Book picks similar to
Winning Ways for Your Mathematical Plays: Volume 1 by Elwyn R. Berlekamp
mathematics
math
science
games
Chess Mysteries of Sherlock Holmes: Fifty Tantalizing Problems of Chess Detection
Raymond M. Smullyan - 1994
The progressively more difficult puzzles include a double murder.
The Seven Pillars of Statistical Wisdom
Stephen M. Stigler - 2016
It allows one to gain information by discarding information, namely, the individuality of the observations. Stigler s second pillar, information measurement, challenges the importance of big data by noting that observations are not all equally important: the amount of information in a data set is often proportional to only the square root of the number of observations, not the absolute number. The third idea is likelihood, the calibration of inferences with the use of probability. Intercomparison is the principle that statistical comparisons do not need to be made with respect to an external standard. The fifth pillar is regression, both a paradox (tall parents on average produce shorter children; tall children on average have shorter parents) and the basis of inference, including Bayesian inference and causal reasoning. The sixth concept captures the importance of experimental design for example, by recognizing the gains to be had from a combinatorial approach with rigorous randomization. The seventh idea is the residual the notion that a complicated phenomenon can be simplified by subtracting the effect of known causes, leaving a residual phenomenon that can be explained more easily.The Seven Pillars of Statistical Wisdom presents an original, unified account of statistical science that will fascinate the interested layperson and engage the professional statistician."
The Art and Craft of Problem Solving
Paul Zeitz - 1999
Readers are encouraged to do math rather than just study it. The author draws upon his experience as a coach for the International Mathematics Olympiad to give students an enhanced sense of mathematics and the ability to investigate and solve problems.
How Many Licks?: Or, How to Estimate Damn Near Anything
Aaron Santos - 2009
And the beauty of it is that it's all approximate!Using Enrico Fermi's theory of approximation, Santos brings the world of numbers into perspective. For puzzle junkies and trivia fanatics, these 70 word puzzles will show the reader how to take a bit of information, add what they already know, and extrapolate an answer.Santos has done the impossible: make math and the multiple possibilities of numbers fun and informative. Can you really cry a river? Is it possible to dig your way out of jail with just a teaspoon and before your life sentence is up?Taking an academic subject and using it as the prism to view everyday off-the-wall questions as math problems to be solved is a natural step for the lovers of sudoku, cryptograms, word puzzles, and other thought-provoking games.
Calculus Made Easy
Silvanus Phillips Thompson - 1910
With a new introduction, three new chapters, modernized language and methods throughout, and an appendix of challenging and enjoyable practice problems, Calculus Made Easy has been thoroughly updated for the modern reader.
Q.E.D.: Beauty in Mathematical Proof
Burkard Polster - 2004
presents some of the most famous mathematical proofs in a charming book that will appeal to nonmathematicians and math experts alike. Grasp in an instant why Pythagoras's theorem must be correct. Follow the ancient Chinese proof of the volume formula for the frustrating frustum, and Archimedes' method for finding the volume of a sphere. Discover the secrets of pi and why, contrary to popular belief, squaring the circle really is possible. Study the subtle art of mathematical domino tumbling, and find out how slicing cones helped save a city and put a man on the moon.
Computer Science Distilled: Learn the Art of Solving Computational Problems
Wladston Ferreira Filho - 2017
Designed for readers who don't need the academic formality, it's a fast and easy computer science guide. It teaches essential concepts for people who want to program computers effectively. First, it introduces discrete mathematics, then it exposes the most common algorithms and data structures. It also shows the principles that make computers and programming languages work.
Surreal Numbers
Donald Ervin Knuth - 1974
This title is intended for those who might enjoy an engaging dialogue on abstract mathematical ideas, and those who might wish to experience how new mathematics is created.
Crypto: How the Code Rebels Beat the Government—Saving Privacy in the Digital Age
Steven Levy - 2001
From Stephen Levy—the author who made "hackers" a household word—comes this account of a revolution that is already affecting every citizen in the twenty-first century. Crypto tells the inside story of how a group of "crypto rebels"—nerds and visionaries turned freedom fighters—teamed up with corporate interests to beat Big Brother and ensure our privacy on the Internet. Levy's history of one of the most controversial and important topics of the digital age reads like the best futuristic fiction.
Games and Decisions: Introduction and Critical Survey
R. Duncan Luce - 1957
Clear, comprehensive coverage of utility theory, 2-person zero-sum games, 2-person non-zero-sum games, n-person games, individual and group decision-making, more. Bibliography.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
The Joy of Game Theory: An Introduction to Strategic Thinking
Presh Talwalkar - 2013
Articles from Game Theory Tuesdays have been referenced in The Freakonomics Blog, Yahoo Finance, and CNN.com. The second edition includes many streamlined explanations and incorporates suggestions from readers of the first edition. Game theory is the study of interactive decision making--that is, in situations where each person's action affects the outcome for the whole group. Game theory is a beautiful subject and this book will teach you how to understand the theory and practically implement solutions through a series of stories and the aid of over 30 illustrations. This book has two primary objectives. (1) To help you recognize strategic games, like the Prisoner's Dilemma, Bertrand Duopoly, Hotelling's Game, the Game of Chicken, and Mutually Assured Destruction. (2) To show you how to make better decisions and change the game, a powerful concept that can transform no-win situations into mutually beneficial outcomes. You'll learn how to negotiate better by making your threats credible, sometimes limiting options or burning bridges, and thinking about new ways to create better outcomes. As these goals indicate, game theory is about more than board games and gambling. It all seems so simple, and yet that definition belies the complexity of game theory. While it may only take seconds to get a sense of game theory, it takes a lifetime to appreciate and master it. This book will get you started.
Calculus
Gilbert Strang - 1991
The author has a direct style. His book presents detailed and intensive explanations. Many diagrams and key examples are used to aid understanding, as well as the application of calculus to physics and engineering and economics. The text is well organized, and it covers single variable and multivariable calculus in depth. An instructor's manual and student guide are available online at http: //ocw.mit.edu/ans7870/resources/Strang/....
Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.
Introduction to Logic: and to the Methodology of Deductive Sciences
Alfred Tarski - 1993
According to the author, these trends sought to create a unified conceptual apparatus as a common basis for the whole of human knowledge.Because these new developments in logical thought tended to perfect and sharpen the deductive method, an indispensable tool in many fields for deriving conclusions from accepted assumptions, the author decided to widen the scope of the work. In subsequent editions he revised the book to make it also a text on which to base an elementary college course in logic and the methodology of deductive sciences. It is this revised edition that is reprinted here.Part One deals with elements of logic and the deductive method, including the use of variables, sentential calculus, theory of identity, theory of classes, theory of relations and the deductive method. The Second Part covers applications of logic and methodology in constructing mathematical theories, including laws of order for numbers, laws of addition and subtraction, methodological considerations on the constructed theory, foundations of arithmetic of real numbers, and more. The author has provided numerous exercises to help students assimilate the material, which not only provides a stimulating and thought-provoking introduction to the fundamentals of logical thought, but is the perfect adjunct to courses in logic and the foundation of mathematics.