Author: Jonathan Smith
Publisher: John Catt
ISBN: 1398383643
Category : Sports & Recreation
Languages : en
Pages : 299
Book Description
The Following Game is about passion and obsession. It's about cricket, family and poetry, but most of all it's about a father following his son's career in the public eye and the close relationship they share. Jonathan Smith is the father of Ed Smith, a prominent writer and former Kent, Middlesex and England cricketer. The Following Game is a follow-up to Jonathan's critically-acclaimed 2002 book The Learning Game, one of the most talked-about books in education over the last ten years.
The Following Game
Author: Jonathan Smith
Publisher: John Catt
ISBN: 1398383643
Category : Sports & Recreation
Languages : en
Pages : 299
Book Description
The Following Game is about passion and obsession. It's about cricket, family and poetry, but most of all it's about a father following his son's career in the public eye and the close relationship they share. Jonathan Smith is the father of Ed Smith, a prominent writer and former Kent, Middlesex and England cricketer. The Following Game is a follow-up to Jonathan's critically-acclaimed 2002 book The Learning Game, one of the most talked-about books in education over the last ten years.
Publisher: John Catt
ISBN: 1398383643
Category : Sports & Recreation
Languages : en
Pages : 299
Book Description
The Following Game is about passion and obsession. It's about cricket, family and poetry, but most of all it's about a father following his son's career in the public eye and the close relationship they share. Jonathan Smith is the father of Ed Smith, a prominent writer and former Kent, Middlesex and England cricketer. The Following Game is a follow-up to Jonathan's critically-acclaimed 2002 book The Learning Game, one of the most talked-about books in education over the last ten years.
The Following Game
Author: Jonathan Smith
Publisher: John Catt Educational Ltd
ISBN: 1908095016
Category : Biography & Autobiography
Languages : en
Pages : 234
Book Description
The Following Game is about passion and obsession. It's about cricket, family and poetry, but most of all it's about a father following his son's career in the public eye and the close relationship they share. Jonathan Smith is the father of Ed Smith, a prominent writer and former Kent, Middlesex and England cricketer. The Following Game is a follow-up to Jonathan's critically-acclaimed 2002 book The Learning Game, one of the most talked-about books in education over the last ten years. 'The Following Game is tremendously good. As with his book on teaching, Jonathan Smith seems to have invented a genre to meet his immediate needs. The result is completely natural: talking voice, spontaneity of exposition, insights and connections popping up as and when they need to, candour, uncompromised expressions of feeling all that. So it speaks to me who couldn't be more indifferent to cricket with great directness and passion.' --Christopher Reid, winner of the Costa Book of the Year 2009 'The Following Game is a wonderfully subtle auto-biography, witty, reticent, modest, laugh out loud humorous (on many pages), generous, uncomplaining, self-deprecatory, observant, sensitive, classless, profound, and widely perceptive of ideas, places and people. It is and will remain a classic.' --The Observer. Longlisted for the William Hill Sports Book of the Year Award 2011.
Publisher: John Catt Educational Ltd
ISBN: 1908095016
Category : Biography & Autobiography
Languages : en
Pages : 234
Book Description
The Following Game is about passion and obsession. It's about cricket, family and poetry, but most of all it's about a father following his son's career in the public eye and the close relationship they share. Jonathan Smith is the father of Ed Smith, a prominent writer and former Kent, Middlesex and England cricketer. The Following Game is a follow-up to Jonathan's critically-acclaimed 2002 book The Learning Game, one of the most talked-about books in education over the last ten years. 'The Following Game is tremendously good. As with his book on teaching, Jonathan Smith seems to have invented a genre to meet his immediate needs. The result is completely natural: talking voice, spontaneity of exposition, insights and connections popping up as and when they need to, candour, uncompromised expressions of feeling all that. So it speaks to me who couldn't be more indifferent to cricket with great directness and passion.' --Christopher Reid, winner of the Costa Book of the Year 2009 'The Following Game is a wonderfully subtle auto-biography, witty, reticent, modest, laugh out loud humorous (on many pages), generous, uncomplaining, self-deprecatory, observant, sensitive, classless, profound, and widely perceptive of ideas, places and people. It is and will remain a classic.' --The Observer. Longlisted for the William Hill Sports Book of the Year Award 2011.
Real-World Flash Game Development
Author: Christopher Griffith
Publisher: Taylor & Francis
ISBN: 1136137017
Category : Art
Languages : en
Pages : 369
Book Description
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
Publisher: Taylor & Francis
ISBN: 1136137017
Category : Art
Languages : en
Pages : 369
Book Description
This book covers Flash for the everyday developer. The average Flash developer doesn't have luxurious timelines, employers who understand the value of reusability, or the help of an information architect to design a usable experience. This book helps bridge the gap for these coders who may be used to C++, Java, or C# and want to move over to Flash. Griffith covers real-world scenarios pulled from his own experiences developing games for over 8 years in the industry. Gifts from Griffith's REAL-WORLD experiences include: Game design templates and pre-written scripts to automate tasks within Flash; Classes for handling common math computations used in gaming, so that game developers can see how to set up a simple game flow; Powerful debugging tools for your games(debuggers for Flash games are hard to come by, and this book provides them for you). The associated web site offers: Code from the game examples in the book with fully build-able source files. Additional code snippets, classes, and utilities. Scripts for automating tedious and repetitive tasks within Flash. Template game-design documents for planning game proposals in the same manner outlined in the book. Links to other helpful online resources for both Flash and game development.
Game Theory, Alive
Author: Anna R. Karlin
Publisher: American Mathematical Soc.
ISBN: 1470419823
Category : Mathematics
Languages : en
Pages : 400
Book Description
We live in a highly connected world with multiple self-interested agents interacting and myriad opportunities for conflict and cooperation. The goal of game theory is to understand these opportunities. This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields such as computer science (algorithmic game theory), economics (auctions and matching markets), social choice (voting theory), biology (signaling and evolutionary stability), and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. The importance of game-theoretic thinking transcends the academic setting—for every action we take, we must consider not only its direct effects, but also how it influences the incentives of others.
Publisher: American Mathematical Soc.
ISBN: 1470419823
Category : Mathematics
Languages : en
Pages : 400
Book Description
We live in a highly connected world with multiple self-interested agents interacting and myriad opportunities for conflict and cooperation. The goal of game theory is to understand these opportunities. This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields such as computer science (algorithmic game theory), economics (auctions and matching markets), social choice (voting theory), biology (signaling and evolutionary stability), and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. The importance of game-theoretic thinking transcends the academic setting—for every action we take, we must consider not only its direct effects, but also how it influences the incentives of others.
The Encyclopaedia Britannica
Author: Thomas Spencer Baynes
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 904
Book Description
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 904
Book Description
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Encyclopædia Britannica
Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 922
Book Description
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 922
Book Description
Theory of Games and Statistical Decisions
Author: David A. Blackwell
Publisher: Courier Corporation
ISBN: 0486150895
Category : Mathematics
Languages : en
Pages : 388
Book Description
Evaluating statistical procedures through decision and game theory, as first proposed by Neyman and Pearson and extended by Wald, is the goal of this problem-oriented text in mathematical statistics. First-year graduate students in statistics and other students with a background in statistical theory and advanced calculus will find a rigorous, thorough presentation of statistical decision theory treated as a special case of game theory. The work of Borel, von Neumann, and Morgenstern in game theory, of prime importance to decision theory, is covered in its relevant aspects: reduction of games to normal forms, the minimax theorem, and the utility theorem. With this introduction, Blackwell and Professor Girshick look at: Values and Optimal Strategies in Games; General Structure of Statistical Games; Utility and Principles of Choice; Classes of Optimal Strategies; Fixed Sample-Size Games with Finite Ω and with Finite A; Sufficient Statistics and the Invariance Principle; Sequential Games; Bayes and Minimax Sequential Procedures; Estimation; and Comparison of Experiments. A few topics not directly applicable to statistics, such as perfect information theory, are also discussed. Prerequisites for full understanding of the procedures in this book include knowledge of elementary analysis, and some familiarity with matrices, determinants, and linear dependence. For purposes of formal development, only discrete distributions are used, though continuous distributions are employed as illustrations. The number and variety of problems presented will be welcomed by all students, computer experts, and others using statistics and game theory. This comprehensive and sophisticated introduction remains one of the strongest and most useful approaches to a field which today touches areas as diverse as gambling and particle physics.
Publisher: Courier Corporation
ISBN: 0486150895
Category : Mathematics
Languages : en
Pages : 388
Book Description
Evaluating statistical procedures through decision and game theory, as first proposed by Neyman and Pearson and extended by Wald, is the goal of this problem-oriented text in mathematical statistics. First-year graduate students in statistics and other students with a background in statistical theory and advanced calculus will find a rigorous, thorough presentation of statistical decision theory treated as a special case of game theory. The work of Borel, von Neumann, and Morgenstern in game theory, of prime importance to decision theory, is covered in its relevant aspects: reduction of games to normal forms, the minimax theorem, and the utility theorem. With this introduction, Blackwell and Professor Girshick look at: Values and Optimal Strategies in Games; General Structure of Statistical Games; Utility and Principles of Choice; Classes of Optimal Strategies; Fixed Sample-Size Games with Finite Ω and with Finite A; Sufficient Statistics and the Invariance Principle; Sequential Games; Bayes and Minimax Sequential Procedures; Estimation; and Comparison of Experiments. A few topics not directly applicable to statistics, such as perfect information theory, are also discussed. Prerequisites for full understanding of the procedures in this book include knowledge of elementary analysis, and some familiarity with matrices, determinants, and linear dependence. For purposes of formal development, only discrete distributions are used, though continuous distributions are employed as illustrations. The number and variety of problems presented will be welcomed by all students, computer experts, and others using statistics and game theory. This comprehensive and sophisticated introduction remains one of the strongest and most useful approaches to a field which today touches areas as diverse as gambling and particle physics.
The Cap and Gown
Author:
Publisher:
ISBN:
Category : School yearbooks
Languages : en
Pages : 558
Book Description
Publisher:
ISBN:
Category : School yearbooks
Languages : en
Pages : 558
Book Description
Artificial Intelligence and Games
Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.