The Complete Masks of Nyarlathotep


Larry DiTillio - 1984
    Horrifying deeds and dangerous sorcery dog those who attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. This new edition is reset and corrected, and features many new illustrations, four new episodes, added keeper support material, and a new version of the lost Australia chapter.

Probabilistic Robotics


Sebastian Thrun - 2005
    Building on the field of mathematical statistics, probabilistic robotics endows robots with a new level of robustness in real-world situations. This book introduces the reader to a wealth of techniques and algorithms in the field. All algorithms are based on a single overarching mathematical foundation. Each chapter provides example implementations in pseudo code, detailed mathematical derivations, discussions from a practitioner's perspective, and extensive lists of exercises and class projects. The book's Web site, www.probabilistic-robotics.org, has additional material. The book is relevant for anyone involved in robotic software development and scientific research. It will also be of interest to applied statisticians and engineers dealing with real-world sensor data.

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

Beat the Dealer: A Winning Strategy for the Game of Twenty-One


Edward O. Thorp - 1966
    Thorp is the father of card counting, and in this classic guide he shares the revolutionary point system that has been successfully used by professional and amateur card players for generations. This book provides:o an overview of the basic rules of the game o proven winning strategies ranging from simple to advanced o methods to overcome casino counter measures o ways to spot cheating o charts and tables that clearly illustrate key conceptsA fascinating read and an indispensable resource for winning big, Beat the Dealer is the bible for players of this game of chance.**Bring these strategies into the casino: Perforated cards included in the book**

How Math Explains the World: A Guide to the Power of Numbers, from Car Repair to Modern Physics


James D. Stein - 2008
    In the four main sections of the book, Stein tells the stories of the mathematical thinkers who discerned some of the most fundamental aspects of our universe. From their successes and failures, delusions, and even duels, the trajectories of their innovations—and their impact on society—are traced in this fascinating narrative. Quantum mechanics, space-time, chaos theory and the workings of complex systems, and the impossibility of a "perfect" democracy are all here. Stein's book is both mind-bending and practical, as he explains the best way for a salesman to plan a trip, examines why any thought you could have is imbedded in the number π , and—perhaps most importantly—answers one of the modern world's toughest questions: why the garage can never get your car repaired on time.Friendly, entertaining, and fun, How Math Explains the World is the first book by one of California's most popular math teachers, a veteran of both "math for poets" and Princeton's Institute for Advanced Studies. And it's perfect for any reader wanting to know how math makes both science and the world tick.

Networks, Crowds, and Markets


David Easley - 2010
    This connectedness is found in many incarnations: in the rapid growth of the Internet, in the ease with which global communication takes place, and in the ability of news and information as well as epidemics and financial crises to spread with surprising speed and intensity. These are phenomena that involve networks, incentives, and the aggregate behavior of groups of people; they are based on the links that connect us and the ways in which our decisions can have subtle consequences for others. This introductory undergraduate textbook takes an interdisciplinary look at economics, sociology, computing and information science, and applied mathematics to understand networks and behavior. It describes the emerging field of study that is growing at the interface of these areas, addressing fundamental questions about how the social, economic, and technological worlds are connected.

The Art Of Computer Game Design


Chris Crawford
    The classic book on computer game design first published in 1984, this Kindle version presents the original text along with chapter notes by Chris Crawford reflecting on how game design has changed in the last 30 years.

Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!


Marc Prensky - 2006
    He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

Classic Battletech: Total Warfare


Randall N. Bills - 2006
    As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact

Dr. Halsey's Journal (Halo: Reach Special Edition Exclusive)


Eric S. Nylund - 2010
    Halsey's personal journal is a booklet co-written by Eric Nylund and is included with the Halo: Reach Limited and Legendary editions. It covers various elements from the Halo universe and is written through the eyes of Catherine Elizabeth Halsey herself.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Go: A Complete Introduction to the Game


Cho Chikun - 1997
    Today, go is becoming increasingly popular in the western world as more and more people discover its beauty, elegance, and strategic depth.This book is the best and most authorative introduction to this ancient and fascinating game. Written specifically for the western reader by one of the strongest players in the world, it presents the rules, tactics, and strategy of this unique game in a step-by-step, easy to understand way.Besides showing you how to play, it contains essays about the world of go which will broaden your knowledge and understanding as well as pique your interest. From history to modern tournament play, from traditional playing sets to computer go, you'll find it in these pages.

The Baseball Economist: The Real Game Exposed


J.C. Bradbury - 2007
     Two hot topics team up in The Baseball Economist, and the result is a refreshing, clear- eyed survey of a playing field that has changed radically in recent years. Utilizing the latest economic methods and statistical analysis, writer, economics professor, and popular blogger J. C. Bradbury dissects burning baseball topics with his original Sabernomic perspective, such as: • Did steroids have nothing to do with the recent home run records? Incredibly, Bradbury's research, reviewed by Stanford economists, reveals steroids had little statistical significance. • Is the big-city versus small-city competition really lopsided? Bradbury shows why the Marlins and Indians are likely to dominate big-city franchises in the coming years. • Which players are ridiculously overvalued? Bradbury lists all players by team with their revenue value to the team listed in dollars—including a dishonor role of those players with negative values. • Is major league baseball a monopoly that can't govern itself? Bradbury sets out what rules the owners really need to play by, and what the players' union should be doing. • Does it help to lobby for balls and strikes? How would Babe Ruth perform in today's game? And who killed all the left-handed catchers, anyway? The Baseball Economist knows. Providing far more than a mere collection of numbers, Bradbury shines the light of his economic thinking on baseball, exposing the power of tradeoffs, competition, and incentives. Statistics alone aren't enough anymore. Fans, fantasy buffs, and players, as well as coaches at all levels who want to grasp what is really happening on the field today and in the coming years, will use and enjoy Bradbury's brilliant new understanding of the national pastime.

The Calculus Direct


John Weiss - 2009
    The calculus is not a hard subject and I prove this through an easy to read and obvious approach spanning only 100 pages. I have written this book with the following type of student in mind; the non-traditional student returning to college after a long break, a notoriously weak student in math who just needs to get past calculus to obtain a degree, and the garage tinkerer who wishes to understand a little more about the technical subjects. This book is meant to address the many fundamental thought-blocks that keep the average 'mathaphobe' (or just an interested person who doesn't have the time to enroll in a course) from excelling in mathematics in a clear and concise manner. It is my sincerest hope that this book helps you with your needs.Show more Show less

Stormbringer: Fantasy Roleplaying in the World of Elric


Ken St. Andre - 1981