Book picks similar to
Gametek: The Math and Science of Gaming by Geoffrey Engelstein
non-fiction
games
science
game-design
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.
Game Development Essentials: An Introduction
Jeannie Novak - 2004
This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
The Complete Idiot's Guide to Game Theory
Edward C. Rosenthal - 2005
It is based on the idea that everyone acts competitively and in his own best interest. With the help of mathematical models, it is possible to anticipate the actions of others in nearly all life's enterprises. This book includes down-to-earth examples and solutions, as well as charts and illustrations designed to help teach the concept. In The Complete Idiot's Guide® to Game Theory, Dr. Edward C. Rosenthal makes it easy to understand game theory with insights into:? The history of the disciple made popular by John Nash, the mathematician dramatized in the film A Beautiful Mind? The role of social behavior and psychology in this amazing discipline? How important game theory has become in our society and why
Think!: Before It's Too Late
Edward de Bono - 2009
So why can we not solve them? According to Edward de Bono, world thinking cannot solve world problems because world thinking is itself the problem. And this is getting worse: we are so accustomed to readily available information online that we search immediately for the answers rather than thinking about them. Our minds function like trying to drive a car using only one wheel. There's nothing wrong with that one wheel - conventional thinking - but we could all get a lot further if we used all four... De Bono examines why we think the way we do from a historical perspective and uses some of his famous thinking techniques, such as lateral thinking, combined with new ideas to show us how to change the way we think. If we strengthen our ability and raise our thinking level, other areas of our life - both personal and business success - will improve.De Bono is the master of the original big 'concept' book and his enticement to us to use our minds as constructively as possible should appeal to a whole new generation of fans.
Radical Technologies: The Design of Everyday Life
Adam Greenfield - 2017
But at what cost? In this urgent and revelatory excavation of our Information Age, leading technology thinker Adam Greenfield forces us to reconsider our relationship with the networked objects, services and spaces that define us. It is time to re-evaluate the Silicon Valley consensus determining the future.We already depend on the smartphone to navigate every aspect of our existence. We're told that innovations--from augmented-reality interfaces and virtual assistants to autonomous delivery drones and self-driving cars--will make life easier, more convenient and more productive. 3D printing promises unprecedented control over the form and distribution of matter, while the blockchain stands to revolutionize everything from the recording and exchange of value to the way we organize the mundane realities of the day to day. And, all the while, fiendishly complex algorithms are operating quietly in the background, reshaping the economy, transforming the fundamental terms of our politics and even redefining what it means to be human.Having successfully colonized everyday life, these radical technologies are now conditioning the choices available to us in the years to come. How do they work? What challenges do they present to us, as individuals and societies? Who benefits from their adoption? In answering these questions, Greenfield's timely guide clarifies the scale and nature of the crisis we now confront --and offers ways to reclaim our stake in the future.
The Number Sense: How the Mind Creates Mathematics
Stanislas Dehaene - 1996
Describing experiments that show that human infants have a rudimentary number sense, Stanislas Dehaene suggests that this sense is as basic as our perception of color, and that it is wired into the brain. Dehaene shows that it was the invention of symbolic systems of numerals that started us on the climb to higher mathematics. A fascinating look at the crossroads where numbers and neurons intersect, The Number Sense offers an intriguing tour of how the structure of the brain shapes our mathematical abilities, and how our mathematics opens up a window on the human mind.
The Creativity Code: How AI Is Learning to Write, Paint and Think
Marcus du Sautoy - 2019
They can navigate more data than a doctor or lawyer and act with greater precision. For many years we’ve taken solace in the notion that they can’t create. But now that algorithms can learn and adapt, does the future of creativity belong to machines, too?It is hard to imagine a better guide to the bewildering world of artificial intelligence than Marcus du Sautoy, a celebrated Oxford mathematician whose work on symmetry in the ninth dimension has taken him to the vertiginous edge of mathematical understanding. In The Creativity Code he considers what machine learning means for the future of creativity. The Pollockizer can produce drip paintings in the style of Jackson Pollock, Botnik spins off fanciful (if improbable) scenes inspired by J. K. Rowling, and the music-composing algorithm Emmy managed to fool a panel of Bach experts. But do these programs just mimic, or do they have what it takes to create? Du Sautoy argues that to answer this question, we need to understand how the algorithms that drive them work―and this brings him back to his own subject of mathematics, with its puzzles, constraints, and enticing possibilities.While most recent books on AI focus on the future of work, The Creativity Code moves us to the forefront of creative new technologies and offers a more positive and unexpected vision of our future cohabitation with machines. It challenges us to reconsider what it means to be human―and to crack the creativity code.
Mathematics: From the Birth of Numbers
Jan Gullberg - 1997
The book is unique among popular books on mathematics in combining an engaging, easy-to-read history of the subject with a comprehensive mathematical survey text. Intended, in the author's words, "for the benefit of those who never studied the subject, those who think they have forgotten what they once learned, or those with a sincere desire for more knowledge," it links mathematics to the humanities, linguistics, the natural sciences, and technology.Contains more than 1000 original technical illustrations, a multitude of reproductions from mathematical classics and other relevant works, and a generous sprinkling of humorous asides, ranging from limericks and tall stories to cartoons and decorative drawings.
Actionable Gamification: Beyond Points, Badges, and Leaderboards
Yu-kai Chou - 2015
Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.
The Lady or the Tiger? And Other Logic Puzzles
Raymond M. Smullyan - 1982
For all ages and all levels of difficulty, these puzzles range from those that can be solved in minutes to those that will beguile for hours.
Amusements in Mathematics
Henry Ernest Dudeney - 1917
Intriguing, witty, paradoxical productions of one of the world's foremost creators of puzzles.This book was converted from its physical edition to the digital format by a community of volunteers. You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.
Sid Meier's Memoir!: A Life in Computer Games
Sid Meier - 2020
Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibilliondollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond.Articulating his philosophy that a videogame should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his ten rules of good game design.
Statistics Done Wrong: The Woefully Complete Guide
Alex Reinhart - 2013
Politicians and marketers present shoddy evidence for dubious claims all the time. But smart people make mistakes too, and when it comes to statistics, plenty of otherwise great scientists--yes, even those published in peer-reviewed journals--are doing statistics wrong."Statistics Done Wrong" comes to the rescue with cautionary tales of all-too-common statistical fallacies. It'll help you see where and why researchers often go wrong and teach you the best practices for avoiding their mistakes.In this book, you'll learn: - Why "statistically significant" doesn't necessarily imply practical significance- Ideas behind hypothesis testing and regression analysis, and common misinterpretations of those ideas- How and how not to ask questions, design experiments, and work with data- Why many studies have too little data to detect what they're looking for-and, surprisingly, why this means published results are often overestimates- Why false positives are much more common than "significant at the 5% level" would suggestBy walking through colorful examples of statistics gone awry, the book offers approachable lessons on proper methodology, and each chapter ends with pro tips for practicing scientists and statisticians. No matter what your level of experience, "Statistics Done Wrong" will teach you how to be a better analyst, data scientist, or researcher.
Don't Go Back to School: A Handbook for Learning Anything
Kio Stark - 2013
More and more people are declining traditional education and college degrees. Instead they’re getting the knowledge, training, and inspiration they need outside of the classroom. Drawing on extensive research and over 100 interviews with independent learners, Kio Stark offers the ultimate guide to learning without school. Don’t Go Back to School provides models and methods for taking a new kind of path through learning, and transforming that alternative education into an exciting career path. This inspiring, practical guide provides concrete strategies and resources for getting started as an independent learner. If you’re debating whether college, trade school, or independent learning will get you where you want to be, Don’t Go Back to School is essential reading.