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Path Player Games
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Book Synopsis Path Player Games by : Silvia Schwarze
Download or read book Path Player Games written by Silvia Schwarze and published by Springer Science & Business Media. This book was released on 2009-03-02 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: A path player game is a new innovative type of game which considers network flow problems from the viewpoint of network owners. This strategy enables modeling real-world problems and has many practical applications. Key features: * Presents a rigorous exposition of the theoretical foundations of the concept of a path player game; * Suggests 18 practical open problems for future research in such areas as traffic planning, computation of equilibria, and optimization; * Examines potentials for games on polyhedra as well as integer versions of generalized Nash equilibria. Written clearly, with well-presented mathematics, this book is intended for graduate students, mathematicians, engineers, and computer scientists.
Book Synopsis A Playful Path by : Bernard De Koven
Download or read book A Playful Path written by Bernard De Koven and published by Lulu.com. This book was released on 2013-12-18 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.
Book Synopsis The Well-Played Game by : Bernard De Koven
Download or read book The Well-Played Game written by Bernard De Koven and published by MIT Press. This book was released on 2013-08-23 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Download or read book Seeker the Role Playing Game written by and published by . This book was released on with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Operations Research Proceedings 2005 by : Hans-Dietrich Haasis
Download or read book Operations Research Proceedings 2005 written by Hans-Dietrich Haasis and published by Springer Science & Business Media. This book was released on 2006-09-12 with total page 818 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains a selection of 128 papers presented in lectures during the international scientific symposium "Operations Research 2005" (OR 2005) held at the University of Bremen, September 7-9, 2005. This international conference took place under the auspices of the German Operations Research Society (GOR). The symposium had about 600 participants from countries all over the world. It attracted academics and practitioners working in various fields of Operations Research and provided them with the most recent advances in Operations Research as well as related areas in Economics, Mathematics, and Computer Science including the special interest streams Logistics and New Maritime Businesses. The program consisted of 3 plenary and 15 semi-plenary talks and about 400 contributed presentations selected by the program committee to be presented in 20 sections.
Book Synopsis The Evolution of Fantasy Role-Playing Games by : Michael J. Tresca
Download or read book The Evolution of Fantasy Role-Playing Games written by Michael J. Tresca and published by McFarland. This book was released on 2014-01-10 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Download or read book Creating Games written by Morgan McGuire and published by CRC Press. This book was released on 2008-12-23 with total page 559 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials
Book Synopsis A Theory of Heuristic Information in Game-Tree Search by : Chun-Hung Tzeng
Download or read book A Theory of Heuristic Information in Game-Tree Search written by Chun-Hung Tzeng and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Searching is an important process in most AI systems, especially in those AI production systems consisting of a global database, a set of production rules, and a control system. Because of the intractability of uninformed search procedures, the use of heuristic information is necessary in most searching processes of AI systems. This important concept of heuristic informatioD is the central topic of this book. We first use the 8-puzzle and the game tic-tac-toe (noughts and crosses) as examples to help our discussion. The 8-puzzle consists of eight numbered movable tiles set in a 3 x 3 frame. One cell of the frame is empty so that it is possible to move an adjacent numbered tile into the empty cell. Given two tile configurations, initial and goal, an 8-puzzle problem consists of changing the initial configuration into the goal configuration, as illustrated in Fig. 1.1. A solution to this problem is a sequence of moves leading from the initial configuration to the goal configuration, and an optimal solution is a solution having the smallest number of moves. Not all problems have solutions; for example, in Fig. 1.1, Problem 1 has many solutions while Problem 2 has no solution at all.
Book Synopsis Mathematicians Playing Games by : Jon-Lark Kim
Download or read book Mathematicians Playing Games written by Jon-Lark Kim and published by CRC Press. This book was released on 2023-12-14 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Features Suitable for anyone with an interest in games and mathematics. Could be especially useful to middle and high school students and their teachers Partial solutions to the various exercises included in the book.
Book Synopsis Dark Revelation - The Role Playing Game - Player's Guide by : C.N. Constantin
Download or read book Dark Revelation - The Role Playing Game - Player's Guide written by C.N. Constantin and published by Chris Constantin. This book was released on 2014-12-07 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Hodgepocalypse takes North America and the d20 system and makes it a diverse world filed with magical rites, modern technology and bizarre cultures.
Book Synopsis Official Gazette of the United States Patent and Trademark Office by : United States. Patent and Trademark Office
Download or read book Official Gazette of the United States Patent and Trademark Office written by United States. Patent and Trademark Office and published by . This book was released on 2001 with total page 1356 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Interactive Storytelling for Video Games by : Josiah Lebowitz
Download or read book Interactive Storytelling for Video Games written by Josiah Lebowitz and published by Taylor & Francis. This book was released on 2012-09-10 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Book Synopsis Game Theory for Political Scientists by : James D. Morrow
Download or read book Game Theory for Political Scientists written by James D. Morrow and published by Princeton University Press. This book was released on 2020-05-05 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game theory is the mathematical analysis of strategic interaction. In the fifty years since the appearance of von Neumann and Morgenstern's classic Theory of Games and Economic Behavior (Princeton, 1944), game theory has been widely applied to problems in economics. Until recently, however, its usefulness in political science has been underappreciated, in part because of the technical difficulty of the methods developed by economists. James Morrow's book is the first to provide a standard text adapting contemporary game theory to political analysis. It uses a minimum of mathematics to teach the essentials of game theory and contains problems and their solutions suitable for advanced undergraduate and graduate students in all branches of political science. Morrow begins with classical utility and game theory and ends with current research on repeated games and games of incomplete information. The book focuses on noncooperative game theory and its application to international relations, political economy, and American and comparative politics. Special attention is given to models of four topics: bargaining, legislative voting rules, voting in mass elections, and deterrence. An appendix reviews relevant mathematical techniques. Brief bibliographic essays at the end of each chapter suggest further readings, graded according to difficulty. This rigorous but accessible introduction to game theory will be of use not only to political scientists but also to psychologists, sociologists, and others in the social sciences.
Book Synopsis Games, Design and Play by : Colleen Macklin
Download or read book Games, Design and Play written by Colleen Macklin and published by Addison-Wesley Professional. This book was released on 2016-05-19 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Book Synopsis Algorithms in a Nutshell by : George T. Heineman
Download or read book Algorithms in a Nutshell written by George T. Heineman and published by "O'Reilly Media, Inc.". This book was released on 2016-03-22 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust software requires the use of efficient algorithms, but programmers seldom think about them until a problem occurs. This updated edition of Algorithms in a Nutshell describes a large number of existing algorithms for solving a variety of problems, and helps you select and implement the right algorithm for your needs—with just enough math to let you understand and analyze algorithm performance. With its focus on application, rather than theory, this book provides efficient code solutions in several programming languages that you can easily adapt to a specific project. Each major algorithm is presented in the style of a design pattern that includes information to help you understand why and when the algorithm is appropriate. With this book, you will: Solve a particular coding problem or improve on the performance of an existing solution Quickly locate algorithms that relate to the problems you want to solve, and determine why a particular algorithm is the right one to use Get algorithmic solutions in C, C++, Java, and Ruby with implementation tips Learn the expected performance of an algorithm, and the conditions it needs to perform at its best Discover the impact that similar design decisions have on different algorithms Learn advanced data structures to improve the efficiency of algorithms
Book Synopsis The Digital Role-Playing Game and Technical Communication by : Daniel Reardon
Download or read book The Digital Role-Playing Game and Technical Communication written by Daniel Reardon and published by Bloomsbury Publishing USA. This book was released on 2021-04-22 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (modding) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Book Synopsis Foundations of Software Science and Computation Structures by : Anca Muscholl
Download or read book Foundations of Software Science and Computation Structures written by Anca Muscholl and published by Springer. This book was released on 2014-03-21 with total page 470 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 17th International Conference on Foundations of Software Science and Computation Structures, FOSSACS 2014, held as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2014, which took place in Grenoble, France, in April 2014. The 28 papers included in this book, together with one invited talk, were selected from 106 full-paper submissions. The following topical areas are covered: probabilistic systems, semantics of programming languages, networks, program analysis, games and synthesis, compositional reasoning, bisimulation, categorical and algebraic models and logics of programming.