This book offers an intimate portrait of early twentieth-century Harbin, a city in Manchuria where Russian colonialists, and later refugees from the Revolution, met with Chinese migrants. The deep social and intellectual fissures between the Russian and Chinese worlds were matched by a multitude of small efforts to cross the divide as the city underwent a wide range of social and political changes. Using surviving letters, archival photographs, and rare publications, this book also tells the personal story of a forgotten city resident, Baron Roger Budberg, a physician who, being neither Russian nor Chinese, nevertheless stood at the very centre of the cross-cultural divide in Harbin. The biography of an important city, fleshing out its place in the global history of East-West contacts and twentieth-century diasporas, this book is also the history of an individual life and an original experiment in historical writing.
Manchuria is a historical region, which roughly corresponds to Northeast China. The Manchu people, who established the last dynasty of Imperial China (the Qing, 1644–1911) originated there, and it has been the stage of turbulent events during the twentieth century: the Russo-Japanese war, Japanese occupation and establishment of the puppet state of Manchukuo, Soviet invasion, and Chinese civil war. This innovative and accessible historical survey both introduces Manchuria to students and general readers and contributes to the emerging regional perspective in the study of China.
This book traces the profound influence that Russian literature, which was tied inseparably to the political victory of the Russian revolution, had on China during a period that saw the collapse of imperial rule and the rise of the Communist Party.
A Choice Outstanding Academic Title of the Year In Minds on Fire, Mark C. Carnes shows how role-immersion games channel students’ competitive (and sometimes mischievous) impulses into transformative learning experiences. His discussion is based on interviews with scores of students and faculty who have used a pedagogy called Reacting to the Past, which features month-long games set during the French Revolution, Galileo’s trial, the partition of India, and dozens of other epochal moments in disciplines ranging from art history to the sciences. These games have spread to over three hundred campuses around the world, where many of their benefits defy expectations. “[Minds on Fire is] Carnes’s beautifully written apologia for this fascinating and powerful approach to teaching and learning in higher education. If we are willing to open our minds and explore student-centered approaches like Reacting [to the Past], we might just find that the spark of student engagement we have been searching for in higher education’s mythical past can catch fire in the classrooms of the present.” —James M. Lang, Chronicle of Higher Education “This book is a highly engaging and inspirational study of a ‘new’ technique that just might change the way educators bring students to learning in the 21st century.” —D. D. Bouchard, Choice
On your mark Private, the world's most renowned investigation firm, has been commissioned to provide security for the 2012 Olympic Games in London. Its agents are the smartest, fastest, and most technologically advanced in the world, and 400 of them have been transferred to London to protect more than 10,000 competitors who represent more than 200 countries. Get set The opening ceremony is hours away when Private investigator and single father of twins, Peter Knight, is called to the scene of a ruthless murder. A high-ranking member of the games' organizing committee has been killed. It's clear to Peter that this wasn't a crime of passion, but one of precise calculation and execution. Die Newspaper reporter Karen Pope receives a letter from a person who calls himself Cronus claiming responsibility for the murders. He promises to restore the Olympics to their ancient glory and to destroy all those who have corrupted the games with lies, corruption, and greed. Immediately, Karen hires Private to examine the letter, and she and Peter uncover a criminal genius who won't stop until he's completely destroyed the modern games. "America's #1 storyteller" (Forbes) delivers an exhilarating, action-packed thriller that brings the splendor and emotion of the Olympics to a wildly powerful climax.
Much of late-nineteenth-century American politics was parade and pageant. Voters crowded the polls, and their votes made a real difference on policy. In Party Games, Mark Wahlgren Summers tells the full story and admires much of the political carnival, but he adds a cautionary note about the dark recesses: vote-buying, election-rigging, blackguarding, news suppression, and violence. Summers also points out that hardball politics and third-party challenges helped make the parties more responsive. Ballyhoo did not replace government action. In order to maintain power, major parties not only rigged the system but also gave dissidents part of what they wanted. The persistence of a two-party system, Summers concludes, resulted from its adaptability, as well as its ruthlessness. Even the reform of political abuses was shaped to fit the needs of the real owners of the political system--the politicians themselves.
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
Confidence Games' argues that money and markets do not exist in a vacuum, but grow in a profoundly cultual medium, reflecting and in turn shaping their world. To understand the ongoing changes in the economy, one must consider the influence of art, philosophy and religion.
Ladies, have you ever wondered why men act the way they do and why they refuse to give up what they call their player?s card? In the national bestseller, Checkmate: The Games Men Play, Mark Crutcher, a former player, pimp and even a gigolo, provides uncut and uncensored access into the secret moves that men who are players use to win women?s hearts, souls, minds and of course, their bodies. In an effort to help relinquish the heavy burden on his heart, Mr. Crutcher writes an empowering book for women to gain understanding of the dating process as well as the tricks and techniques men who are players vow never to reveal.In a chess match, the objective is to place the opponent?s king in an inescapable position on the game board. In the game that players play, the objective is to persuade women to maintain casual, uncommitted, sexual relationships with them. By the time women realize that a player?s intentions are purely physical, it is too late. They are already addicted to the experiences they have shared and cannot or will not let go. Checkmate. Checkmate: The Games Men Play will have you looking beyond your normal perceptions of reality and seeing the true meaning behind a man?s actions and words.
“Excellence and care guide every quiet step Mark Warren makes; to follow him teaches unique, wonderful truths about one’s connection to the Earth and its inhabitants. “ –Rhyse Bendell, Medicine Bow summer camper and student “Mark leads the modern reader along the almost forgotten paths of wood lore, natural medicine, and self-sufficiency. “ –Emily Ghiz, baker and Montessori teacher In this third volume of the “Secrets of the Forest” series, outdoor educator Mark Warren opens the door to experiences with wildlife such as: · how to stalk animals of the wild without being detected by their keen senses. This discipline addresses posture, clothing, diet, de-scenting, and “soft-walking,” the ultra-slow-motion technique that falls below the radar of wildlife’s peripheral vision. · how to read individual tracks and multiple gaits of specific animal species. · how to convert animal skins into rawhide and leather for crafts and clothing. · how to differentiate species of snakes and, in the process, demystify their often misunderstood intentions. The second half of the book is dedicated to games. Its main purpose is to ensure that young ones (under an adult leader) simply have fun on an outing and will want to return to nature for another adventure. Some of these games come from Native American traditions, but many are new and range from “high-action” to “pensive around the campfire” kinds of activities. This volume contains more than one hundred fifty original adventures.
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
Ein grausamer Mord bei den Olympischen Spielen in London – und es sollen weitere folgen ... London 2012. „Private“, die renommierteste Ermittlungsagentur der Welt, wird beauftragt, sich um die Sicherheit der Olympischen Spiele zu kümmern. Doch schon vor der Eröffnungsfeier ereignet sich ein grausamer Mord: Ein hochrangiges Mitglied des Organisationskomitees wird geköpft. Private-Ermittler Peter Knight wird zum Tatort gerufen. Kurz darauf erhält eine Reporterin einen Brief von einem Mann, der sich „Cronus“ nennt und sich für den Mord verantwortlich erklärt. Er kündigt an, die Spiele „reinigen“ zu wollen – indem er alle tötet, die den ursprünglichen Olympischen Gedanken beschmutzen ...
The entertainment industry has long been dominated by legendary screenwriter William Goldman’s “Nobody-Knows-Anything” mantra, which argues that success is the result of managerial intuition and instinct. This book builds the case that combining such intuition with data analytics and rigorous scholarly knowledge provides a source of sustainable competitive advantage – the same recipe for success that is behind the rise of firms such as Netflix and Spotify, but has also fueled Disney’s recent success. Unlocking a large repertoire of scientific studies by business scholars and entertainment economists, the authors identify essential factors, mechanisms, and methods that help a new entertainment product succeed. The book thus offers a timely alternative to “Nobody-Knows” decision-making in the digital era: while coupling a good idea with smart data analytics and entertainment theory cannot guarantee a hit, it systematically and substantially increases the probability of success in the entertainment industry. Entertainment Science is poised to inspire fresh new thinking among managers, students of entertainment, and scholars alike. Thorsten Hennig-Thurau and Mark B. Houston – two of our finest scholars in the area of entertainment marketing – have produced a definitive research-based compendium that cuts across various branches of the arts to explain the phenomena that provide consumption experiences to capture the hearts and minds of audiences. Morris B. Holbrook, W. T. Dillard Professor Emeritus of Marketing, Columbia University Entertainment Science is a must-read for everyone working in the entertainment industry today, where the impact of digital and the use of big data can’t be ignored anymore. Hennig-Thurau and Houston are the scientific frontrunners of knowledge that the industry urgently needs. Michael Kölmel, media entrepreneur and Honorary Professor of Media Economics at University of Leipzig Entertainment Science’s winning combination of creativity, theory, and data analytics offers managers in the creative industries and beyond a novel, compelling, and comprehensive approach to support their decision-making. This ground-breaking book marks the dawn of a new Golden Age of fruitful conversation between entertainment scholars, managers, and artists. Allègre Hadida, Associate Professor in Strategy, University of Cambridge
Improve your score on the Analytical Reasoning portion of the LSAT If you're like most test-takers, you find the infamous Analytical Reasoning or "Logic Games" section of the LSAT to be the most elusive and troublesome. Now there's help! LSAT Logic Games For Dummies takes the puzzlement out of the Analytical Reasoning section of the exam and shows you that it's not so problematic after all! This easy-to-follow guide examines the types of logic puzzles presented on the LSAT and offers step-by-step instructions for how best to correctly identify and solve each problem within the allocated time. Coverage of all six question types Detailed strategies for quickly and correctly recognizing and solving each question type Complete with loads of practice problems Whether you're preparing to take the LSAT for the first time or looking to improve a previous score, LSAT Logic Games For Dummies is the logical study companion for anyone looking to score high on the LSAT!
They said there were no monsters. But there are. It is the 23rd Century. Across the cold void of space, alien monsters prey on humanity: infesting generation-ships, destroying colonies, and transforming humans into hosts for their foul spoor. From the insectoid hive-beasts of Klaatu, to the xenomorphic parasites of the outer rim, this book contains the sum total of human knowledge of the myriad forms of alien menace; where to find them...and how to kill them. In this guide you will find details of mankind's greatest champions, the marines of STAR Industries. With their state-of-the-art technology and advanced combat tactics developed over a century of warfare, the STAR marines battle the alien, wherever it may strike.
In the near future, three teens find themselves thrust into a twisted version of the Olympic Games against a horde of vicious sportsmen and a bloodthirsty crowd of spectators! David, Carrie, and Dean play a game where winning and losing are matters of life and death, from Ain't It Cool News' Miller, Mark L.! In this special edition find new images and info that have never been seen before!
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Developing computer games is a perfect way to learn how to program in modern programming languages. This book teaches how to program in C# through the creation of computer games – and without requiring any previous programming experience. Contrary to most programming books, Egges, Fokker and Overmars do not organize the presentation according to programming language constructs, but instead use the structure and elements of computer games as a framework. For instance, there are chapters on dealing with player input, game objects, game worlds, game states, levels, animation, physics, and intelligence. The reader will be guided through the development of four games showing the various aspects of game development. Starting with a simple shooting game, the authors move on to puzzle games consisting of multiple levels, and conclude the book by developing a full-fledged platform game with animation, game physics, and intelligent enemies. They show a number of commonly used techniques in games, such as drawing layers of sprites, rotating, scaling and animating sprites, showing a heads-up display, dealing with physics, handling interaction between game objects, and creating pleasing visual effects such as snow or glitter. At the same time, they provide a thorough introduction to C# and object-oriented programming, introducing step by step important aspects of programming in general, including many programming constructs and idioms, syntax diagrams, collections, and exception handling. The book is also designed to be used as a basis for a game-oriented programming course. For each part, there are concluding exercises and challenges, which are generally more complex programming endeavors. Lots of supplementary materials for organizing such a course are available on the accompanying web site http://www.csharpprogramminggames.com, including installation instructions, solutions to the exercises, software installation instructions, game sprites and sounds.
There are thousands of books relating to poker, blackjack, roulette and baccarat, including strategy guides, statistical analysis, psychological studies, and much more. However, there are no books on Pell, Rouleno, Street Dice, and many other games that have had a short life in casinos! While this is understandable — most casino gamblers have not heard of these games, and no one is currently playing them — their absence from published works means that some interesting mathematics and gaming history are at risk of being lost forever. Table games other than baccarat, blackjack, craps, and roulette are called carnival games, as a nod to their origin in actual traveling or seasonal carnivals. Mathematics of Casino Carnival Games is a focused look at these games and the mathematics at their foundation. Features • Exercises, with solutions, are included for readers who wish to practice the ideas presented • Suitable for a general audience with an interest in the mathematics of gambling and games • Goes beyond providing practical ‘tips’ for gamblers, and explores the mathematical principles that underpin gambling games
Mathematics is the basis of casino games, which are the bedrock of a $100 billion/year industry. Mathematics of the Big Four Casino Table Games: Blackjack, Baccarat, Craps, & Roulette takes an in-depth look at the four biggest table games in casinos: blackjack, baccarat, craps, and roulette. It guides readers through the mathematical principles that underpin these games and their different variations, providing insights that will be of huge interest to gamblers, casino managers, researchers, and students of mathematics. Features A valuable teaching resource, replete with exercises, for any course on gambling mathematics Suitable for a wide audience of professionals, researchers, and students Many practical applications for the gambling industry Mark Bollman is Professor of Mathematics and chair of the Department of Mathematics & Computer Science at Albion College in Albion, Michigan, and has taught 116 different courses in his career. Among these courses is "Mathematics of the Gaming Industry," where mathematics majors carefully study the math behind games of chance and travel to Las Vegas, Nevada, in order to compare theory and practice. He has also taken those ideas into Albion’s Honors Program in "Great Issues in Humanities: Perspectives on Gambling," which considers gambling from literary, philosophical, and historical points of view as well as mathematically. Mark has also authored Basic Gambling Mathematics: The Numbers Behind the Neon, Mathematics of Keno and Lotteries, and Mathematics of Casino Carnival Games.
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.
For fans of professional football who thought they had read everything about the history of the game, Mark L. Ford breaks new ground with this account of the NFL preseason. Described as “test labs” by Ford, the preseason games are a time for trying out new strategies, considering future rule changes, and implementing television coverage innovations. For thousands of players who vie for a spot in the league every summer, the preseason is also the defining moment where careers can be made or broken. A History of NFL Preseason and Exhibition Games: 1960 to 1985 is one of two books by Ford on professional football’s preseason. Along with its companion volume—which covers 1986 to 2013—this resource provides information on every NFL and AFL preseason game played since the AFL was launched in 1960. All the interesting events and people that were part of these summer battles are detailed, as well as the first outings for new teams, new rules, and new stars. In addition, Ford includes amusing anecdotes and mishaps, such as a 1972 game that was lost because the players wore the wrong shoes. Throughout the book, Ford recounts key off-season developments that would transform professional football from a modest enterprise into a global monopoly with annual revenues and assets worth billions. A History of NFL Preseason and Exhibition Games is a unique and important reference for pro football fans and cultural historians alike.
Covering the major topics of evolutionary game theory, Game-Theoretical Models in Biology, Second Edition presents both abstract and practical mathematical models of real biological situations. It discusses the static aspects of game theory in a mathematically rigorous way that is appealing to mathematicians. In addition, the authors explore many applications of game theory to biology, making the text useful to biologists as well. The book describes a wide range of topics in evolutionary games, including matrix games, replicator dynamics, the hawk-dove game, and the prisoner’s dilemma. It covers the evolutionarily stable strategy, a key concept in biological games, and offers in-depth details of the mathematical models. Most chapters illustrate how to use Python to solve various games. Important biological phenomena, such as the sex ratio of so many species being close to a half, the evolution of cooperative behaviour, and the existence of adornments (for example, the peacock’s tail), have been explained using ideas underpinned by game theoretical modelling. Suitable for readers studying and working at the interface of mathematics and the life sciences, this book shows how evolutionary game theory is used in the modelling of these diverse biological phenomena. In this thoroughly revised new edition, the authors have added three new chapters on the evolution of structured populations, biological signalling games, and a topical new chapter on evolutionary models of cancer. There are also new sections on games with time constraints that convert simple games to potentially complex nonlinear ones; new models on extortion strategies for the Iterated Prisoner’s Dilemma and on social dilemmas; and on evolutionary models of vaccination, a timely section given the current Covid pandemic. Features Presents a wide range of biological applications of game theory. Suitable for researchers and professionals in mathematical biology and the life sciences, and as a text for postgraduate courses in mathematical biology. Provides numerous examples, exercises, and Python code.
The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise.
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.
Chosen Men is a set of fast-action skirmish rules detailing the bloody skirmishes between light troops in the Napoleonic Wars. The primary focus of the game is on soldiers and NCOs in light 'flank' companies, as they scout ahead of larger forces and take part in man-to-man actions against enemy skirmishers. Although the game allows for the formation of accurately sized companies of light infantry and cavalry if you wish, these formations are broken down into small groups of up to a dozen men. For the most part, officers are not swashbuckling super-heroes, but staunch commanders who rally and direct their men to achieve the battlefield objectives. Although the game uses an alternating action turn sequence, officers can use their influence on multiple units at the same time in an effort to steal the initiative. With all rolls resolved using standard 6-sided dice, this game combines a classic wargaming feel with modern wargame mechanics.
Grandmaster Mark Taimanov is one of the most consistently successful players of the post-war era. A grandmaster since 1952, he twice qualified as a Candidate for the World Championship and his numerous tournament victories include the Soviet Championship in 1956 and the World Veterans' Championship in 1993. Taimanov has made many significant contributions to opening theory and is the author of numerous openings books. In this highly instructive book, translated by Ken Neat, Taimanov presents an annotated selection of the best games from his long and illustrious career. This title contains 60 deeply annotated games and reveals Taimanov's personal approach to chess. The games are grouped by strategical motif to maximize instructional value.
In sports, not all the long shots who succeed are athletes. In 1984, Tom Hammond, a forty-year-old sportscaster who had primarily worked in Kentucky and the Southeast, got an unlikely opportunity to appear on the NBC Sports telecast of the inaugural Breeders' Cup. Assigned to report from the stall area on what was supposed to be a single broadcast, Hammond performed so well that an NBC executive offered him a chance to call NFL games on the spot. That broadcast launched Hammond's thirty-four-year career with NBC Sports and his rise to the top levels of American television sportscasting. Along with cowriter Mark Story, Hammond pulls back the curtain to reveal how a Kentucky native who started out reading horse racing results on Lexington radio went on to broadcast from thirteen Olympic Games. While covering Thoroughbred racing for NBC, Hammond broadcast sixteen Kentucky Derby and Preakness Stakes races and eleven runnings of the Belmont Stakes, including American Pharoah's historic 2015 Triple Crown victory. Hammond offers glimpses into his time as the play-by-play voice for Notre Dame football, calling NBA and NFL games, and his long-running stint announcing Southeastern Conference men's basketball for the league's syndicated TV package. Races, Games, and Olympic Dreams is an intimate and gripping look at Hammond's experiences, including his coverage of Olympic track and field, figure skating, speed skating, ice dancing, diving, and basketball events. Hammond worked with broadcasting luminaries such as Dick Enberg, Bob Costas, Cris Collinsworth, and Bill Walton, and encountered world-class athletes like Allyson Felix, Michael Jordan, Sarah Hughes, and Peyton Manning. Although his career has spanned the nation and the world, Hammond's roots have always remained firmly planted in the Bluegrass State.
People young and old love playing computer games, but what goes into making them? From simple games created by one person, to big blockbusters made by a huge team, there is an amazing range of games. Find out what's involved in developing computer games, the tools and skills you need, and the difficulties of managing a complex process.
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