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EBookClubs

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Book Path Player Games

Download or read book Path Player Games written by Silvia Schwarze and published by Springer Science & Business Media. This book was released on 2009-03-02 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: A path player game is a new innovative type of game which considers network flow problems from the viewpoint of network owners. This strategy enables modeling real-world problems and has many practical applications. Key features: * Presents a rigorous exposition of the theoretical foundations of the concept of a path player game; * Suggests 18 practical open problems for future research in such areas as traffic planning, computation of equilibria, and optimization; * Examines potentials for games on polyhedra as well as integer versions of generalized Nash equilibria. Written clearly, with well-presented mathematics, this book is intended for graduate students, mathematicians, engineers, and computer scientists.

Book Path Player Games

    Book Details:
  • Author : Silvia Schwarze
  • Publisher :
  • Release : 2006
  • ISBN :
  • Pages : 177 pages

Download or read book Path Player Games written by Silvia Schwarze and published by . This book was released on 2006 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book A Playful Path

    Book Details:
  • Author : Bernard De Koven
  • Publisher : Lulu.com
  • Release : 2013-12-18
  • ISBN : 1304351823
  • Pages : 305 pages

Download or read book A Playful Path written by Bernard De Koven and published by Lulu.com. This book was released on 2013-12-18 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.

Book The Well Played Game

Download or read book The Well Played Game written by Bernard De Koven and published by MIT Press. This book was released on 2013-08-23 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: The return of the classic book on games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven’s classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.

Book Operations Research Proceedings 2005

Download or read book Operations Research Proceedings 2005 written by Hans-Dietrich Haasis and published by Springer Science & Business Media. This book was released on 2006-09-12 with total page 818 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains a selection of 128 papers presented in lectures during the international scientific symposium "Operations Research 2005" (OR 2005) held at the University of Bremen, September 7-9, 2005. This international conference took place under the auspices of the German Operations Research Society (GOR). The symposium had about 600 participants from countries all over the world. It attracted academics and practitioners working in various fields of Operations Research and provided them with the most recent advances in Operations Research as well as related areas in Economics, Mathematics, and Computer Science including the special interest streams Logistics and New Maritime Businesses. The program consisted of 3 plenary and 15 semi-plenary talks and about 400 contributed presentations selected by the program committee to be presented in 20 sections.

Book Gaming the Past

    Book Details:
  • Author : Jeremiah McCall
  • Publisher : Routledge
  • Release : 2013-06-17
  • ISBN : 1136832092
  • Pages : 198 pages

Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Book Interactive Storytelling for Video Games

Download or read book Interactive Storytelling for Video Games written by Josiah Lebowitz and published by Taylor & Francis. This book was released on 2012-09-10 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Book Dark Revelation   The Role Playing Game   Player s Guide

Download or read book Dark Revelation The Role Playing Game Player s Guide written by C.N. Constantin and published by Chris Constantin. This book was released on 2014-12-07 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Hodgepocalypse takes North America and the d20 system and makes it a diverse world filed with magical rites, modern technology and bizarre cultures.

Book Official Gazette of the United States Patent and Trademark Office

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 1995 with total page 936 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Algorithms in a Nutshell

    Book Details:
  • Author : George T. Heineman
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2016-03-22
  • ISBN : 1491912987
  • Pages : 391 pages

Download or read book Algorithms in a Nutshell written by George T. Heineman and published by "O'Reilly Media, Inc.". This book was released on 2016-03-22 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust software requires the use of efficient algorithms, but programmers seldom think about them until a problem occurs. This updated edition of Algorithms in a Nutshell describes a large number of existing algorithms for solving a variety of problems, and helps you select and implement the right algorithm for your needs—with just enough math to let you understand and analyze algorithm performance. With its focus on application, rather than theory, this book provides efficient code solutions in several programming languages that you can easily adapt to a specific project. Each major algorithm is presented in the style of a design pattern that includes information to help you understand why and when the algorithm is appropriate. With this book, you will: Solve a particular coding problem or improve on the performance of an existing solution Quickly locate algorithms that relate to the problems you want to solve, and determine why a particular algorithm is the right one to use Get algorithmic solutions in C, C++, Java, and Ruby with implementation tips Learn the expected performance of an algorithm, and the conditions it needs to perform at its best Discover the impact that similar design decisions have on different algorithms Learn advanced data structures to improve the efficiency of algorithms

Book STACS 2004

    Book Details:
  • Author : Volker Diekert
  • Publisher : Springer
  • Release : 2004-03-13
  • ISBN : 3540247491
  • Pages : 674 pages

Download or read book STACS 2004 written by Volker Diekert and published by Springer. This book was released on 2004-03-13 with total page 674 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Symposium on Theoretical Aspects of Computer Science (STACS) is alt- nately held in France and in Germany. The conference of March 25-27, 2004 at the Corum, Montpellier was the twenty-?rst in this series. Previous meetings took place in Paris (1984), Saarbruc ̈ ken (1985), Orsay (1986), Passau (1987), Bordeaux (1988), Paderborn (1989), Rouen (1990), Hamburg (1991), Cachan (1992),Wurzburg ̈ (1993),Caen(1994),Munc ̈ hen(1995),Grenoble(1996),Lub ̈ eck (1997), Paris (1998), Trier (1999), Lille (2000), Dresden (2001), Antibes (2002), and Berlin (2003). The symposium looks back at a remarkable tradition of over 20 years. The interest in STACS has been increasing continuously during recent years and has turned it into one of the most signi?cant conferences in theoretical computer science. The STACS 2004 call for papers led to more than 200 submissions from all over the world. Thereviewingprocesswasextremelyhard:morethan800reviewsweredone. We would like to thank the program committee and all external referees for the valuable work they put into the reviewing process of this conference. We had a two-day meeting for the program committee in Montpellier during November 21-22, 2003. Just 54 papers (i.e., 27% of the submissions) could be accepted, as we wanted to keep the conference in its standard format with only two parallel sessions. This strict selection guaranteed the very high scienti?c quality of the conference.

Book Foundations of Software Science and Computational Structures

Download or read book Foundations of Software Science and Computational Structures written by Luke Ong and published by Springer Science & Business Media. This book was released on 2010-03-16 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 13th International Conference on Foundations of Software Science and Computational Structures, FOSSACS 2010, held in Paphos, Cyprus, in March 2010, as part of ETAPS 2010, the European Joint Conferences on Theory and Practice of Software. The 25 revised full papers presented together with the abstract of the keynote lecture were carefully reviewed and selected from 86 full paper submissions. The papers are organized in topical sections on semantics of programming languages, probabilistic and randomised computation, concurrency and process theory, modal and temporal logics, verification, categorical and coalgebraic methods, as well as lambda calculus and types.

Book Algorithmic Game Theory

Download or read book Algorithmic Game Theory written by Maria Serna and published by Springer. This book was released on 2012-10-06 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Symposium on Algorithmic Game Theory, SAGT 2012, held in Barcelona, Spain, in October 2012. The 22 revised full papers presented together with 2 invited lectures were carefully reviewed and selected from 65 submissions. The papers present original research at the intersection of Algorithms and Game Theory and address various current topics such as solution concepts in game theory; efficiency of equilibria and price of anarchy; complexity classes in game theory; computational aspects of equilibria; computational aspects of fixed-point theorems; repeated games; evolution and learning in games; convergence of dynamics; coalitions, coordination and collective action; reputation, recommendation and trust systems; graph-theoretic aspects of social networks; network games; cost-sharing algorithms and analysis; computing with incentives; algorithmic mechanism design; computational social choice; decision theory, and pricing; auction algorithms and analysis; economic aspects of distributed computing; internet economics and computational advertising.

Book Character Development and Storytelling for Games

Download or read book Character Development and Storytelling for Games written by Lee Sheldon and published by CRC Press. This book was released on 2022-11-18 with total page 519 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.

Book ECGBL2015 9th European Conference on Games Based Learning

Download or read book ECGBL2015 9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Book Entertainment Computing   ICEC 2010

Download or read book Entertainment Computing ICEC 2010 written by Hyun Seung Yang and published by Springer Science & Business Media. This book was released on 2010-08-11 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Entertainment Computing, ICEC 2010, held in Seoul, Korea, in August 2010, under the auspices of IFIP. The 19 revised long papers, 27 short papers and 33 poster papers and demos presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.

Book Handbook of Narratology

Download or read book Handbook of Narratology written by Peter Hühn and published by Walter de Gruyter GmbH & Co KG. This book was released on 2014-10-10 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook provides a systematic overview of the present state of international research in narratology and is now available in a second, completely revised and expanded edition. Detailed individual studies by internationally renowned narratologists elucidate central terms of narratology, present a critical account of the major research positions and their historical development and indicate directions for future research.