Ready Player One

Ready Player One

Author: Ernest Cline

Publisher: Ballantine Books

Published: 2011-08-16

Total Pages: 386

ISBN-13: 0307887456

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#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9


The Secret Player

The Secret Player

Author: Anonymous

Publisher: Headline

Published: 2013-08-15

Total Pages: 214

ISBN-13: 0755364376

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In the vein of Hotel Babylon and Confessions of a GP, The Secret Player will fascinate footballs fans with its wealth of insider knowledge and willingness to talk, albeit anonymously, about the inner workings of the game. Based on the hugely popular 'The Player' columns in FourFourTwo magazine, the book gives a warts-and-all insight into the daily life of professional footballers. Month by month, it chronicles the oscillating rhythms of the season, from the trudge of pre-season to the 'squeaky-bum time' of promotion and relegation. The player himself has played at all levels of English football - from Premier League to a season of non-League - and represented England.


The Legendary Game Player

The Legendary Game Player

Author: Zhuan JiaLaoLi

Publisher: Funstory

Published: 2020-03-18

Total Pages: 712

ISBN-13: 1648575501

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How could a game without an external connection work? He was going to grind monsters with 10,000 low-leveled accounts! The diaosi Li Feng who was poisoned by the computer actually had the ability to open small accounts without limit! Hot blooded Jianghu Player, WOW players, Questioning players, Conquering players and other old game players must see it!


The Tabletop Revolution

The Tabletop Revolution

Author: Marco Arnaudo

Publisher: McFarland

Published: 2023-12-15

Total Pages: 256

ISBN-13: 1476651930

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This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.


Sorting

Sorting

Author: Hosam M. Mahmoud

Publisher: John Wiley & Sons

Published: 2011-10-14

Total Pages: 414

ISBN-13: 111803113X

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A cutting-edge look at the emerging distributional theory of sorting Research on distributions associated with sorting algorithms has grown dramatically over the last few decades, spawning many exact and limiting distributions of complexity measures for many sorting algorithms. Yet much of this information has been scattered in disparate and highly specialized sources throughout the literature. In Sorting: A Distribution Theory, leading authority Hosam Mahmoud compiles, consolidates, and clarifies the large volume of available research, providing a much-needed, comprehensive treatment of the entire emerging distributional theory of sorting. Mahmoud carefully constructs a logical framework for the analysis of all standard sorting algorithms, focusing on the development of the probability distributions associated with the algorithms, as well as other issues in probability theory such as measures of concentration and rates of convergence. With an emphasis on narrative rather than technical explanations, this exceptionally well-written book makes new results easily accessible to a broad spectrum of readers, including computer professionals, scientists, mathematicians, and engineers. Sorting: A Distribution Theory: * Contains introductory material on complete and partial sorting * Explains insertion sort, quick sort, and merge sort, among other methods * Offers verbal descriptions of the mechanics of the algorithms as well as the necessary code * Illustrates the distribution theory of sorting using a broad array of both classical and modern techniques * Features a variety of end-of-chapter exercises


Computer Games

Computer Games

Author: Tristan Cazenave

Publisher: Springer

Published: 2014-12-13

Total Pages: 173

ISBN-13: 3319149237

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This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2014, held in conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, in August 2014. The 11 revised full papers presented were carefully reviewed and selected from 20 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as general game playing, video game playing, and cover 11 abstract games: 7 Wonders, Amazons, AtariGo, Ataxx, Breakthrough, Chinese Dark Chess, Connect6, NoGo, Pentalath, Othello, and Catch the Lion.


Jump at Home Grade 5

Jump at Home Grade 5

Author: John Mighton

Publisher: House of Anansi

Published: 2010-06-01

Total Pages: 234

ISBN-13: 0887849784

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John Mighton’s JUMP program is changing the way math is taught, and his powerful math workbooks give children the tools they need to master this crucial subject. The key is a step-by-step teaching method that isolates and describes concepts so clearly that anyone can understand them: students build on their successes, becoming proficient at solving problems with confidence and enthusiasm. Now, parents and caregivers can bring the JUMP program home. These workbooks follow the current student worksheets used by JUMP tutors and classroom teachers, including: an introduction for parents and caregivers that clearly explains the thinking behind the program and provides hours of activities, worksheets carefully designed to enable children to move from one success to the next, a glossary of math terms, and a selected answer key.


Make Your Own Board Game

Make Your Own Board Game

Author: Jesse Terrance Daniels

Publisher: Storey Publishing

Published: 2022-08-30

Total Pages: 149

ISBN-13: 1635863414

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"Game design expert Jesse Terrance Daniels teaches all the fundamentals of game design, from rule-setting to physical construction, along with original illustrations that capture the ethos and energy of the young, contemporary gaming community"--