Game Theory: A Nontechnical Introduction


Morton D. Davis - 1970
    . . a most valuable contribution." — Douglas R. Hofstadter, author of Gödel, Escher, BachThe foundations of game theory were laid by John von Neumann, who in 1928 proved the basic minimax theorem, and with the 1944 publication of the Theory of Games and Economic Behavior, the field was established. Since then, game theory has become an enormously important discipline because of its novel mathematical properties and its many applications to social, economic, and political problems.Game theory has been used to make investment decisions, pick jurors, commit tanks to battle, allocate business expenses equitably — even to measure a senator's power, among many other uses. In this revised edition of his highly regarded work, Morton Davis begins with an overview of game theory, then discusses the two-person zero-sum game with equilibrium points; the general, two-person zero-sum game; utility theory; the two-person, non-zero-sum game; and the n-person game.A number of problems are posed at the start of each chapter and readers are given a chance to solve them before moving on. (Unlike most mathematical problems, many problems in game theory are easily understood by the lay reader.) At the end of the chapter, where solutions are discussed, readers can compare their "common sense" solutions with those of the author. Brimming with applications to an enormous variety of everyday situations, this book offers readers a fascinating, accessible introduction to one of the most fruitful and interesting intellectual systems of our time.

Dialogues on Mathematics


Alfréd Rényi - 1967
    

Dostoyevsky's Notes from Underground (Critical Studies in Russian Literature)


Richard Arthur Peace - 1993
    A full bibliography is included.

Half-Real: Video Games Between Real Rules and Fictional Worlds


Jesper Juul - 2005
    We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

Taming the Tongue: The Power of Spoken Words


Alex Uwajeh - 2014
    However, it's the way you use them that has the real power. When you have an optimistic frame of mind, you're far more likely to recognize opportunities when they arise. The tongue has the power of life and death, and those who love it will eat its fruit. For as a man thinketh in his heart, so is he. The way you use and choose words defines who you are. Words have power. God created the world with words. The Bible plainly says, we shall decree a thing and it shall be established. Are you ready to harness the real power of spoken words?

The Critical Thinker: The Path To Better Problem Solving, Accurate Decision Making, and Self-Disciplined Thinking


Steven Schuster - 2018
     What did they do differently that made them so recognizable for their intellects? • They thought slowly and deliberately before making a snap judgment or decision • They questioned every fact and opinion (including their own) • They took the time to study the subject or object of their decision making to gather information before jumping to conclusions • They accepted and expected that human nature is ultimately biased and prone to make cognitive errors The Critical Thinker gives you a thorough description of the rules and principles of critical thinking practiced by Einstein, Plato and every great thinker in history. You will learn about the most important critical thinking principles as well as shortcuts to make better decisions in specific situations. These critical thinking principles will help your personal life, career, and friendships. Improve your critical, logical, observational, and rational thinking skills with the timeless principles presented in this book. Critical thinking skills will improve your relationships and your financial life too. • Learn the main principles of critical thinking. • Train your cognitive muscles to think faster and jump to the best conclusions effortlessly. • Find the most rewarding options in any opportunity. • Don’t just attack symptoms, solve your problems once and for all. Become a lie and cognitive bias detector. The Critical Thinker is a fitting read for everyone who wants to improve their critical thinking skills. Regardless of your stage of life or field of work (business, education, healthcare, or student) you’ll find the book equally useful. • Become a more effective communicator with more impactful points. • Detect the thinking errors of larger groups or individuals. • Powerful questions to effectively self-assess. • Best practices to employ critical thinking principles in your life immediately. Improving your critical thinking skills will help you save time, filter out irrelevant information efficiently, and prioritize your resources to get the best results. It will help you identify better problem-solving approaches rather than relying on standard methods that don’t suit your case. Critical thinking will enhance your communication skills, reasoning, and logic. You will also become more compassionate and understanding for the perspectives of others. Be solution-oriented, solve difficult tasks, and understand the world better. *Please note the following before purchasing the book: The book is not strictly about the philosophy of Socrates, Plato, and Aristotle. Their picture is used for cover art purposes.

First Person: New Media as Story, Performance, and Game


Noah Wardrip-Fruin - 2004
    Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).

A Fistful of Love


Om Swami - 2015
    After a couple of drinks, he asked his friends, "Do you love me?" "Of course, we do," they replied. "So do you know what I need?" No one answered. "If you don't know what I need then how can you say you love me?" To love and to be loved is the most basic human need. No wonder we are attracted to people who give us attention, care about us, and love us. Yet, love also remains the greatest challenge in most relationships. Why? A Fistful of Love is a collection of insightful, thought-provoking nuggets of wisdom appreciated by millions around the world. This book is full of humour and narratives most beautifully woven into learnings of life that will make you stop and think. A must read. Om Swami is a mystic living in the Himalayan foothills. He has a bachelor's degree in business and an MBA from Sydney, Australia. Prior to renunciation, he founded and ran a multi-million dollar software company successfully. He is the author of the best-seller If Truth Be Told: A Monk's Memoir, and a soon-to-be-released book on Kundalini.

Immortal Talks (- Book 2)


Shunya - 2019
    Hundreds of miles away from her home, the immortal Guru and His secret disciples meet in a forested mountain to discuss metaphysical ways of steering her soul back to a life of happiness and prosperity. This treasure is the second instalment in the Immortal Talks book series. It contains six priceless chapters: A Thousand Lives; The Linga Code; Incomplete; The Invisible Four; The Awareness Setting; Continuity.

Come, Let Us Reason: An Introduction to Logical Thinking


Norman L. Geisler - 1990
    The perfect introductory textbook, this simplified study of logic prepares readers to reason thoughtfully and to spot illogic in an argument.

Gamer Theory


McKenzie Wark - 2007
    Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.

The Abolition of Sanity: C.S. Lewis on the Consequences of Modernism


Steve Turley - 2019
    

A Course in Game Theory


Martin J. Osborne - 1994
    The authors provide precise definitions and full proofs of results, sacrificing generalities and limiting the scope of the material in order to do so. The text is organized in four parts: strategic games, extensive games with perfect information, extensive games with imperfect information, and coalitional games. It includes over 100 exercises. Solution ManualTable of Contents, Errata, and more...

ಮಹಾಭ್ರಾಹ್ಮಣ | MahaBrahmana


Devudu Narasimhashastri - 1950
    Gives some great insights into Gayatri mantra and how it can transform the life of a mortal.