Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

The Mathematics of Poker


Bill Chen - 2006
    By the mid-1990s the old school grizzled traders had been replaced by a new breed of quantitative analysts, applying mathematics to the "art" of trading and making of it a science. A similar phenomenon is happening in poker. The grizzled "road gamblers" are being replaced by a new generation of players who have challenged many of the assumptions that underlie traditional approaches to the game. One of the most important features of this new approach is a reliance on quantitative analysis and the application of mathematics to the game. This book provides an introduction to quantitative techniques as applied to poker and to a branch of mathematics that is particularly applicable to poker, game theory, in a manner that makes seemingly difficult topics accessible to players without a strong mathematical background.

Half-Life 2: Raising the Bar


David Hodgson - 2004
    -Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

Statistics for People Who (Think They) Hate Statistics


Neil J. Salkind - 2000
    The book begins with an introduction to the language of statistics and then covers descriptive statistics and inferential statistics. Throughout, the author offers readers:- Difficulty Rating Index for each chapter′s material- Tips for doing and thinking about a statistical technique- Top tens for everything from the best ways to create a graph to the most effective techniques for data collection- Steps that break techniques down into a clear sequence of procedures- SPSS tips for executing each major statistical technique- Practice exercises at the end of each chapter, followed by worked out solutions.The book concludes with a statistical software sampler and a description of the best Internet sites for statistical information and data resources. Readers also have access to a website for downloading data that they can use to practice additional exercises from the book. Students and researchers will appreciate the book′s unhurried pace and thorough, friendly presentation.

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Bitcoin and Cryptocurrency Technologies: A Comprehensive Introduction


Arvind Narayanan - 2016
    Whether you are a student, software developer, tech entrepreneur, or researcher in computer science, this authoritative and self-contained book tells you everything you need to know about the new global money for the Internet age.How do Bitcoin and its block chain actually work? How secure are your bitcoins? How anonymous are their users? Can cryptocurrencies be regulated? These are some of the many questions this book answers. It begins by tracing the history and development of Bitcoin and cryptocurrencies, and then gives the conceptual and practical foundations you need to engineer secure software that interacts with the Bitcoin network as well as to integrate ideas from Bitcoin into your own projects. Topics include decentralization, mining, the politics of Bitcoin, altcoins and the cryptocurrency ecosystem, the future of Bitcoin, and more.An essential introduction to the new technologies of digital currencyCovers the history and mechanics of Bitcoin and the block chain, security, decentralization, anonymity, politics and regulation, altcoins, and much moreFeatures an accompanying website that includes instructional videos for each chapter, homework problems, programming assignments, and lecture slidesAlso suitable for use with the authors' Coursera online courseElectronic solutions manual (available only to professors)

Introduction to Mathematical Thinking


Keith Devlin - 2012
    This is not the same as “doing math.” The latter usually involves the application of formulas, procedures, and symbolic manipulations; mathematical thinking is a powerful way of thinking about things in the world -- logically, analytically, quantitatively, and with precision. It is not a natural way of thinking, but it can be learned. Mathematicians, scientists, and engineers need to “do math,” and it takes many years of college-level education to learn all that is required. Mathematical thinking is valuable to everyone, and can be mastered in about six weeks by anyone who has completed high school mathematics. Mathematical thinking does not have to be about mathematics at all, but parts of mathematics provide the ideal target domain to learn how to think that way, and that is the approach taken by this short but valuable book. The book is written primarily for first and second year students of science, technology, engineering, and mathematics (STEM) at colleges and universities, and for high school students intending to study a STEM subject at university. Many students encounter difficulty going from high school math to college-level mathematics. Even if they did well at math in school, most are knocked off course for a while by the shift in emphasis, from the K-12 focus on mastering procedures to the “mathematical thinking” characteristic of much university mathematics. Though the majority survive the transition, many do not. To help them make the shift, colleges and universities often have a “transition course.” This book could serve as a textbook or a supplementary source for such a course. Because of the widespread applicability of mathematical thinking, however, the book has been kept short and written in an engaging style, to make it accessible to anyone who seeks to extend and improve their analytic thinking skills. Going beyond a basic grasp of analytic thinking that everyone can benefit from, the STEM student who truly masters mathematical thinking will find that college-level mathematics goes from being confusing, frustrating, and at times seemingly impossible, to making sense and being hard but doable. Dr. Keith Devlin is a professional mathematician at Stanford University and the author of 31 previous books and over 80 research papers. His books have earned him many awards, including the Pythagoras Prize, the Carl Sagan Award, and the Joint Policy Board for Mathematics Communications Award. He is known to millions of NPR listeners as “the Math Guy” on Weekend Edition with Scott Simon. He writes a popular monthly blog “Devlin’s Angle” for the Mathematical Association of America, another blog under the name “profkeithdevlin”, and also blogs on various topics for the Huffington Post.

Introduction to Algorithms


Thomas H. Cormen - 1989
    Each chapter is relatively self-contained and can be used as a unit of study. The algorithms are described in English and in a pseudocode designed to be readable by anyone who has done a little programming. The explanations have been kept elementary without sacrificing depth of coverage or mathematical rigor.

Priceless: Straight-Shooting, No-Frills Financial Wisdom


Dave Ramsey - 2002
    Priceless offers hope for the financially challenged, plus advice for not getting into trouble in the first place. Dave uses straight talk, down-to-earth humor, and quotes from his Rolodex so that anyone?student, professional, or grandma?can learn the wisdom of being weird.

Thinking Statistically


Uri Bram - 2011
    Along the way we’ll learn how selection bias can explain why your boss doesn’t know he sucks (even when everyone else does); how to use Bayes’ Theorem to decide if your partner is cheating on you; and why Mark Zuckerberg should never be used as an example for anything. See the world in a whole new light, and make better decisions and judgements without ever going near a t-test. Think. Think Statistically.

Go! More Than a Game


Peter Shotwell - 2003
    In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives.Go! More Than a Game uses the most modern methods of teaching, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size.Go! More Than a Game has been completely revised by the author based on new data about the history of early go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combininatroics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.

The Elements of Statistical Learning: Data Mining, Inference, and Prediction


Trevor Hastie - 2001
    With it has come vast amounts of data in a variety of fields such as medicine, biology, finance, and marketing. The challenge of understanding these data has led to the development of new tools in the field of statistics, and spawned new areas such as data mining, machine learning, and bioinformatics. Many of these tools have common underpinnings but are often expressed with different terminology. This book describes the important ideas in these areas in a common conceptual framework. While the approach is statistical, the emphasis is on concepts rather than mathematics. Many examples are given, with a liberal use of color graphics. It should be a valuable resource for statisticians and anyone interested in data mining in science or industry. The book's coverage is broad, from supervised learning (prediction) to unsupervised learning. The many topics include neural networks, support vector machines, classification trees and boosting—the first comprehensive treatment of this topic in any book. Trevor Hastie, Robert Tibshirani, and Jerome Friedman are professors of statistics at Stanford University. They are prominent researchers in this area: Hastie and Tibshirani developed generalized additive models and wrote a popular book of that title. Hastie wrote much of the statistical modeling software in S-PLUS and invented principal curves and surfaces. Tibshirani proposed the Lasso and is co-author of the very successful An Introduction to the Bootstrap. Friedman is the co-inventor of many data-mining tools including CART, MARS, and projection pursuit.

Foundations of Finance: The Logic and Practice of Finance Management


Arthur J. Keown - 1993
    For the introductory Finance course, given during the junior year and required at all undergraduate business schools.Keown enables students to see the big picture by letting them understand the logic that drives finance rather than having them memorize formulas.

Eurogames: The Design, Culture and Play of Modern European Board Games


Stewart Woods - 2012
    Eurogames have simple rules and short playing times and emphasize strategy over luck and conflict. This book examines the form of eurogames, the hobbyist culture that surrounds them, and the way that hobbyists experience the play of such games. It chronicles the evolution of tabletop hobby gaming and explores why hobbyists play them, how players balance competitive play with the demands of an intimate social gathering, and to what extent the social context of the game encounter shapes the playing experience. Combining history, cultural studies, leisure studies, ludology, and play theory, this innovative work highlights a popular alternative trend in the gaming community.