Games Advisors Play

Games Advisors Play

Author: Jean A. Garrison

Publisher: TAMU Press

Published: 1999

Total Pages: 232

ISBN-13:

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What happens when presidential advisors, in Machiavellian terms, think more of themselves than of the prince and seek their own profit more than the goals of the president or the "good of the realm"? In Games Advisors Play, Jean A. Garrison examines case studies of foreign policy in the Nixon and Carter administrations and addresses how and why advisors manipulate the group process, under what conditions advisors engage in power games, and in what situations they are most effective in influencing presidential policy choices. Given the high stakes, policy advocates employ various tactics to manipulate the advisory process and decision outcome. Three types of tactics are used: structural maneuvers, procedural maneuvers, and interpersonal maneuvers. Although these tools are important to the success of an advisor, the advisory process is a dynamic group process, and advisors must recognize that others have potential influence as well. The effectiveness of advisors therefore also depends on their power and authority, their manipulative skills, their interpersonal communication skills, and the relationships among members of the inner circle. Using the internal policy debate over arms control to trace the influence advisors have on specific decisions, Garrison compares the power games in Nixon's hierarchical system Number Three: Joseph V. Hughes, Jr., and Holly O. Hughes Series in the Presidency and Leadership Studies to Carter's more open advisory system. The disparate advisory systems provided advisors with different opportunities to influence the president and overall policy making. As a contribution to the decision-making literature in foreign policy, Games Advisers Play challenges static conceptions of the advisory process. Foreign-policy scholars, presidential scholars, and political psychologists will find this an exciting and thought-provoking study.


Play Your Bigger Game

Play Your Bigger Game

Author: Rick Tamlyn

Publisher: Hay House, Inc

Published: 2013-10-01

Total Pages: 225

ISBN-13: 1401943691

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Change the way you think about work, productivity, and creativity - and go from surviving to thriving! Play Your Bigger Game provides a philosophy and methodology that you can learn in just nine minutes, and it will serve you for the rest of your life. Self-empowerment expert Rick Tamlyn believes that life is all made up. So why not make it a game of your own design—one that excites, challenges, and allows you to fully express your talents and creativity? When you play your bigger game, you create a life that is dynamic, engaging, and wildly inspiring. This book is your antidote to inertia—you will never feel stuck again. Each and every day, it will motivate you to keep stretching, achieving, and thriving above and beyond any boundaries or limitations that might have held you back in the past. Play Your Bigger Game offers pathways, tools, and inspiring stories to feed the hunger in your soul, light the fires of your imagination, and build a fulfilling life and a lasting legacy. If you long to: • have a more positive impact within your family, your work, your community, or organization • make a change, but you aren’t sure what sort of change • create meaningful work • take responsibility and direct your destiny • make a difference or leave a legacy . . . then you should join thousands of others around the world and play your bigger game!


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

Published: 2010-03-14

Total Pages: 259

ISBN-13: 3642116787

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Humans and machines are very di?erent in their approaches to game pl- ing. Humans use intuition, perception mechanisms, selective search, creat- ity, abstraction, heuristic abilities and other cognitive skills to compensate their (comparably) slow information processing speed, relatively low m- ory capacity, and limited search abilities. Machines, on the other hand, are extremely fast and infallible in calculations, capable of e?ective brute-for- type search, use “unlimited” memory resources, but at the same time are poor at using reasoning-based approaches and abstraction-based methods. The above major discrepancies in the human and machine problem solving methods underlined the development of traditional machine game playing as being focused mainly on engineering advances rather than cognitive or psychological developments. In other words, as described by Winkler and F ̈ urnkranz [347, 348] with respect to chess, human and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this point of view and strongly believe that the future of machine game playing lies in implementation of human-type abilities (- straction,intuition,creativity,selectiveattention,andother)whilestilltaking advantage of intrinsic machine skills. Thebookisfocusedonthedevelopmentsandprospectivechallengingpr- lems in the area of mind gameplaying (i.e. playinggames that require mental skills) using Computational Intelligence (CI) methods, mainly neural n- works, genetic/evolutionary programming and reinforcement learning.


Machines that Learn to Play Games

Machines that Learn to Play Games

Author: Johannes Fürnkranz

Publisher: Nova Publishers

Published: 2001

Total Pages: 318

ISBN-13: 9781590330210

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The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.


Play a Bigger Game

Play a Bigger Game

Author: Rowdy McLean

Publisher: John Wiley & Sons

Published: 2017-06-19

Total Pages: 208

ISBN-13: 0730344819

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Have you ever had the desire to achieve something remarkable? Would you like to be better or do something absolutely awesome? Have you ever thought about having much more than you have right now? Are you ready to play a bigger game? Play a Bigger Game will help you smash your goals. Whether you're an individual or part of a large organisation, this practical guide to getting what you want will enable you to achieve real results, no matter what! One of Australia's leading speakers, Rowdy McLean is well known for his simple, hard-hitting, no-excuses approach to motivation. He believes that success is not just about setting goals but actually kicking them. In this definitive guide you'll find: useful processes to help you define what you want practical tools and resources to turn your dreams into reality inspirational stories of people achieving real success unique chapter-specific videos accessible by QR codes. Play a Bigger Game has everything you need to gain more from life.


Wandering Games

Wandering Games

Author: Melissa Kagen

Publisher: MIT Press

Published: 2022-10-11

Total Pages: 215

ISBN-13: 0262544245

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.


The Everything Tabletop Games Book

The Everything Tabletop Games Book

Author: Bebo

Publisher: Simon and Schuster

Published: 2019-07-16

Total Pages: 320

ISBN-13: 1507210639

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Tabletop and board games aren’t just for rainy days or awkward family events anymore. As the game industry grows, people of all ages are jumping to play “the original social network.” In our ever-increasing technological world, playing old-school games is a welcome retreat from the overexposure to Instagram, Twitter, Facebook, and the rest of social media. Over the past few years, board games have become the hot new hobby. Instead of friends sitting around the same table and staring at their phones, they are now either working with or against each other. Millions upon millions of new fans have begun to join their friends in real life for a fun game of Pandemic, 7 Wonders, or Ticket to Ride. The Everything Tabletop Games Book shows how to play some of the best tabletop games in the world, from classic strategy games like Settlers of Catan to great new games like Gloomhaven. Throughout the book, you’ll learn the different genres of tabletop and board games; how to play each game; rules and strategies to help you win; and even where to play online—including new expansions to keep your favorite games fresh and exciting. So gather up some friends, pick a game from this book, and start playing! You’ll be having a blast in no time.


Playing the Game

Playing the Game

Author: Paul Remack

Publisher: Morgan James Publishing

Published: 2017-12-05

Total Pages: 207

ISBN-13: 1683505662

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Personal wealth isn’t the only purpose of hard work and investment; it’s also important to be able to pass wealth on to one’s children and grandchildren. Wealth transfer and distribution is a game, and if played poorly—or if it is not realized a game is being played—one’s fortune can be eaten away by a combination of poor investments and unfair taxation. Written by a financial advisor with decades of experience, Playing the Game prepares people for the game of Wealth Transfer and Distribution, enabling them to pass on their fortune intact so that future generations may enjoy it.