King-Sized Kakuro Mixed Grids Deluxe - Volume 2 - 249 Puzzles

King-Sized Kakuro Mixed Grids Deluxe - Volume 2 - 249 Puzzles

Author: Nick Snels

Publisher: PuzzleBooks.net

Published: 2014-10-12

Total Pages: 292

ISBN-13: 1502809869

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When you buy this book you get an electronic version (PDF file) of the interior of this book. King-Sized Kakuro Deluxe bundles the biggest and baddest Kakuro puzzles ever. Your brain will work overtime on these colossal logic math puzzles. Kakuro is a fun way for kids and adults to practice addition facts. Once you pick up this book, you won't be able to put it back down. You have been warned! Only 1 Kakuro puzzle per page, with lots of white space for scribbling. King-Sized Kakuro Mixed Grids is a collection of 153 puzzles: 54 Kakuro 19x19 puzzles 54 Kakuro 20x20 puzzles 54 Kakuro 21x21 puzzles 54 Kakuro 22x22 puzzles 54 extra logic puzzles The goal of Kakuro is to insert numbers into the white cells. Possible numbers are always 1 to 9. The sum of each horizontal block must equal the clue on its left. The sum of each vertical block must equal the clue above it. You can only use a number once in each horizontal or vertical block. I guarantee that every logic puzzle in this Kakuro puzzle book has been carefully checked to ensure that each puzzle has only 1 solution. None of the puzzles in this book will appear in any of the other PuzzleBooks.net books. Kakuro is also known as Cross Sums, Kakro, Kakkuro and Cross Addition. Kakuro is also quite often misspelled as Kakura.


King-Sized Kakuro Mixed Grids Deluxe - Volume 8 - 249 Logic Puzzles

King-Sized Kakuro Mixed Grids Deluxe - Volume 8 - 249 Logic Puzzles

Author: Nick Snels

Publisher: PuzzleBooks.net

Published: 2016-09-24

Total Pages: 292

ISBN-13: 1539064441

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When you buy this book you get an electronic version (PDF file) of the interior of this book. Kakuro is a fun way for kids and adults to practice addition facts. This book is ideal if you love to play Kakuro no matter their size. This book is ideal for beginners to learn how to solve different sizes of Kakuro. You get the perfect mix of different sizes of Kakuro to keep you entertained for weeks. Once you pick up this book, you won't be able to put it back down. You have been warned! King-Sized Kakuro Mixed Grids Deluxe is a collection of 249 puzzles: 108 Kakuro 19x19 puzzles 108 Kakuro 20x20 puzzles 33 extra logic puzzles The goal of Kakuro is to insert numbers into the white cells. Possible numbers are always 1 to 9. The sum of each horizontal block must equal the clue on its left. The sum of each vertical block must equal the clue above it. You can only use a number once in each horizontal or vertical block. I guarantee that every logic puzzle in this Kakuro puzzle book has been carefully checked to ensure that each puzzle has only 1 solution. None of the puzzles in this book will appear in any of the other English PuzzleBooks.net books. Kakuro is also known as Cross Sums, Kakro, Kakkuro, Cross Addition. Quite often Kakuro is misspelled as Kakura.


Players Making Decisions

Players Making Decisions

Author: Zack Hiwiller

Publisher: New Riders

Published: 2015-12-09

Total Pages: 646

ISBN-13: 013439464X

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Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it


216 Blank Mega Sudoku 16x16 Grids Large Print

216 Blank Mega Sudoku 16x16 Grids Large Print

Author: Nick Snels

Publisher: PuzzleBooks.net

Published: 2015-02-21

Total Pages: 220

ISBN-13: 1508577536

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When you buy this book you get an electronic version (PDF file) of the interior of this book. This book includes 216 large, blank Sudoku 16x16 grids for you to transfer puzzles over to or to make your own! Only one empty large 16x16 grid per page. You can use the blank Sudoku grids: to transfer Sudoku puzzles from elsewhere to use as practice for any newspaper, magazine, or other Sudoku puzzle to make your own Sudoku puzzles to start over when you made a mistake on a Sudoku puzzle


Rubik's Cubic Compendium

Rubik's Cubic Compendium

Author: Ernő Rubik

Publisher: Oxford University Press, USA

Published: 1987

Total Pages: 248

ISBN-13:

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Co-written by the cube's inventor, this book serves as a comprehensive guide to the Rubik's cube. It opens up a wealth of fascinating mathematics and offers a vast number of new ideas and possibilities to those who have solved the cube as well as to those who remain puzzled.


The Stanford GraphBase

The Stanford GraphBase

Author: Donald Ervin Knuth

Publisher: Addison-Wesley Professional

Published: 2009

Total Pages: 0

ISBN-13: 9780321606327

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The Stanford GraphBase: A Platform for Combinatorial Computing represents the first efforts of Donald E. Knuth's preparation for Volume Four of The Art of Computer Programming. The book's first goal is to use examples to demonstrate the art of literate programming. Each example provides a programmatic essay that can be read and enjoyed as readily as it can be interpreted by machines. In these essays/programs, Knuth makes new contributions to several important algorithms and data structures, so the programs are of special interest for their content as well as for their style. The book's second goal is to provide a useful means for comparing combinatorial algorithms and for evaluating methods of combinatorial computing. To this end, Knuth's programs offer standard, freely available sets of data - the Stanford GraphBase - that may be used as benchmarks to test competing methods. The data sets are both interesting in themselves and applicable to a wide variety of problem domains. With objective tests, Knuth hopes to bridge the gap between theoretical computer scientists and programmers who have real problems to solve. As with all of Knuth's writings, this book is appreciated not only for the author's unmatched insight, but also for the fun and the challenge of his work. He illustrates many of the most significant and most beautiful combinatorial algorithms that are presently known and provides sample programs that can lead to hours of amusement. In showing how the Stanford GraphBase can generate an almost inexhaustible supply of challenging problems, some of which may lead to the discovery of new and improved algorithms, Knuth proposes friendly competitions. His own initial entries into such competitions are included in the book, and readers are challenged to do better. Features Includes new contributions to our understanding of important algorithms and data structures Provides a standard tool for evaluating combinatorial algorithms Demonstrates a more readable, more practical style of programming Challenges readers to surpass his own efficient algorithms 0201542757B04062001


MMIXware

MMIXware

Author: Donald E. Knuth

Publisher: Springer

Published: 2003-06-26

Total Pages: 559

ISBN-13: 3540466118

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MMIX is a RISC computer designed by Don Knuth to illustrate machine-level aspects of programming. In the author's book series "The Art of Computer Programming", MMIX replaces the 1960s-style machine MIX. A particular goal in the design of MMIX was to keep its machine language simple, elegant, and easy to learn. At the same time, all of the complexities needed to achieve high performance in practice are taken into account. This book constitutes a collection of programs written in CWEB that make MMIX a virtual reality. Among other utilities, an assembler converting MMIX symbolic files to MMIX objects and two simulators executing the programs in given object files are provided. The latest version of all programs can be downloaded from MMIX's home page. The book provides a complete documentation of the MMIX computer and its assembly language. It also presents mini-indexes, which make the programs much easier to understand. A corrected reprint of the book has been published in August 2014, replacing the version of 1999.


The Hours that Remain

The Hours that Remain

Author: Keith Barker

Publisher:

Published: 2013

Total Pages: 0

ISBN-13: 9781770911352

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Denise has spent the last five years dedicated to uncovering the truth behind her sister Michelle's disappearance. Haunted by loose ends, she begins seeing visions of Michelle, who gradually guides her in the right direction. As Denise's marriage and sanity crumble around her, she remains committed to unearthing an unfathomable truth, and coming to terms with a painfully crucial realization.


Selected Papers on Fun & Games

Selected Papers on Fun & Games

Author: Donald Ervin Knuth

Publisher: Center for the Study of Language and Information Publica Tion

Published: 2011

Total Pages: 0

ISBN-13: 9781575865850

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Donald E. Knuth's influence in computer science ranges from the invention of methods for translating and defining programming languages to the creation of the TeX and METAFONT systems for desktop publishing. His award-winning textbooks have become classics that are often given credit for shaping the field, and his scientific papers are widely referenced and stand as milestones of development over a wide variety of topics. The present volume is the eighth in a series of his collected papers.