Book picks similar to
Behavioral Mathematics for Game AI by Dave Mark
programming
gamedev
education
game-design
Computer Graphics: Principles and Practice
James D. Foley - 1990
It details programming with SRGP, a simple but powerful raster graphics package. Important algorithms in 2D and 3D graphics are detailed for easy implementation, and a thorough presentation of the mathematical principles of geometric transformations and viewing are included.
Bayesian Reasoning and Machine Learning
David Barber - 2012
They are established tools in a wide range of industrial applications, including search engines, DNA sequencing, stock market analysis, and robot locomotion, and their use is spreading rapidly. People who know the methods have their choice of rewarding jobs. This hands-on text opens these opportunities to computer science students with modest mathematical backgrounds. It is designed for final-year undergraduates and master's students with limited background in linear algebra and calculus. Comprehensive and coherent, it develops everything from basic reasoning to advanced techniques within the framework of graphical models. Students learn more than a menu of techniques, they develop analytical and problem-solving skills that equip them for the real world. Numerous examples and exercises, both computer based and theoretical, are included in every chapter. Resources for students and instructors, including a MATLAB toolbox, are available online.
Numerical Methods for Engineers
Steven C. Chapra - 1985
It covers such areas as biotechnology and biomedical engineering.
The Fourth Paradigm: Data-Intensive Scientific Discovery
Tony Hey - 2009
Increasingly, scientific breakthroughs will be powered by advanced computing capabilities that help researchers manipulate and explore massive datasets. The speed at which any given scientific discipline advances will depend on how well its researchers collaborate with one another, and with technologists, in areas of eScience such as databases, workflow management, visualization, and cloud-computing technologies. This collection of essays expands on the vision of pioneering computer scientist Jim Gray for a new, fourth paradigm of discovery based on data-intensive science and offers insights into how it can be fully realized.
Machine Learning: The Art and Science of Algorithms That Make Sense of Data
Peter Flach - 2012
Peter Flach's clear, example-based approach begins by discussing how a spam filter works, which gives an immediate introduction to machine learning in action, with a minimum of technical fuss. Flach provides case studies of increasing complexity and variety with well-chosen examples and illustrations throughout. He covers a wide range of logical, geometric and statistical models and state-of-the-art topics such as matrix factorisation and ROC analysis. Particular attention is paid to the central role played by features. The use of established terminology is balanced with the introduction of new and useful concepts, and summaries of relevant background material are provided with pointers for revision if necessary. These features ensure Machine Learning will set a new standard as an introductory textbook.
Joel on Software
Joel Spolsky - 2004
For years, Joel Spolsky has done exactly this at www.joelonsoftware.com. Now, for the first time, you can own a collection of the most important essays from his site in one book, with exclusive commentary and new insights from joel.
Gametek: The Math and Science of Gaming
Geoffrey Engelstein - 2018
Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower
Head First Statistics
Dawn Griffiths - 2008
Whether you're a student, a professional, or just curious about statistical analysis, Head First's brain-friendly formula helps you get a firm grasp of statistics so you can understand key points and actually use them. Learn to present data visually with charts and plots; discover the difference between taking the average with mean, median, and mode, and why it's important; learn how to calculate probability and expectation; and much more.Head First Statistics is ideal for high school and college students taking statistics and satisfies the requirements for passing the College Board's Advanced Placement (AP) Statistics Exam. With this book, you'll:Study the full range of topics covered in first-year statistics Tackle tough statistical concepts using Head First's dynamic, visually rich format proven to stimulate learning and help you retain knowledge Explore real-world scenarios, ranging from casino gambling to prescription drug testing, to bring statistical principles to life Discover how to measure spread, calculate odds through probability, and understand the normal, binomial, geometric, and Poisson distributions Conduct sampling, use correlation and regression, do hypothesis testing, perform chi square analysis, and moreBefore you know it, you'll not only have mastered statistics, you'll also see how they work in the real world. Head First Statistics will help you pass your statistics course, and give you a firm understanding of the subject so you can apply the knowledge throughout your life.
Game Changer: AlphaZero's Groundbreaking Chess Strategies and the Promise of AI
Matthew Sadler - 2019
The artificial intelligence system, created by DeepMind, had been fed nothing but the rules of the Royal Game when it beat the world’s strongest chess engine in a prolonged match. The selection of ten games published in December 2017 created a worldwide sensation: how was it possible to play in such a brilliant and risky style and not lose a single game against an opponent of superhuman strength?For Game Changer, Matthew Sadler and Natasha Regan investigated more than two thousand previously unpublished games by AlphaZero. They also had unparalleled access to its team of developers and were offered a unique look ‘under the bonnet’ to grasp the depth and breadth of AlphaZero’s search. Sadler and Regan reveal its thinking process and tell the story of the human motivation and the techniques that created AlphaZero.Game Changer also presents a collection of lucidly explained chess games of astonishing quality. Both professionals and club players will improve their game by studying AlphaZero’s stunning discoveries in every field that matters: opening preparation, piece mobility, initiative, attacking techniques, long-term sacrifices and much more.The story of AlphaZero has a wider impact. Game Changer offers intriguing insights into the opportunities and horizons of Artificial Intelligence. Not just in solving games, but in providing solutions for a wide variety of challenges in society.With a foreword by former World Chess Champion Garry Kasparov and an introduction by DeepMind CEO Demis Hassabis.Matthew Sadler (1974) is a Grandmaster who twice won the British Championship and was awarded an individual Gold Medal at the 1996 Olympiad. He has authored several highly acclaimed books on chess and has been writing the famous ‘Sadler on Books’ column for New In Chess magazine for many years. Natasha Regan is a Women’s International Master from England who achieved a degree in mathematics from Cambridge University. Matthew Sadler and Natasha Regan won the English Chess Federation 2016 Book of the Award for their book Chess for Life.
Digital Image Processing
Rafael C. Gonzalez - 1977
Completely self-contained, heavily illustrated, and mathematically accessible, it has a scope of application that is not limited to the solution of specialized problems. Digital Image Fundamentals. Image Enhancement in the Spatial Domain. Image Enhancement in the Frequency Domain. Image Restoration. Color Image Processing. Wavelets and Multiresolution Processing. Image Compression. Morphological Image Processing. Image Segmentation. Representation and Description. Object Recognition.
How to Count to Infinity
Marcus du Sautoy - 2020
But this book will help you to do something that humans have only recently understood how to do: to count to regions that no animal has ever reached.
By the end of this book you'll be able to count to infinity... and beyond.
On our way to infinity we'll discover how the ancient Babylonians used their bodies to count to 60 (which gave us 60 minutes in the hour), how the number zero was only discovered in the 7th century by Indian mathematicians contemplating the void, why in China going into the red meant your numbers had gone negative and why numbers might be our best language for communicating with alien life.But for millennia, contemplating infinity has sent even the greatest minds into a spin. Then at the end of the nineteenth century mathematicians discovered a way to think about infinity that revealed that it is a number that we can count. Not only that. They found that there are an infinite number of infinities, some bigger than others. Just using the finite neurons in your brain and the finite pages in this book, you'll have your mind blown discovering the secret of how to count to infinity.Do something amazing and learn a new skill thanks to the Little Ways to Live a Big Life books!
HTML and CSS: Design and Build Websites
Jon Duckett - 2011
Joining the professional web designers and programmers are new audiences who need to know a little bit of code at work (update a content management system or e-commerce store) and those who want to make their personal blogs more attractive. Many books teaching HTML and CSS are dry and only written for those who want to become programmers, which is why this book takes an entirely new approach. • Introduces HTML and CSS in a way that makes them accessible to everyone—hobbyists, students, and professionals—and it’s full-color throughout • Utilizes information graphics and lifestyle photography to explain the topics in a simple way that is engaging • Boasts a unique structure that allows you to progress through the chapters from beginning to end or just dip into topics of particular interest at your leisureThis educational book is one that you will enjoy picking up, reading, then referring back to. It will make you wish other technical topics were presented in such a simple, attractive and engaging way!
Computational Thinking
Peter J. Denning - 2019
More recently, "computational thinking" has become part of the K-12 curriculum. But what is computational thinking? This volume in the MIT Press Essential Knowledge series offers an accessible overview, tracing a genealogy that begins centuries before digital computers and portraying computational thinking as pioneers of computing have described it.The authors explain that computational thinking (CT) is not a set of concepts for programming; it is a way of thinking that is honed through practice: the mental skills for designing computations to do jobs for us, and for explaining and interpreting the world as a complex of information processes. Mathematically trained experts (known as "computers") who performed complex calculations as teams engaged in CT long before electronic computers. The authors identify six dimensions of today's highly developed CT--methods, machines, computing education, software engineering, computational science, and design--and cover each in a chapter. Along the way, they debunk inflated claims for CT and computation while making clear the power of CT in all its complexity and multiplicity.
Physics for Scientists and Engineers, Volume 1
Raymond A. Serway - 2003
However, rather than resting on that reputation, the new edition of this text marks a significant advance in the already excellent quality of the book. While preserving concise language, state of the art educational pedagogy, and top-notch worked examples, the Eighth Edition features a unified art design as well as streamlined and carefully reorganized problem sets that enhance the thoughtful instruction for which Raymond A. Serway and John W. Jewett, Jr. earned their reputations. Likewise, PHYSICS FOR SCIENTISTS AND ENGINEERS, will continue to accompany Enhanced WebAssign in the most integrated text-technology offering available today. In an environment where new Physics texts have appeared with challenging and novel means to teach students, this book exceeds all modern standards of education from the most solid foundation in the Physics market today.
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux