The basic model studied throughout the book is one in which players ignorant about the game being played must learn what they can from the actions of the others.
For most people, the game of blackjack provides excitement and entertainment--and somewhat erratic results. Although we may know the basic rules and even a few strategies, most of us still manage to lose our stakes time and again. Now, gambling columnist and blackjack expert Mike "Bootlegger" Turner has written the perfect guide to help the average player turn the tables. Bootlegger's 200 Proof Blackjack begins by explaining the basics of blackjack. It then analyzes the most effective strategies for increasing your odds of winning. Included are discussions of money management for strategic and advantage play, tips for avoiding common pitfalls, a unique section on using the casinos' promotional money to play, and simple instructions on the best card-counting system for novice counters. Easy-to-follow tables and card hands illustrate strategies. And each book includes a pocket-sized "Quick-Reference Guide" that you can use at the tables.
Few branches of mathematics have been more influential in the social sciences than game theory. In recent years, it has become an essential tool for all social scientists studying the strategic behaviour of competing individuals, firms and countries. However, the mathematical complexity of game theory is often very intimidating for students who have only a basic understanding of mathematics. Insights into Game Theory addresses this problem by providing students with an understanding of the key concepts and ideas of game theory without using formal mathematical notation. The authors use four very different topics (college admission, social justice and majority voting, coalitions and co-operative games, and a bankruptcy problem from the Talmud) to investigate four areas of game theory. The result is a fascinating introduction to the world of game theory and its increasingly important role in the social sciences.
This book introduces the main concepts of microeconomics to upper division undergraduate students or first year graduate students who have undergone at least one elementary calculus course. The book fully integrates graphical and mathematical concepts and offers over 150 analytical examples demonstrating numerical solutions. The book has a strong theoretical basis but shows how microeconomics can be brought to bear on the real world. New Features for this edition include: an incorporation of the theory of stock externalities associated with greenhouse gases development of the section on insurance with particular reference to the new US healthcare program greater integration of game theoretic concepts throughout the book. The book’s style is accessible, but also rigorous. Mathematical examples are provided throughout the book, in particular for key concepts and the result is a balanced approach in terms of prose, graphics, and mathematics.
Guides beginning users through basic PC operations in Microsoft Windows, demonstrating how to print letters, manage finances, shop online, send and receive e-mail, and customize the desktop.
Current and future managers are regularly confronted with decisions that create risk in the legal environment of business. This book provides a framework for qualifying legal risk and then determining if the legal risk is worth taking. This framework begins by looking at the relationship between the firm, its suppliers, customers, owners, agents, and others in society as a whole to understand specific risks in personal injury, agreements, products, borrowing money, employees, independent contractors, and business entity selection. When the manager is aware of the magnitude of the risk and the likelihood of the risk, the manager is in a strong position to determine if the risk is worth taking. This book uses numerous applications from Game Theory to determine how risks of the firm compare to risks of another firm, an employee, a vendor and a customer. Students of business law will appreciate the black letter legal discussions of civil procedure, torts, contracts, the sale of goods, secured transactions, agency, and business associations with tax implications. Aspiring accounting students will find familiarity with many topics that appear on the AICPA exam. Managers will gravitate toward specific guidance with regard to setting up agreements with customers and vendors, creating effective human relations policies, and mitigating firm risks with regard to internal and external stakeholders. Dozens of managers provided input and experience that found its way into the selection of examples in the book ensuring real-world application for many practical business law problems.
This book introduces the main concepts of microeconomics to students who have undergone at least one elementary calculus course. It fully integrates graphical and mathematical concepts and offers analytical examples demonstrating numerical solutions. The book has a strong theoretical basis but shows how microeconomics can be brought to bear on the real world. New Features for this edition include: An incorporation of the theory of stock externalities associated with greenhouse gases ; Development of the section on insurance with particular reference to the new US healthcare program ; greater integration of game theoretic concepts throughout the book. The book's style is accessible, but also rigorous. Mathematical examples are provided throughout the book, in particular for key concepts and the result is a balanced approach in terms of prose, graphics, and mathematics.
Ryall and Bramson's Inference and Intervention is the first textbook on causal modeling with Bayesian networks for business applications. In a world of resource scarcity, a decision about which business elements to control or change – as the authors put it, a managerial intervention – must precede any decision on how to control or change them, and understanding causality is crucial to making effective interventions. The authors cover the full spectrum of causal modeling techniques useful for the managerial role, whether for intervention, situational assessment, strategic decision-making, or forecasting. From the basic concepts and nomenclature of causal modeling to decision tree analysis, qualitative methods, and quantitative modeling tools, this book offers a toolbox for MBA students and business professionals to make successful decisions in a managerial setting.
Get the tools you need to build real software solutions on the UC platform Unified Communications (UC) integrates real-time communications (telephony, video conferencing, speech recognition) with non real-time communication (voicemail, e-mail, fax) to unify users across multiple devices and media types. This book offers practical development advice based on the authors’ experiences developing solutions on the UC platform. You’ll discover how to solve problems and get answers to common questions that you may encounter while developing solutions with the UC APIs. Begins with an overview of Unified Communications (UC) development Covers areas of custom development with Microsoft UC APIs and describes in detail their various functions Goes beyond simple samples to teach you how to build real software solutions on the UC platform Demonstrates how to add context to, build kiosk solutions, integrate Communicator functionality into an application, debug UCMA applications, and more This book shows you how to integrate communications functionality into your applications and so much more.
This extensively researched 4-part framework of activities promotes an energized learning environment where mental and emotional growth is met with physical, social, and cognitive engagement.
Level design connects the player to the game through challenges, experiences, and emotions. This book is an invaluable introduction to the evolving practices of Level Designers across the games industry. The increasingly complex role of the Level Designer requires technical and creative skill as it brings together architecture, art, player psychology, interaction design, usability, and experience design. This book explores in detail the principles designers employ when planning levels and building engaging spaces for the player. As well as practical approaches to level design, the book delves into the theoretical underpinnings of the processes and charts a path towards thinking like a Level Designer. Throughout the book you will be guided through the fundamentals of level design: each chapter builds on the types of research, ideation, best practices, and methodologies Level Designers employ when creating prototypes and shipped games. A series of interviews with designers and case studies from game studios examine the application of industry-wide expertise used to create triple-A and indie game titles. By the end of this book you will have gained valuable insight into the role of a Level Designer and be able to devise, plan, and build your own engaging and entertaining game levels.
Featuring the space station that changed the destiny of an entire galaxy, the Babylon 5 RPG from Mongoose Publishing allows players to take on the role of characters from the award-winning TV series. This all new edition revisits one of the most successful sci-fi roleplaying games of recent years, bringing the game to an all new group of fans! Existing fans will not be disappointed, the rules have been tweaked so that the game is even better than before, and most importantly, is a stand-alone rulebook in its own right with no requirement for the use of another rulebook!
An explanation of challenging puzzles within the world of mathematics considers such topics as the link between a pineapple's spirals and the famous Fibonacci numbers, and the shape of the universe as reflected by a twisted strip of paper.
Architects and engineers can build models to test their ideas - why not managers? In Game Theory in Management: Modelling Business Decisions and Their Consequences, author Michael Hatfield presents a series of mathematically structured analogies to real-life business and economic interaction scenarios, and then, using modern game theory, he shows how to test common managerial technical approaches for their effectiveness. His results are astonishing: if game theory is correct then many commonly-held and taught management approaches and techniques are not only less effective than thought, they are actually detrimental in many areas where they are held to be beneficial. Game Theory in Management also examines managerial implications from network theory, cartage schemes, risk management theory, management information system epistemology, and other areas where the quantification and testing of business decisions can be employed to identify winning and losing stratagems.
Today’s software engineer must be able to employ more than one kind of software process, ranging from agile methodologies to the waterfall process, from highly integrated tool suites to refactoring and loosely coupled tool sets. Braude and Bernstein’s thorough coverage of software engineering perfects the reader’s ability to efficiently create reliable software systems, designed to meet the needs of a variety of customers. Topical highlights . . . • Process: concentrates on how applications are planned and developed • Design: teaches software engineering primarily as a requirements-to-design activity • Programming and agile methods: encourages software engineering as a code-oriented activity • Theory and principles: focuses on foundations • Hands-on projects and case studies: utilizes active team or individual project examples to facilitate understanding theory, principles, and practice In addition to knowledge of the tools and techniques available to software engineers, readers will grasp the ability to interact with customers, participate in multiple software processes, and express requirements clearly in a variety of ways. They will have the ability to create designs flexible enough for complex, changing environments, and deliver the proper products.
The author presents a unified treatment of this highly interdisciplinary topic to help define the notion of cognitive radio. The book begins with addressing issues such as the fundamental system concept and basic mathematical tools such as spectrum sensing and machine learning, before moving on to more advanced concepts and discussions about the future of cognitive radio. From the fundamentals in spectrum sensing to the applications of cognitive algorithms to radio communications, and discussion of radio platforms and testbeds to show the applicability of the theory to practice, the author aims to provide an introduction to a fast moving topic for students and researchers seeking to develop a thorough understanding of cognitive radio networks. Examines basic mathematical tools before moving on to more advanced concepts and discussions about the future of cognitive radio Describe the fundamentals of cognitive radio, providing a step by step treatment of the topics to enable progressive learning Includes questions, exercises and suggestions for extra reading at the end of each chapter Topics covered in the book include: Spectrum Sensing: Basic Techniques; Cooperative Spectrum Sensing Wideband Spectrum Sensing; Agile Transmission Techniques: Orthogonal Frequency Division Multiplexing Multiple Input Multiple Output for Cognitive Radio; Convex Optimization for Cognitive Radio; Cognitive Core (I): Algorithms for Reasoning and Learning; Cognitive Core (II): Game Theory; Cognitive Radio Network IEEE 802.22: The First Cognitive Radio Wireless Regional Area Network Standard, and Radio Platforms and Testbeds.
Game theory is central to modern understandings of how people deal with problems of coordination and cooperation. Yet, ironically, it cannot give a straightforward explanation of some of the simplest forms of human coordination and cooperation--most famously, that people can use the apparently arbitrary features of "focal points" to solve coordination problems, and that people sometimes cooperate in "prisoner's dilemmas." Addressing a wide readership of economists, sociologists, psychologists, and philosophers, Michael Bacharach here proposes a revision of game theory that resolves these long-standing problems. In the classical tradition of game theory, Bacharach models human beings as rational actors, but he revises the standard definition of rationality to incorporate two major new ideas. He enlarges the model of a game so that it includes the ways agents describe to themselves (or "frame") their decision problems. And he allows the possibility that people reason as members of groups (or "teams"), each taking herself to have reason to perform her component of the combination of actions that best achieves the group's common goal. Bacharach shows that certain tendencies for individuals to engage in team reasoning are consistent with recent findings in social psychology and evolutionary biology. As the culmination of Bacharach's long-standing program of pathbreaking work on the foundations of game theory, this book has been eagerly awaited. Following Bacharach's premature death, Natalie Gold and Robert Sugden edited the unfinished work and added two substantial chapters that allow the book to be read as a coherent whole.
This exploration of Java Media APIs, including 2D, 3D and virtual reality provides commercial-quality code examples developed by the author in his work in the neuroscience field.
After a year spent documenting the working life and daily routines of players for an American Hockey League team, Michael Robidoux found that most peoples' perceptions of hockey players' lives as romantic and glamorized are unrealistic. The majority of professional hockey players work in a closed and discriminatory environment in the lower tiers of hockey on semi-professional teams.
An Olympic coach tells how to lead the team to victory. This is the first and best handbook for mastering both the "soft" conceptual skills of coaching youth soccer-such as good sportsmanship and dealing with parents-to the tactical skills of executing winning offensive and defensive strategies.
Transform your mathematics course into an engaging and mind-opening experience for even your most math-phobic students. Now in its Fourth Edition, The Heart of Mathematics: An Invitation to Effective Thinking succeeds at reaching non-math, non-science-oriented majors, encouraging them to discover the mathematics inherent in the world around them. Infused with the authors’ humor and enthusiasm throughout, The Heart of Mathematics introduces students to the most important and interesting ideas in mathematics while inspiring them to actively engage in mathematical thinking.
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
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.
Love us. Hate us. Read us." That was the slogan of The Trentonian, the scrappy underdog tabloid newspaper from Trenton, N.J. The newspaper combined a mix of hard-hitting news, steamy sex stories and solid sports to produce massive sales in competitive market. The paper represented the heart and soul of the city. It was truly "No. 1 in the hearts of the people." In 1998, The Trentonian took a tragic turn -- a turn in which the paper likely will never recover. It ditched its core readers. It turned its back on Trenton. Tabloid From Hell chronicles the rise and fall of a beloved newspaper. It details how a once relevant newspaper turned irrelevant. How a newspaper everybody talked about transformed into a dull, lifeless and awkward product on the decline. The Trentonian lost its voice. So did its readers.
Focusing on the conceptual understanding of psychometric issues such as validity and reliability this textbook introduces psychometric principles at a level that goes into more detail than introductory undergraduate texts, yet also more intuitive than more technical publications intended for postgraduate level. By emphasizing conceptual development and practical significance over mathematical proofs, this book assists students in appreciating how measurement problems can be addressed and why it is important to address them.
The time was the 1980s. The place was Wall Street. The game was called Liar’s Poker. Michael Lewis was fresh out of Princeton and the London School of Economics when he landed a job at Salomon Brothers, one of Wall Street’s premier investment firms. During the next three years, Lewis rose from callow trainee to bond salesman, raking in millions for the firm and cashing in on a modern-day gold rush. Liar’s Poker is the culmination of those heady, frenzied years—a behind-the-scenes look at a unique and turbulent time in American business. From the frat-boy camaraderie of the forty-first-floor trading room to the killer instinct that made ambitious young men gamble everything on a high-stakes game of bluffing and deception, here is Michael Lewis’s knowing and hilarious insider’s account of an unprecedented era of greed, gluttony, and outrageous fortune.
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g., in business and law. More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.
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