Author: H. Jaap van den Herik
Publisher: Springer
ISBN: 3540876081
Category : Computers
Languages : en
Pages : 287
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer
ISBN: 3540876081
Category : Computers
Languages : en
Pages : 287
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
Publisher: Springer
ISBN: 3540876081
Category : Computers
Languages : en
Pages : 287
Book Description
This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
Computer Games
Author: Tristan Cazenave
Publisher: Springer
ISBN: 3319394029
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015.The 12 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning; reasoning; search.
Publisher: Springer
ISBN: 3319394029
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015.The 12 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning; reasoning; search.
Phonics
Author: Louis Fidge
Publisher: Nelson Thornes
ISBN: 0174247869
Category : Reading
Languages : en
Pages : 148
Book Description
Phonics Year by Year is an easy-to-use phonics course. In line with curriculum requirements, the course comprises Posters and a Teacher's Book for three progressive stages: A, B and C, which correspond with the objectives listed for Reception/P1, Year 1/P2 and Year 2/P3. Each year's course is divided into 30 teaching units.
Publisher: Nelson Thornes
ISBN: 0174247869
Category : Reading
Languages : en
Pages : 148
Book Description
Phonics Year by Year is an easy-to-use phonics course. In line with curriculum requirements, the course comprises Posters and a Teacher's Book for three progressive stages: A, B and C, which correspond with the objectives listed for Reception/P1, Year 1/P2 and Year 2/P3. Each year's course is divided into 30 teaching units.
Games of No Chance 5
Author: Urban Larsson
Publisher: Cambridge University Press
ISBN: 1108485804
Category : Computers
Languages : en
Pages : 499
Book Description
Surveys the state-of-the-art in combinatorial game theory, that is games not involving chance or hidden information.
Publisher: Cambridge University Press
ISBN: 1108485804
Category : Computers
Languages : en
Pages : 499
Book Description
Surveys the state-of-the-art in combinatorial game theory, that is games not involving chance or hidden information.
Around the World in Eighty Games
Author: Marcus du Sautoy
Publisher: Basic Books
ISBN: 1541601297
Category : Mathematics
Languages : en
Pages : 248
Book Description
A “fun” and “unexpected” (The Economist) global tour of the world’s greatest games and the mathematics that underlies them Where should you move first in Connect 4? What is the best property in Monopoly? And how can pi help you win rock paper scissors? Spanning millennia, oceans and continents, countries and cultures, Around the World in Eighty Games gleefully explores how mathematics and games have always been deeply intertwined. Renowned mathematician Marcus du Sautoy investigates how games provided the first opportunities for deep mathematical insight into the world, how understanding math can help us play games better, and how both math and games are integral to human psychology and culture. For as long as there have been people, there have been games, and for nearly as long, we have been exploring and discovering mathematics. A grand adventure, Around the World in Eighty Games teaches us not just how games are won, but how they, and their math, shape who we are.
Publisher: Basic Books
ISBN: 1541601297
Category : Mathematics
Languages : en
Pages : 248
Book Description
A “fun” and “unexpected” (The Economist) global tour of the world’s greatest games and the mathematics that underlies them Where should you move first in Connect 4? What is the best property in Monopoly? And how can pi help you win rock paper scissors? Spanning millennia, oceans and continents, countries and cultures, Around the World in Eighty Games gleefully explores how mathematics and games have always been deeply intertwined. Renowned mathematician Marcus du Sautoy investigates how games provided the first opportunities for deep mathematical insight into the world, how understanding math can help us play games better, and how both math and games are integral to human psychology and culture. For as long as there have been people, there have been games, and for nearly as long, we have been exploring and discovering mathematics. A grand adventure, Around the World in Eighty Games teaches us not just how games are won, but how they, and their math, shape who we are.
Making Deep Games
Author: Doris C. Rusch
Publisher: CRC Press
ISBN: 1317607708
Category : Computers
Languages : en
Pages : 206
Book Description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
Publisher: CRC Press
ISBN: 1317607708
Category : Computers
Languages : en
Pages : 206
Book Description
Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.
Relation Algebras by Games
Author: Robin Hirsch
Publisher: Gulf Professional Publishing
ISBN: 9780444509321
Category : Mathematics
Languages : en
Pages : 722
Book Description
In part 2, games are introduced, and used to axiomatise various classes of algebras. Part 3 discusses approximations to representability, using bases, relation algebra reducts, and relativised representations. Part 4 presents some constructions of relation algebras, including Monk algebras and the 'rainbow construction', and uses them to show that various classes of representable algebras are non-finitely axiomatisable or even non-elementary. Part 5 shows that the representability problem for finite relation algebras is undecidable, and then in contrast proves some finite base property results. Part 6 contains a condensed summary of the book, and a list of problems. There are more than 400 exercises. P The book is generally self-contained on relation algebras and on games, and introductory text is scattered throughout. Some familiarity with elementary aspects of first-order logic and set theory is assumed, though many of the definitions are given.-
Publisher: Gulf Professional Publishing
ISBN: 9780444509321
Category : Mathematics
Languages : en
Pages : 722
Book Description
In part 2, games are introduced, and used to axiomatise various classes of algebras. Part 3 discusses approximations to representability, using bases, relation algebra reducts, and relativised representations. Part 4 presents some constructions of relation algebras, including Monk algebras and the 'rainbow construction', and uses them to show that various classes of representable algebras are non-finitely axiomatisable or even non-elementary. Part 5 shows that the representability problem for finite relation algebras is undecidable, and then in contrast proves some finite base property results. Part 6 contains a condensed summary of the book, and a list of problems. There are more than 400 exercises. P The book is generally self-contained on relation algebras and on games, and introductory text is scattered throughout. Some familiarity with elementary aspects of first-order logic and set theory is assumed, though many of the definitions are given.-
Advances in Computer Games
Author: Aske Plaat
Publisher: Springer
ISBN: 3319279920
Category : Computers
Languages : en
Pages : 280
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer Games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised full papers presented were carefully reviewed and selected from 34 submissions. The papers cover a wide range of topics such as Monte-Carlo Tree Search and its enhancements; theoretical aspects and complexity; analysis of game characteristics; search algorithms; and machine learning.
Publisher: Springer
ISBN: 3319279920
Category : Computers
Languages : en
Pages : 280
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer Games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised full papers presented were carefully reviewed and selected from 34 submissions. The papers cover a wide range of topics such as Monte-Carlo Tree Search and its enhancements; theoretical aspects and complexity; analysis of game characteristics; search algorithms; and machine learning.
Play Practice
Author: Alan G. Launder
Publisher: Human Kinetics
ISBN: 0736097007
Category : Education
Languages : en
Pages : 258
Book Description
Offers an innovative approach to teaching and coaching sport that combines contemporary theory with the experience of practical and reflective work in real sport environments. It covers a wide range of team and individual sports, including archery, table tennis, flag football, skiing, cricket and track and field.
Publisher: Human Kinetics
ISBN: 0736097007
Category : Education
Languages : en
Pages : 258
Book Description
Offers an innovative approach to teaching and coaching sport that combines contemporary theory with the experience of practical and reflective work in real sport environments. It covers a wide range of team and individual sports, including archery, table tennis, flag football, skiing, cricket and track and field.
The 21st Century in 100 Games
Author: Aditya Deshbandhu
Publisher: Taylor & Francis
ISBN: 1040044352
Category : Games & Activities
Languages : en
Pages : 142
Book Description
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.
Publisher: Taylor & Francis
ISBN: 1040044352
Category : Games & Activities
Languages : en
Pages : 142
Book Description
The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.