The Art of Strategy: A Game Theorist's Guide to Success in Business and Life


Avinash K. Dixit - 1991
    It's the art of anticipating your opponent's next moves, knowing full well that your rival is trying to do the same thing to you. Though parts of game theory involve simple common sense, much is counterintuitive, and it can only be mastered by developing a new way of seeing the world. Using a diverse array of rich case studies—from pop culture, TV, movies, sports, politics, and history—the authors show how nearly every business and personal interaction has a game-theory component to it. Are the winners of reality-TV contests instinctive game theorists? Do big-time investors see things that most people miss? What do great poker players know that you don't? Mastering game theory will make you more successful in business and life, and this lively book is the key to that mastery.

The Art of Seduction


Robert Greene - 2001
    Now Greene has once again mined history and literature to distill the essence of seduction, the most highly refined mode of influence, the ultimate power trip. The Art of Seduction is a masterful synthesis of the work of thinkers such as Freud, Ovid, Kierkegaard, and Einstein, as well as the achievements of the greatest seducers throughout history. From Cleopatra to John F. Kennedy, from Andy Warhol to Josephine Bonaparte, The Art of Seduction gets to the heart of the character of the seducer and his or her tactics, triumphs and failures. The seducer's many faces include: the Siren, the Rake, the Ideal Lover, the Dandy, the Natural, the Coquette, the Charmer, and the Charismatic. Twenty-four maneuvers will guide readers through the seduction process, providing cunning, amoral instructions for and analysis of this fascinating, all-pervasive form of power. Just as beautifully packaged and every bit as essential as The 48 Laws of Power, The Art of Seduction is an indispensable primer of persuasion and offers the best lessons on how to take what you want from whomever you want or how to prevent yourself from being taken.

Final Fantasy VIII Official Strategy Guide


David Cassady
    BradyGAMES-Final Fantasy VIII Official Strategy Guide Features:Detailed Walkthroughs Boss Strategies Item & Magic Lists Complete Bestiary and over 450 Full-Color Maps!The ONLY Official Guide!   Platform: PlayStation Genre: RPG

Psych 101: Psychology Facts, Basics, Statistics, Tests, and More!


Paul Kleinman - 2012
    Psych 101 cuts out the boring details and statistics, and instead, gives you a lesson in psychology that keeps you engaged - and your synapses firing.From personality quizzes and the Rorschach Blot Test to B.F. Skinner and the stages of development, this primer for human behavior is packed with hundreds of entertaining psychology basics and quizzes you can't get anywhere else.So whether you're looking to unravel the intricacies of the mind, or just want to find out what makes your friends tick, Psych 101 has all the answers - even the ones you didn't know you were looking for.

Think: A Compelling Introduction to Philosophy


Simon Blackburn - 1999
    Written expressly for "anyone who believes there are big questions out there, but does not know how to approach them," Think provides a sound framework for exploring the most basic themes of philosophy, and for understanding how major philosophers have tackled the questions that have pressed themselves most forcefully on human consciousness.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

A Little History of the World


E.H. Gombrich - 1936
    Amazingly, he completed the task in an intense six weeks, and Eine kurze Weltgeschichte für junge Leser was published in Vienna to immediate success, and is now available in seventeen languages across the world. Toward the end of his long life, Gombrich embarked upon a revision and, at last, an English translation. A Little History of the World presents his lively and involving history to English-language readers for the first time. Superbly designed and freshly illustrated, this is a book to be savored and collected. In forty concise chapters, Gombrich tells the story of man from the stone age to the atomic bomb. In between emerges a colorful picture of wars and conquests, grand works of art, and the spread and limitations of science. This is a text dominated not by dates and facts, but by the sweep of mankind's experience across the centuries, a guide to humanity's achievements and an acute witness to its frailties. The product of a generous and humane sensibility, this timeless account makes intelligible the full span of human history.

Clean Code: A Handbook of Agile Software Craftsmanship


Robert C. Martin - 2007
    But if code isn't clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn't have to be that way. Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship . Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code on the fly into a book that will instill within you the values of a software craftsman and make you a better programmer but only if you work at it. What kind of work will you be doing? You'll be reading code - lots of code. And you will be challenged to think about what's right about that code, and what's wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft. Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code - of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and "smells" gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code. Readers will come away from this book understanding ‣ How to tell the difference between good and bad code‣ How to write good code and how to transform bad code into good code‣ How to create good names, good functions, good objects, and good classes‣ How to format code for maximum readability ‣ How to implement complete error handling without obscuring code logic ‣ How to unit test and practice test-driven development This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.

The Origin of Species


Charles Darwin - 1859
    Yet The Origin of Species (1859) is also a humane and inspirational vision of ecological interrelatedness, revealing the complex mutual interdependencies between animal and plant life, climate and physical environment, and—by implication—within the human world. Written for the general reader, in a style which combines the rigour of science with the subtlety of literature, The Origin of Species remains one of the founding documents of the modern age.

Cracking the Coding Interview: 150 Programming Questions and Solutions


Gayle Laakmann McDowell - 2008
    This is a deeply technical book and focuses on the software engineering skills to ace your interview. The book is over 500 pages and includes 150 programming interview questions and answers, as well as other advice.The full list of topics are as follows:The Interview ProcessThis section offers an overview on questions are selected and how you will be evaluated. What happens when you get a question wrong? When should you start preparing, and how? What language should you use? All these questions and more are answered.Behind the ScenesLearn what happens behind the scenes during your interview, how decisions really get made, who you interview with, and what they ask you. Companies covered include Google, Amazon, Yahoo, Microsoft, Apple and Facebook.Special SituationsThis section explains the process for experience candidates, Program Managers, Dev Managers, Testers / SDETs, and more. Learn what your interviewers are looking for and how much code you need to know.Before the InterviewIn order to ace the interview, you first need to get an interview. This section describes what a software engineer's resume should look like and what you should be doing well before your interview.Behavioral PreparationAlthough most of a software engineering interview will be technical, behavioral questions matter too. This section covers how to prepare for behavioral questions and how to give strong, structured responses.Technical Questions (+ 5 Algorithm Approaches)This section covers how to prepare for technical questions (without wasting your time) and teaches actionable ways to solve the trickiest algorithm problems. It also teaches you what exactly "good coding" is when it comes to an interview.150 Programming Questions and AnswersThis section forms the bulk of the book. Each section opens with a discussion of the core knowledge and strategies to tackle this type of question, diving into exactly how you break down and solve it. Topics covered include• Arrays and Strings• Linked Lists• Stacks and Queues• Trees and Graphs• Bit Manipulation• Brain Teasers• Mathematics and Probability• Object-Oriented Design• Recursion and Dynamic Programming• Sorting and Searching• Scalability and Memory Limits• Testing• C and C++• Java• Databases• Threads and LocksFor the widest degree of readability, the solutions are almost entirely written with Java (with the exception of C / C++ questions). A link is provided with the book so that you can download, compile, and play with the solutions yourself.Changes from the Fourth Edition: The fifth edition includes over 200 pages of new content, bringing the book from 300 pages to over 500 pages. Major revisions were done to almost every solution, including a number of alternate solutions added. The introductory chapters were massively expanded, as were the opening of each of the chapters under Technical Questions. In addition, 24 new questions were added.Cracking the Coding Interview, Fifth Edition is the most expansive, detailed guide on how to ace your software development / programming interviews.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Dream Psychology: Psychoanalysis for Beginners


Sigmund Freud - 1920
    Because the information in the unconscious is in an unruly and often disturbing form, a "censor" in the preconscious will not allow it to pass unaltered into the conscious. During dreams, the preconscious is more lax in this duty than in waking hours, but is still attentive: as such, the unconscious must distort and warp the meaning of its information to make it through the censorship. As such, images in dreams are often not what they appear to be, according to Freud, and need deeper interpretation if they are to inform on the structures of the unconscious.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Thank You for Arguing: What Aristotle, Lincoln, and Homer Simpson Can Teach Us About the Art of Persuasion


Jay Heinrichs - 2007
     The time-tested secrets this book discloses include Cicero’s three-step strategy for moving an audience to action—as well as Honest Abe’s Shameless Trick of lowering an audience’s expectations by pretending to be unpolished. But it’s also replete with contemporary techniques such as politicians’ use of “code” language to appeal to specific groups and an eye-opening assortment of popular-culture dodges—including The Yoda Technique, The Belushi Paradigm, and The Eddie Haskell Ploy. Whether you’re an inveterate lover of language books or just want to win a lot more anger-free arguments on the page, at the podium, or over a beer, Thank You for Arguing is for you. Written by one of today’s most popular language mavens, it’s warm, witty, erudite, and truly enlightening. It not only teaches you how to recognize a paralipsis and a chiasmus when you hear them, but also how to wield such handy and persuasive weapons the next time you really, really want to get your own way.

Six Easy Pieces: Essentials of Physics By Its Most Brilliant Teacher


Richard P. Feynman - 1995
    This set couples a book containing the six easiest chapters from Richard P. Feynman's landmark work, Lectures on Physics—specifically designed for the general, non-scientist reader—with the actual recordings of the late, great physicist delivering the lectures on which the chapters are based. Nobel Laureate Feynman gave these lectures just once, to a group of Caltech undergraduates in 1961 and 1962, and these newly released recordings allow you to experience one of the Twentieth Century's greatest minds—as if you were right there in the classroom.