Dr Myhill, ably supported by Craig Robinson, writes: `It is generally believed that infection is a killer of the past. Wrong - research now shows that our big killers, from cancers and coronaries to dementia and diabetes are largely infection-driven. Indeed, it is difficult to find a pathology that does not have an infectious associate. Cheap and effective defences are within the grasp of all of us. We have all the weapons we need to win the arms race. Our new book provides the intellectual imperatives and practical know-how to conquer the established, prevent the potential and postpone the inevitable. Just do it!' The Infection Game shows us how we can maximise our defences and martial our weapons so that we are ready to defeat the infectious organisms we encounter every day and in epidemic situations.
A terrifying thriller that will crawl beneath your skin . . . and leave fresh blood on every page. “Fraught with tension . . . Invasion of the Body Snatchers meets The Hot Zone.”—Rocky Mountain News Across America a mysterious disease is turning ordinary people into raving, paranoid murderers who inflict brutal horrors on strangers, themselves, and even their own families. Working under the government’s shroud of secrecy, CIA operative Dew Phillips crisscrosses the country trying in vain to capture a live victim. With only decomposing corpses for clues, CDC epidemiologist Margaret Montoya races to analyze the science behind this deadly contagion. She discovers that these killers all have one thing in common—they’ve been contaminated by a bioengineered parasite, shaped by a complexity far beyond the limits of known science. Meanwhile Perry Dawsey—a hulking former football star now resigned to life as a cubicle-bound desk jockey—awakens one morning to find several mysterious welts growing on his body. Soon Perry finds himself acting and thinking strangely, hearing voices . . . he is infected. The fate of the human race may well depend on the bloody war Perry must wage with his own body, because the parasites want something from him, something that goes beyond mere murder.
From the acclaimed author of Infected comes an epic and exhilarating story of humanity’s secret battle against a horrific enemy. Across America, a mysterious pathogen transforms ordinary people into raging killers, psychopaths driven by a terrifying, alien agenda. The human race fights back, yet after every battle the disease responds, adapts, using sophisticated strategies and brilliant ruses to fool its pursuers. The only possible explanation: the epidemic is driven not by evolution but by some malevolent intelligence. Standing against this unimaginable threat is a small group, assembled under the strictest secrecy. Their best weapon is hulking former football star Perry Dawsey, left psychologically shattered by his own struggles with this terrible enemy, who possesses an unexplainable ability to locate the disease’s hosts. Violent and unpredictable, Perry is both the nation’s best hope and a terrifying liability. Hardened CIA veteran Dew Phillips must somehow forge a connection with him if they’re going to stand a chance against this maddeningly adaptable opponent. Alongside them is Margaret Montoya, a brilliant epidemiologist who fights for a cure even as she reels under the weight of endless horrors. These three and their team have kept humanity in the game, but that’s not good enough anymore, not when the disease turns contagious, triggering a fast countdown to Armageddon. Meanwhile, other enemies join the battle, and a new threat — one that comes from a most unexpected source — may ultimately prove the most dangerous of all. Catapulting the reader into a world where humanity’s life span is measured in hours and the president’s finger hovers over the nuclear button, rising star Scott Sigler takes us on a breathtaking, hyper-adrenalized ride filled with terror and jaw-dropping action. Contagious is a truly grand work of suspense, science, and horror from a new master.
Steve Rabin’s Game AI Pro 360: Guide to Character Behavior gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology that covers character behavior in game AI. This volume is complete with articles by leading game AI programmers that focus on individual AI behavior such as character interactions, modelling knowledge, efficient simulation, difficulty balancing, and making decisions with case studies from both commercial and indie games. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online
An Observer Book of the Year A Times Science Book of the Year A New Statesman Book of the Year A Financial Times Science Book of the Year 'Astonishingly bold' Daily Mail 'It is hard to imagine a more timely book ... much of the modern world will make more sense having read it.' The Times We live in a world that's more interconnected than ever before. Our lives are shaped by outbreaks - of disease, of misinformation, even of violence - that appear, spread and fade away with bewildering speed. To understand them, we need to learn the hidden laws that govern them. From 'superspreaders' who might spark a pandemic or bring down a financial system to the social dynamics that make loneliness catch on, The Rules of Contagion offers compelling insights into human behaviour and explains how we can get better at predicting what happens next. Along the way, Adam Kucharski explores how innovations spread through friendship networks, what links computer viruses with folk stories - and why the most useful predictions aren't necessarily the ones that come true. Now revised and updated with content on Covid-19.
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
A groundbreaking look at the connection between germs and mental illness, and how we can protect ourselves. Is it possible to catch autism or OCD the same way we catch the flu? Can a child's contact with cat litter lead to schizophrenia? In her eye-opening new book, National Book Critics Circle Award-winning author Harriet Washington reveals that we can in fact "catch" mental illness. In Infectious Madness, Washington presents the new germ theory, which posits not only that many instances of Alzheimer's, OCD, and schizophrenia are caused by viruses, prions, and bacteria, but also that with antibiotics, vaccinations, and other strategies, these cases can be easily prevented or treated. Packed with cutting-edge research and tantalizing mysteries, Infectious Madness is rich in science, characters, and practical advice on how to protect yourself and your children from exposure to infectious threats that could sabotage your mental and physical health.
In the final book in the Infected trilogy, the entire human race balances on the razor’s edge of annihilation, beset by an enemy that turns our own bodies against us, that changes normal people into psychopaths or transforms them into nightmares. To some, Doctor Margaret Montoya is a hero—a brilliant scientist who saved the human race from an alien intelligence determined to exterminate all of humanity. To others, she’s a monster—a mass murderer single-handedly responsible for the worst atrocity ever to take place on American soil. All Margaret knows is that she’s broken. The blood of a million deaths is on her hands. Guilt and nightmares have turned her into a shut-in, too mired in self-hatred even to salvage her marriage, let alone be the warrior she once was. But she is about to be called into action again. Because before the murderous intelligence was destroyed, it launched one last payload: a soda can–sized container filled with deadly microorganisms that make humans feed upon their own kind. That harmless-looking container has languished a thousand feet below the surface of Lake Michigan, undisturbed and impotent . . . until now. Part Cthulhu epic, part zombie apocalypse and part blockbuster alien-invasion tale, Pandemic completes the Infected trilogy and sets a new high-water mark in the world of horror fiction.