that satisfies some desired goal. Examples include looking for the positions of lights that give a certain "feeling" to how a room is lit, figuring out how an animated character can move its limbs to carry out a particular action, and positioning shapes and text on a page so that the result does not look cluttered. Each of these examples can be stated as an optimization problem. Ten years ago there was little in the graphics literature that made use of optimization techniques, but the field is using optimization more and more in recent work. I think that optimization will continue to play an increasingly important role in computer graphics. Probability and StatisticsThere are a number of areas within computer graphics that make use of probability and/or statistics. Certainly when researchers carry out studies using human subject, they require statistical methods in order to perform the analysis of the data. Graphics related areas that often make use of human subjects include Virtual Reality and Human-Computer Interaction (HCI). In addition, many computer descriptions of the real world involve using various probabilities that a given action will occur. The probability that a tree limb will branch during growth or that a synthetic animal will decide to walk in a particular direction are two examples of this. Finally, some techniques for solving difficult equations make use of random numbers to estimate their solutions. An important example of this is a class of techniques known as Monte Carlo methods that are often used to determine how light propagates in an environment. These are just a few of the ways that probability and statistics are used in computer graphics. Computational GeometryComputational geometry is the study of efficient ways to represent and manipulate geometry within the computer. Typical problems include testing whether two objects collide, deciding how to break up a polygon into triangles, and finding the nearest point in a group to a given location. This area is a blend of algorithms, data structures and mathematics. Researchers in graphics who work on creating shapes (modeling) draw heavily upon this area. Book recommendations: Computational Geometry in C Joseph O'Rourke Cambridge University Press Computational Geometry: An Introduction Franco Preparata and Michael Shamos Springer-Verlag Concluding Words: Applied and Pure MathematicsOne common thread to many of the mathematical topics that are associate with graphics is that they are from the applied side instead of the theoretical side of mathematics. This should not come as a surprise. Many of the problems in computer graphics are closely tied to problems that physicists and engineers have studied, and the mathematical tools of the physicist and of the engineer are overwhelmingly the tools that graphics researchers use. Most of the topics that make up theoretical ("pure") mathematics are seldom put to use in computer graphics. This should not be taken as an absolute truth, however. We should pay attention to examples from other fields: molecular biology is now drawing upon knot theory for the study of DNA dynamics, and subatomic physics makes use of abstract group theory. Who can tell when a "pure" mathematics topic will be put to use in computer graphics? There are a few areas of mathematics that seem as though they ought to be important and yet never really play a large part in computer graphics. Perhaps the most interesting of these areas is topology. The usual one-sentence description of topology is the study of why a doughnut and a coffee cup are the same. The answer is that they are both surfaces with one hole. Here we are talking about ideas from topology. Aren't surfaces a big part of computer graphics? Yes, but it turns out that most of the ideas in topology that are useful to graphics can be learned in a first course in differential geometry. Differential geometry studies the *shapes* of surfaces, whereas topology studies things such as which parts of a surface are next to which other parts. I have seen very little topology that is put to use in graphics, and I believe that this is because much of topology is concerned with rather abstract sets, and that much of topology is far removed from the concepts in three dimensional Euclidean space that is so central to most of graphics. There are times when the formalism of topology (the symbolic notation) is a convenient way to express ideas in graphics, but the actual tools from abstract topology so seldom play a role in graphics. Study this beautiful subject for its own sake, but don't expect an immediate payoff for graphics! I have been asked a few times whether either abstract algebra (group theory, rings, etc.) or number theory play a role in computer graphics. Not much that I have seen. These subjects, like topology, are areas that are full of beautiful ideas. Unfortunately these ideas seldom find their way into computer graphics.
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分享 Index
yukai08008 2013-2-18 20:47
General form, INDEX function: INDEX( source,excerpt ) where source specifies the character variable or expression to search excerpt specifies a character string that is enclosed in quotation marks (' '). 可以用来挑选包含字符串的数据集子集 data hrd.datapool; set hrd.temp; if index(job,'word processing') 0; run;
个人分类: 学习笔记|0 个评论
分享 Partial Equilibrium and General Equilibrium 的区别
longwo 2012-9-22 09:35
其本质区别在于:partial假设所有其他物品的价格不变。只有研究中的物品的价格一个变量。 General则假设不研究的东西也在变。所以必须要求所有的市场都clear才能解。
18 次阅读|0 个评论
分享 General Equilibrium Analysis
longwo 2012-9-14 09:04
一般均衡理论是1874年法国经济学家瓦尔拉斯(Wal-ras)在《纯粹经济学要义》(“The mere economics to iustice")一书中首先提出的。瓦尔拉斯认为,整个经济处于均衡状态时,所有消费品和生产要素的价格将有一个确定的均衡值,它们的产出和供给,将有一个确定的均衡量。 瓦尔拉斯是边际效用学派奠基人之一,他的价格理论以边际效用价值论为基础,他认为价格或价值达成均衡的过程是一致的,因此 价格决定和价值决定是一回事 。他用“稀少性”说明价格决定的最终原因,认为各种商品和劳务的供求数量和价格是相互联系的,一种商品价格和数量的变化可引起其它商品的数量和价格的变化。所以不能仅研究一种商品、一个市场上的供求变化,必须同时研究全部商品、全部市场供求的变化。只有当一切市场都处于均衡状态,个别市场才能处于均衡状态。 一般均衡理论后来由帕累托(Pareto)、希克斯(Hicks)、诺伊曼(Ronald Neumann)、萨缪尔森(Samuelson)、阿罗(Arrow)、德步鲁(Debreu)及麦肯齐(McKenzie)等人加以改进和发展,这些经济学家利用集合论、拓扑学等数学方法,在相当严格的假定条件之下证明:一般均衡体系存在着均衡解,而且,这种均衡可以处于稳定状态,并同时满足经济效率的要求。 2、Hicks的短期均衡分析   希克斯将均衡定义为:“当经济中的所有个体从多种可供选择的方案中挑选出他们所偏爱的生产和消费的数量时,静态经济(在其中需求不变,资源也不变)就处于一种均衡状态。——这些可供选择的(方案)——部分决定于外在约束,——更多的是决定于其他个体的选择”,希克斯认为,他的静态均衡概念有两个特点:一是一定存在着向均衡方向变动的趋势;二是收敛于均衡的速度是极快的。   希克斯是在一个很短的时期中处理均衡问题的,他借助了马歇尔的方法,并且通过扩大马歇尔假定的范围进一步缩小经济主体的选择空间,这削弱了模型的解释力。 3、阿罗\德布鲁的一般均衡理论   阿罗\德布鲁用数学模型证明了的一般均衡。阿罗一德布鲁对一般均衡理论存在性的证明,主要依存于两个假设:消费与生产集合都是凸集,每个经济主体都拥有一些由其它经济主体计值的资源,因此,这种均衡的整体稳定性取决于某些动态过程,这些过程保证每个经济主体都具有总需求水平知识,并且没有一项最终交易实际上是按非均衡价格进行的,这当中的某些假定也许可以放松,以适应少数行业中的规模报酬递增、甚至所有行业卖方垄断竞争的度量。但是,寡头垄断的存在否决了所有一般均衡解(就象它否决竞争均衡的所有其它概念一样),更不用说消费和生产中的外在性的存在了。   阿罗——德布鲁(Arrow-Debreu)一般均衡理论,它主要是为了研究竞争的市场均衡。它的一个主要假设,也是新古典经济学的一个基本假设,将市场制度安排作为外生给定。一般均衡理论经过阿罗、德布鲁和哈恩等人运用数学形式加以修饰,已经变得更加完善。   在瓦尔拉斯-阿罗-德布鲁-般均衡理论中,货币的存在仅仅是为了便利生产和交换的进行,实际上,货币是可有可无的,由瓦尔拉斯创立,由阿罗和德布鲁进一步完善,并被希克斯、萨缪尔森等人加以运用的一般均衡模型要保持逻辑上的一致性,必须是一个只能分析实物经济的静态模型,这个静态模型是无法转而用来分析动态的货币经济的,这是由模型的内在逻辑结构或者其均衡的概念决定的,新古典一般均衡的框架中很难处理时间问题。   根据新古典一般均衡的概念,当经济主体在给定偏好、技术和商品所有权的情况下,实现最优时,“不存在使价格发生变动的机制”。新古典的框架要求在其他条件给定的情况下,经济主体只对价格的变动反应,既然价格不变动,也就不存在均衡的变动。 4、格朗蒙的短期一般均衡理论   20世纪70、80年代法国经济学家格朗蒙(Grandmont)发表了一系列论文试图将阿罗一德布罗(Arow-Debreu)模型动态化,发展了短期一般均衡理论致力于寻找宏观经济学的微观基础,虽然意识到Arow-Debreu一般均衡模型表面上的动态特征,遗憾的是,Grandmont预期函数仍然建立在严格的概率统计基础上,他的努力实际上没有超越Ar-row-Debreu框架,在一定程度上,可以认为过去 50年里经济学没有发生多少变化,许多最近的经济理论创新,不过是将静态的最大化工具用于分析动态问题,虽然时间在纯粹静态条件下得以考虑,但是却错误地认为能够将特定时间分配从事特定活动。这样,时间和完全知识、完全可预测在本质上是相容的。 5、巴廷金的一般均衡理论   1956年发表了其著名的代表作《货币、利息与价格》(Money,Interest and Prices)。他根据凯恩斯的收入支出理论,采用宏观分析的方法,以表示财富存量对消费支出影响的实际余额效应(Real Balance Effect)为核心,对货币在所谓静态一般均衡与动态一般均衡中的作用问题,进行了系统的分析;通过融合传统的货币理论与价值理论、凯恩斯效应和皮古效应,建立了一个所谓反映“货币经济”的宏观动态一般均衡学说。   巴廷金的一般均衡理论在西方经济学界具有重要的影响。在六十年代前后,围绕着巴廷金的一般均衡学说,西方经济学界曾展开过著名的“巴廷金论战” (Patinkin Controversy),争论新古典的两分法是否具有内在的矛盾和巴廷金关于货币中性分析的条件问题。以阿契贝尔德(G·C·Archibald)和李普赛(R·G·Lipsey)等人为代表的一些西方经济学家认为在不使用瓦尔拉斯定律的情况下,新古典的静态模型是相容的。而以哈恩(F·H·Hahn)和鲍莫尔(W·J·Baumol)等人为代表的另一些西方经济学者则提出了相反的看法。此外,葛莱(J·G·Gurley)和肖(E·S·Shaw)等人根据内在货币(inside money)与外在货币(outside money)的划分,认为巴廷金关于货币中性的分析实际上是局限于仅存在外在货币的经济体系中的。但尽管对巴廷金一般均衡学说存在着上述批评,西方经济学家大都认为,巴廷金的一般均衡学说“对货币理论作出了重大贡献”。温特罗勃甚至提出,五十年代宏观一般均衡理论的研究是“在巴廷金的《货币利息与价格》中达到了顶点。”因此,从西方一般均衡理论和货币理论发展的角度看,从新古典经济学解释绝对价格水平确定的货币理论与微观静态一般均衡价值论的两分法,到凯恩斯图说明货币对收入、产量、就业和利率影响的小于充分就业均衡的比较静态的宏观分析,又进一步发展为以实际余额效应为核心的宏观动态一般均衡理论。巴廷金的一般均衡学说在资产阶级经济理论的发展中,确实占有重要的地位。 均衡状态   瓦尔拉斯还认为,方程所决定的均衡是稳定的均衡,即一旦经济制度处于非均衡状态时,市场的力量会自动地使经济制度调整到一个新的均衡状态。   瓦尔拉斯的一般均衡体系是按照从简单到复杂的路线一步步建立起来的。他首先撇开生产、资本积累和货币流通等复杂因素,集中考察所谓 交换的一般均衡 。在解决了交换的一般均衡之后,他加入更现实一些假定——商品是生产出来的,从而讨论了生产以及交换的一般均衡。但是,生产的一般均衡仍然不够“一般”,它只考虑了消费品的生产而忽略了资该品的生产和再生产。因此,瓦尔拉斯进一步提出其关于“资本积累”的第三个一般均衡。他的最后一个模型是“货币和流通理论”,考虑了货币交换和货币窖藏的作用,从而把一般均衡理论从实物经济推广到了 货币经济 。 编辑本段 一般均衡分析 投入产出模型分析    投入产出 分析,是研究经济系统各个部分间表现为投入与产出的相互依存关系的经济数量方法。投入是进行一项活动的消耗。如生产过程的消耗包括本系统内各部门产品的消耗(中间投入)和初始投入要素的消耗(最初投入)。产出是指进行一项活动的结果。如生产活动的结果是为本系统各部分生产的产品(物质产品和劳务)。   瓦西里·列昂剔夫(Wassily W.Leontief,1906—1999)是投入产出账户的创始人。1936年,列昂剔夫发表了《美国经济体系中的投入产出的数量关系》一文,接着在1941年又出版了《美国经济结构1919—1929》一书,1953年,又出版了《美国经济结构研究》一书。在这些著作中,列昂剔夫提出了投入产出方法。   列昂剔夫的投入产出思想的渊源可以追溯到重农学派 魁奈 (Francois Quesnay,1694—1774年)著名的《经济表》。列昂剔夫把他编的第一张投入产出表称为“美国的经济表”。 数理经济学 派瓦尔拉(Walras,1834—1910)和 帕累托 (Vilfredo Pareto,1848—1923)的一般均衡理论和数学方法在经济学中的应用构成了列昂剔夫体系的基础。列昂剔夫本人认为“投入产出分析是全部相互依存这一古典经济理论的具体延伸”。   应该实事求是地指出,列昂剔夫创立 投入产出分析 ,以马克思再生产理论为依据的 前苏联 计划平衡(MPS)思想是他的另一个重要思想来源。 CGE模型   作为政策分析的有力工具,可计算的一般均衡(Computable General Equilibrium,CGE)模型经过30多年的发展,已在世界上得到了广泛的应用,并逐渐发展成为应用经济学的一个分支。   世界上第一个CGE模型应是 约翰森 (Johansen)1960年提出的。在此之后,CGE模型的发展似乎出现了一段时间的中断,直到70年代都没有显著进步。在70年代,有两个因素引起了人们对CGE模型的兴趣。   首先,世界经济面对着诸如能源价格或国际货币系统的突变、实际工资率的迅速提高等较大的冲击。   第二个促使近20年来CGE模型的应用不断扩大的因素是其细化处理的能力日益提高。 编辑本段 运用   艾奇沃斯盒状图   艾奇沃斯(Francis Y. Edgeworth,1845-1926)——英国经济学家,"无差异曲线"几何分析方法的先驱者之一.   艾奇沃斯盒状图用于表示两种经济活动的交互作用 ,最初仅用于消费领域,后被用于生产领域,成为 一般均衡理论 的重要工具.   艾奇沃斯盒状图的基本假定:   ①社会上只存在两个消费者 和两种产品 ;   ②社会上只存在两个生产者 和两种生产要素 ;   ③资源(生产要素)的总量和产品与要素的价格既定;   ④人们所追求的是效用最大化和利润最大化.   交换的一般均衡   交换契约线   边际替代率 :   MRCSXY或MRCSYX   交换契约线——由两个消费者的无差异曲线相切点的轨迹所组成的曲线.   在交换契约线上的任意一点,表示交换处于均衡状态.   若沿着契约线进行交换,一方效用的增加以另一方效用减少为代价;   若离开契约线进行交换,总效用将减少.   效用可能性曲线(又称效用可能性边界)   ——表示在产品或劳务产出量既定前提下,社会所能满足的两个消费者的各种最大效用组合.   交换契约线所表示的两个消费者效用之间替代关系,实际上是以产品或劳务产出量既定为前提,因而这种替代关系可以直接用效用可能性曲线表示.   边际效用转换率 :MRUTAB或MRUTBA   二,生产的一般均衡   生产契约线   边际技术替代率 :   MRTSLK或MRTSKL   生产契约线——由两种产品的等产量曲线相切点的轨迹所组成的曲线.   在生产契约线上的任意一点,表示生产处于均衡状态.   若沿着契约线分配要素,一种产品的产量增加以另一种产品的产量减少为代价;   若离开契约线分配要素,总产量将减少.   生产可能性曲线(又称生产可能性边界)   ——表示在资源或要素量既定前提下,社会所能生产的两种产品的各种最大产量组合.   生产契约线所表示的两种产品产量之间替代关系,实际上是以资源或要素投入既定为前提,因而这种替代关系可以直接用生产可能性曲线表示.   边际产品转换率      ∵⊿Y和⊿X所消耗的资源相等   ∴假定该资源的价格既定,则:   三,生产与交换的一般均衡   生产与交换的一般均衡   当边际产品转换率 MRPTXY等于边际替代率 MRCSXY时,生产和交换同时达到均衡,即生产和交换均没有必要再调整.   此时,资源配置的效率达到最大,使消费者的满足程度达到最大.
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