Author: Mack Reynolds
Publisher: Wildside Press LLC
ISBN: 1479446033
Category : Fiction
Languages : en
Pages : 104
Book Description
The odds were right for victory. The problem with computer warfare is that the computer is always logical while the human enemy is not - or doesn't have to be. And that's what the Betastani enemy were doing—nothing that the Alphaland computers said they would. Those treacherous foemen were avoiding logic and using such unheard-of devices as surprise and sabotage, treason and trickery. They even had Alphaland's Deputy of Information believing Betastani propaganda without even realizing it. Of course he still thought he was being loyal to Alphaland, because he thought that one and one must logically add up to two. And that kind of thinking could make him the biggest traitor of them all.
Computer War
Author: Mack Reynolds
Publisher: Wildside Press LLC
ISBN: 1479446033
Category : Fiction
Languages : en
Pages : 104
Book Description
The odds were right for victory. The problem with computer warfare is that the computer is always logical while the human enemy is not - or doesn't have to be. And that's what the Betastani enemy were doing—nothing that the Alphaland computers said they would. Those treacherous foemen were avoiding logic and using such unheard-of devices as surprise and sabotage, treason and trickery. They even had Alphaland's Deputy of Information believing Betastani propaganda without even realizing it. Of course he still thought he was being loyal to Alphaland, because he thought that one and one must logically add up to two. And that kind of thinking could make him the biggest traitor of them all.
Publisher: Wildside Press LLC
ISBN: 1479446033
Category : Fiction
Languages : en
Pages : 104
Book Description
The odds were right for victory. The problem with computer warfare is that the computer is always logical while the human enemy is not - or doesn't have to be. And that's what the Betastani enemy were doing—nothing that the Alphaland computers said they would. Those treacherous foemen were avoiding logic and using such unheard-of devices as surprise and sabotage, treason and trickery. They even had Alphaland's Deputy of Information believing Betastani propaganda without even realizing it. Of course he still thought he was being loyal to Alphaland, because he thought that one and one must logically add up to two. And that kind of thinking could make him the biggest traitor of them all.
Going to War
Author: Jason Darby
Publisher: Muska/Lipman
ISBN:
Category : Computers
Languages : en
Pages : 494
Book Description
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? "Going to War: Creating Computer War Games" shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.
Publisher: Muska/Lipman
ISBN:
Category : Computers
Languages : en
Pages : 494
Book Description
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? "Going to War: Creating Computer War Games" shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.
The First World War in Computer Games
Author: C. Kempshall
Publisher: Springer
ISBN: 1137491760
Category : History
Languages : en
Pages : 135
Book Description
The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.
Publisher: Springer
ISBN: 1137491760
Category : History
Languages : en
Pages : 135
Book Description
The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.
The Closed World
Author: Paul N. Edwards
Publisher: MIT Press
ISBN: 9780262550284
Category : Computers
Languages : en
Pages : 468
Book Description
The Closed World offers a radically new alternative to the canonical histories of computers and cognitive science. Arguing that we can make sense of computers as tools only when we simultaneously grasp their roles as metaphors and political icons, Paul Edwards shows how Cold War social and cultural contexts shaped emerging computer technology--and were transformed, in turn, by information machines. The Closed World explores three apparently disparate histories--the history of American global power, the history of computing machines, and the history of subjectivity in science and culture--through the lens of the American political imagination. In the process, it reveals intimate links between the military projects of the Cold War, the evolution of digital computers, and the origins of cybernetics, cognitive psychology, and artificial intelligence. Edwards begins by describing the emergence of a "closed-world discourse" of global surveillance and control through high-technology military power. The Cold War political goal of "containment" led to the SAGE continental air defense system, Rand Corporation studies of nuclear strategy, and the advanced technologies of the Vietnam War. These and other centralized, computerized military command and control projects--for containing world-scale conflicts--helped closed-world discourse dominate Cold War political decisions. Their apotheosis was the Reagan-era plan for a " Star Wars" space-based ballistic missile defense. Edwards then shows how these military projects helped computers become axial metaphors in psychological theory. Analyzing the Macy Conferences on cybernetics, the Harvard Psycho-Acoustic Laboratory, and the early history of artificial intelligence, he describes the formation of a "cyborg discourse." By constructing both human minds and artificial intelligences as information machines, cyborg discourse assisted in integrating people into the hyper-complex technological systems of the closed world. Finally, Edwards explores the cyborg as political identity in science fiction--from the disembodied, panoptic AI of 2001: A Space Odyssey, to the mechanical robots of Star Wars and the engineered biological androids of Blade Runner--where Information Age culture and subjectivity were both reflected and constructed. Inside Technology series
Publisher: MIT Press
ISBN: 9780262550284
Category : Computers
Languages : en
Pages : 468
Book Description
The Closed World offers a radically new alternative to the canonical histories of computers and cognitive science. Arguing that we can make sense of computers as tools only when we simultaneously grasp their roles as metaphors and political icons, Paul Edwards shows how Cold War social and cultural contexts shaped emerging computer technology--and were transformed, in turn, by information machines. The Closed World explores three apparently disparate histories--the history of American global power, the history of computing machines, and the history of subjectivity in science and culture--through the lens of the American political imagination. In the process, it reveals intimate links between the military projects of the Cold War, the evolution of digital computers, and the origins of cybernetics, cognitive psychology, and artificial intelligence. Edwards begins by describing the emergence of a "closed-world discourse" of global surveillance and control through high-technology military power. The Cold War political goal of "containment" led to the SAGE continental air defense system, Rand Corporation studies of nuclear strategy, and the advanced technologies of the Vietnam War. These and other centralized, computerized military command and control projects--for containing world-scale conflicts--helped closed-world discourse dominate Cold War political decisions. Their apotheosis was the Reagan-era plan for a " Star Wars" space-based ballistic missile defense. Edwards then shows how these military projects helped computers become axial metaphors in psychological theory. Analyzing the Macy Conferences on cybernetics, the Harvard Psycho-Acoustic Laboratory, and the early history of artificial intelligence, he describes the formation of a "cyborg discourse." By constructing both human minds and artificial intelligences as information machines, cyborg discourse assisted in integrating people into the hyper-complex technological systems of the closed world. Finally, Edwards explores the cyborg as political identity in science fiction--from the disembodied, panoptic AI of 2001: A Space Odyssey, to the mechanical robots of Star Wars and the engineered biological androids of Blade Runner--where Information Age culture and subjectivity were both reflected and constructed. Inside Technology series
Library of Congress Subject Headings
Author: Library of Congress
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1604
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1604
Book Description
Library of Congress Subject Headings
Author: Library of Congress. Cataloging Policy and Support Office
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1924
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1924
Book Description
Library of Congress Subject Headings
Author: Library of Congress. Office for Subject Cataloging Policy
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1698
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1698
Book Description
Library of Congress Subject Headings: P-Z
Author: Library of Congress. Subject Cataloging Division
Publisher:
ISBN:
Category : Subject headings
Languages : en
Pages : 1546
Book Description
Publisher:
ISBN:
Category : Subject headings
Languages : en
Pages : 1546
Book Description
Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Government Printing Office
ISBN: 9781935352006
Category : History
Languages : en
Pages : 260
Book Description
Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.
Publisher: Government Printing Office
ISBN: 9781935352006
Category : History
Languages : en
Pages : 260
Book Description
Fundamentals of War Gaming provides an in-depth introduction to the basics of military gaming, and offers historical insights into the devewlopment of war gaming methodologies. It covers the evolution of gaming tools such as the ancient adaptations of chess and the development of Kriegspiel to teach military tactics to Prussian officers. The employment of gaming by various military powers, before and during the World Wars, is explored and culminated with the introduction of computer support and simulations in the U.S. Navy.
U.S. Navy Fundamentals of War Gaming
Author: Francis J. McHugh
Publisher: Skyhorse Publishing Inc.
ISBN: 1620876418
Category : History
Languages : en
Pages : 257
Book Description
Offers a historical perspective on military gaming and the evolution of the tools and tactics used in ancient times up through modern computer simulations and includes examples of one- and multi-sided games as well as free-play and rigid-style games.
Publisher: Skyhorse Publishing Inc.
ISBN: 1620876418
Category : History
Languages : en
Pages : 257
Book Description
Offers a historical perspective on military gaming and the evolution of the tools and tactics used in ancient times up through modern computer simulations and includes examples of one- and multi-sided games as well as free-play and rigid-style games.