The Power of Games

The Power of Games

Author: William B Rouse

Publisher: CRC Press

Published: 2024-09-18

Total Pages: 151

ISBN-13: 1040105254

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Games have long played a central role in society – actually a central role in the animal kingdom. Their play provides primary behavioral mechanisms that enable animals to learn and socialize. Indeed, "play" is a core animal activity. The principal focus of this book is on how games foster human playing, learning, and competing, including how we can design games to do this better. The author provides a wealth of real-world examples of how he created games for clients in the domains of education, energy, healthcare, national security, and transportation. He has focused on training and aiding for strategic thinking, product planning, technology development, and business operations. The technologies underlying these games became increasingly sophisticated. This has taken on greater significance as the gaming industry has grown and prospered. Gaming revenues now dwarf film and theater. New games released gain millions of sales within a few days of release. What makes games so appealing? What is the psychology of gaming? Does it vary for card games, board games, simulation games, and online games? What makes a game successful over years? What about sports games? What sociological roles do they play in our society? Why do they claim such energy and devotion? Why are sports stars able to earn enormous contracts? What is the business of these games? Why is it expected to be increasingly lucrative? What strategies might succeed or fail? Who might be the losers and winners? This book addresses all of these questions as well as an overarching question for society – Can online games fundamentally enhance the education of employees and students? The author is convinced they can. This requires, however, that games be designed to achieve these ends. This book is intended to contribute to understanding how to create and evaluate such games. Essentially, games enable employees and managers to play, learn, compete, and achieve in terms of knowledge and skills gained, competencies attained, customers attracted, and economic outcomes. This book explains, illustrates, and motivates investments in these pursuits to these ends.


Math Games with Bad Drawings

Math Games with Bad Drawings

Author: Ben Orlin

Publisher: Black Dog & Leventhal

Published: 2022-04-05

Total Pages: 318

ISBN-13: 0762499850

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Bestselling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. With 70-plus games, each taking a minute to learn and a lifetime to master, this treasure trove will delight, educate, and entertain. From beloved math popularizer Ben Orlin comes a masterfully compiled collection of dozens of playable mathematical games.This ultimate game chest draws on mathematical curios, childhood classics, and soon-to-be classics, each hand-chosen to be (1) fun, (2) thought-provoking, and (3) easy to play. With just paper, pens, and the occasional handful of coins, you and a partner can enjoy hours of fun—and hours of challenge. Orlin’s sly humor, expansive knowledge, and so-bad-they’re-good drawings show us how simple rules summon our best thinking. Games include: Ultimate Tic-Tac-Toe Sprouts Battleship Quantum Go Fish Dots and Boxes Black Hole Order and Chaos Sequencium Paper Boxing Prophecies Arpeggios Banker Francoprussian Labyrinth Cats and Dogs And many more.


GameTek

GameTek

Author: Geoffrey Engelstein

Publisher: HarperCollins

Published: 2019-02-01

Total Pages: 175

ISBN-13: 1460711122

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What games can teach us about life, the universe and ourselves. If you shuffle a deck of cards what are the odds that the sequence is unique? What is the connection between dice, platonic solids and Newton's theory of gravity? What is more random: a dice tower or a number generator? Can you actually employ a strategy for a game as basic as Rock-Paper-Scissors? These are all questions that are thrown up in games and life. Games involve chance, choice, competition, innovation, randomness, memory, stand-offs and paradoxes - aspects that designers manipulate to make a game interesting, fun and addictive, and players try to master for enjoyment and winning. But they also provide a fascinating way for us to explore our world; to understand how our minds tick, our numbers add up, and our laws of physics work. This is a book that tackles the big questions of life through the little questions of games. With short chapters on everything from memory games to the Prisoner's Dilemma, to Goedel's theorems, GameTek is fascinating reading anyone for who wants to explore the world from a new perspective - and a must-read book for serious designers and players. PRAISE 'Math, physics, psychology and all the other stuff you didn't even realise you were using while playing board games! Dr E has opened the door to the game under the game in fascinating, fun detail. Now you have NO reason to ever lose again! Rock!' Tommy Dean, board-gamer and stand-up comic


Around the World in Eighty Games

Around the World in Eighty Games

Author: Marcus du Sautoy

Publisher: Basic Books

Published: 2023-11-07

Total Pages: 248

ISBN-13: 1541601297

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A “fun” and “unexpected” (The Economist) global tour of the world’s greatest games and the mathematics that underlies them Where should you move first in Connect 4? What is the best property in Monopoly? And how can pi help you win rock paper scissors? Spanning millennia, oceans and continents, countries and cultures, Around the World in Eighty Games gleefully explores how mathematics and games have always been deeply intertwined. Renowned mathematician Marcus du Sautoy investigates how games provided the first opportunities for deep mathematical insight into the world, how understanding math can help us play games better, and how both math and games are integral to human psychology and culture. For as long as there have been people, there have been games, and for nearly as long, we have been exploring and discovering mathematics. A grand adventure, Around the World in Eighty Games teaches us not just how games are won, but how they, and their math, shape who we are.


Economics [4 volumes]

Economics [4 volumes]

Author: David A. Dieterle

Publisher: Bloomsbury Publishing USA

Published: 2017-03-27

Total Pages: 1971

ISBN-13:

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A comprehensive four-volume resource that explains more than 800 topics within the foundations of economics, macroeconomics, microeconomics, and global economics, all presented in an easy-to-read format. As the global economy becomes increasingly complex, interconnected, and therefore relevant to each individual, in every country, it becomes more important to be economically literate—to gain an understanding of how things work beyond the microcosm of the economic needs of a single individual or family unit. This expansive reference set serves to establish basic economic literacy of students and researchers, providing more than 800 objective and factually driven entries on all the major themes and topics in economics. Written by leading scholars and practitioners, the set provides readers with a framework for understanding economics as mentioned and debated in the public forum and media. Each of the volumes includes coverage of important events throughout economic history, biographies of the major economists who have shaped the world of economics, and highlights of the legislative acts that have shaped the U.S. economy throughout history. The extensive explanations of major economic concepts combined with selected key historical primary source documents and a glossary will endow readers with a fuller comprehension of our economic world.


Knowledge-Free and Learning-Based Methods in Intelligent Game Playing

Knowledge-Free and Learning-Based Methods in Intelligent Game Playing

Author: Jacek Mandziuk

Publisher: Springer Science & Business Media

Published: 2010-01-27

Total Pages: 259

ISBN-13: 3642116779

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The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.


Exploring the Middle Ages

Exploring the Middle Ages

Author:

Publisher: Marshall Cavendish

Published: 2006

Total Pages: 84

ISBN-13: 9780761476139

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Presents a comprehensive, illustrated reference of the period in world history known as the Middle Ages, encompassing both the Eastern and Western hemispheres.


On a Tall Budget and Short Attention Span (Full Color)

On a Tall Budget and Short Attention Span (Full Color)

Author: Teresa Cline

Publisher: Lulu.com

Published: 2012-04-28

Total Pages: 262

ISBN-13: 1105708365

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Have you ever dreamed of quitting your job, selling your house and embarking on the adventure of a lifetime? Follow Teresa the Traveler on her 3-month solo backpacking adventure from London to Cairo


Advances in Computer Games

Advances in Computer Games

Author: Aske Plaat

Publisher: Springer

Published: 2015-12-24

Total Pages: 280

ISBN-13: 3319279920

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This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer Games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised full papers presented were carefully reviewed and selected from 34 submissions. The papers cover a wide range of topics such as Monte-Carlo Tree Search and its enhancements; theoretical aspects and complexity; analysis of game characteristics; search algorithms; and machine learning.


So, You Want to Be a Coder?

So, You Want to Be a Coder?

Author: Jane (J. M.) Bedell

Publisher: Simon and Schuster

Published: 2016-05-03

Total Pages: 256

ISBN-13: 1481460633

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Love coding? Make your passion your profession with this comprehensive guide that reveals a whole host of careers working with code. Behind the screen of your phone, tablet, computer, or game console lies a secret language that allows it all to work. Computer code has become as integral to our daily lives as reading and writing, even if you didn’t know it! Now it’s time to plug in and start creating the same technology you’re using every day. Covering everything from navigating the maze of computer languages to writing code for games to cyber security and artificial intelligence, So, You Want to Be a Coder? debugs the secrets behind a career in the diverse and state-of-the-art industry. In addition to tips and interviews from industry professionals, So, You Want to Be a Coder? includes inspiring stories from kids who are working with code right now, plus activities, a glossary, and helpful resources to put you on the path to a fun and rewarding career with computer code today!