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1. 100 principles of game design [2013]
- Berkeley, Calif. : New Riders, c2013.
- Description
- Book — 223 p. : ill. (some col.) ; 26 cm.
- Summary
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- Introduction - What is this book? How to use it. Universal Principles For The Design Process Design by committee The 80/20 Rule The four ways to be creative Universal Principles For Game Creation Operant conditioning - the Skinner Box Rock Paper Scissors (game theory) Volunteer's Dilemma (game theory) Memory games vs. Skill games Theories of fun Cognitive Biases - Anchoring Bias, Availability Bias, Confirmation Bias, Commision Bias Motivation via: Food/Sex/Movement/Faces/Stories/Surprise Universal Principles For Game Balancing Supply/Demand Scarcity Conspicuous Consumption Synergy Gestalt The "Strong Tie" Universal Principles For Troubleshooting Attention Vs. Perception Instant/Delayed Gratification Seven Universal Emotions Cultural Conundrums.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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QA76.76 .C672 A15 2013 | Unknown |
2. A theory of fun for game design [2014]
- Koster, Raph, 1971- author.
- 2nd edition. - Sebastopol, CA : O'Reilly, 2013.
- Description
- Book — xviii, 279 pages : color illustrations ; 23 cm
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QA76.76 .C672 K67 2013 | Unknown |
- Basel, Switzerland : Birkhäuser, c2007.
- Description
- Book — 495 p. : ill. (chiefly col.) ; 24 cm.
- Online
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QA76.76 .C672 S63 2007 | Unknown |
4. Game design : theory & practice [2001]
- Rouse, Richard.
- Plano, Tex. : Wordware Pub., 2001.
- Description
- Book — xxii, 584 p. : ill. ; 24 cm.
- Online
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QA76.76 .C672 R69 2001 | Unknown |
5. Game programming gems 2 [2001]
- Hingham, Mass. : Charles River Media, c2001.
- Description
- Book — xxxii, 575 p. : ill. (some col.) ; 25 cm. + 1 computer optical disc (4 3/4 in.)
- Summary
-
- SECTION 1 GENERAL PROGRAMMING
- SECTION 2 MATHEMATICS
- SECTION 3 246ARTIFICIAL INTELLIGENCE
- SECTION 4 GEOMETRY MANAGEMENT
- SECTION 5 GRAPHICS DISPLAY
- SECTION 6 AUDIO PROGRAMMING APPENDIX ABOUT THE CD-ROM.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
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QA76.76 .C672 G36 2001 | Unknown |
6. H [infinity symbol]-optimal control and related minimax design problems : a dynamic game approach [1995]
- Başar, Tamer.
- 2nd ed. - Boston : Birkhäuser, 1995.
- Description
- Book — xi, 411 p. : ill. ; 25 cm.
- Online
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QA402.3 .B355 1995 | Unknown |
- Marji, Majed, author.
- San Francisco : No Starch Press, [2014]
- Description
- Book — xx, 261 pages : illustrations ; 24 cm
- Summary
-
Scratch is a fun, beginner-friendly programming environment popular in schools around the world. Its playful, intuitive interface uses colorful programming blocks and cartoon sprites to make real programming more approachable. Serious Scratch Programming shows just how much you can do with Scratch and teaches you essential, universal programming concepts along the way. In Serious Scratch Programming, author Majed Marji takes you on a tour through Scratch's surprisingly powerful features to teach programming concepts like procedures, variables, loops, recursion, decision making, and lists. You will use your new-found skills to create science simulations, math projects, and even some fun arcade games! Each chapter offers a summary and practice exercises at the end to make sure the lessons stick. Scratch is an incredibly fun and easy language to learn, plus you can do some seriously potent programming with it. Serious Scratch Programming will help you get the most out of Scratch and begin your journey into the world of programming.
(source: Nielsen Book Data)
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QA76.73 .S345 M38 2014 | Unknown |
8. Designing sound [2010]
- Farnell, Andy, 1969-
- Cambridge, Mass. : MIT Press, c2010.
- Description
- Book — 664 p. : ill. ; 24 cm.
- Summary
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A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data-an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects.
(source: Nielsen Book Data)
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TK7881.4 .F365 2010 | Unknown |
- Eberly, David H.
- 2nd ed. - Amsterdam ; Boston : Elsevier Morgan Kaufmann, c2007.
- Description
- Book — xxii, 1018 p. : ill. (some col.) ; 25 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
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- Preface-- 1 Introduction-- 2 The Graphics System-- 3 Renderers-- 4 Special Effects Using Shaders-- 5 Scene Graphs-- 6 Scene Graph Compilers-- 7 Memory Management-- 8 Controller-Based Animation-- 9 Spatial Sorting-- 10 Level of Detail-- 11 Terrain-- 12 Collision Detection-- 13 Physics-- 14 Object-Oriented Infrastructure-- 15 Mathematical Topics-- Bibliography-- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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T385 .E373 2007 | Unknown |
- Brandenburger, Adam.
- Boston, Mass. : Harvard Business Press, c2009.
- Description
- Book — 91 p. : ill. ; 17 cm.
- Summary
-
Since 1922, "Harvard Business Review" has been a leading source of breakthrough management ideas - many of which still speak to and influence us today. "The Harvard Business Review Classics" series now offers readers the opportunity to make these seminal pieces a part of your permanent management library. Each highly readable volume contains a groundbreaking idea that continues to shape best practices and inspire countless managers around the world-and will have a direct impact on you today and for years to come. Business is like war: The best combatant wins while the worst loses, right? Not necessarily. Companies can succeed spectacularly without destroying others. And they can lose miserably after competing well. Exceptional businesses win by actively shaping the game they're playing, not playing the game they find. "The Right Game" shows you how to do this - by altering who's competing, what value each player brings to the table, and which rules and tactics players use.
(source: Nielsen Book Data)
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HD30.28 .B6963 2009 | Unknown |
- Thie, Paul R., 1938-
- 3rd ed. - Hoboken, N.J. : Wiley, c2008.
- Description
- Book — xiv, 460 p. : ill. ; 25 cm.
- Summary
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- Preface.1. Mathematical Models.1.1 Applying Mathematics.1.2 The Diet Problem.1.3 The Prisoner's Dilemma.1.4 The Roles of Linear Programming and Game Theory.2 The Linear Programming Model.2. 1 History.2.2 The Blending Model.2.3 The Production Model.2.4 The Transportation Model.2.5 The Dynamic Planning Model.2.6 Summary.3. The Simplex Method.3.1 The General Problem.3.2 Linear Equations and Basic Feasible Solutions.3.3 Introduction to the Simplex Method.3.4 Theory of the Simplex Method.3.5 The Simplex Tableau and Examples.3.6 Artificial Variables.3.7 Redundant Systems.3.8 A Convergence Proof.3.9 Linear Programming and Convexity.3.10 Spreadsheet Resolution.4. Duality.4.1 Introduction to Duality.4.2 Definition of the Dual Problem.4.3 Examples and Interpretations.4.4 The Duality Theorem.4.5 The Complementary Slackness Theorem.5. Sensitivity Analysis.5.1 Examples in Sensitivity Analysis.5.2 Matrix Representation of the Simplex Algorithm.5.3 Changes in the Objective Function.5.4 Addition of a New Variable.5.5 Changes in the Constant Term Column Vector.5.6 The Dual Simplex Algorithm.5.7 Addition of a Constraint.6. Integer Programming.6.1 Introduction to Integer Programming.6.2 Models with Integer Programming Formulations.6.3 Gomory's Cutting Plane Algorithm.6.4 A Branch and Bound Algorithm.6.5 Spreadsheet Resolution.7. The Transportation Problem.7.1 A Distribution Problem.7.2 The Transportation Problem.7.3 Applications.8. Other Topics In Linear Programming.8.1 An Example Involving Uncertainty.8.2 An Example with Multiple Goals.8.3 An Example Using Decomposition.8.4 An Example in Data Envelopment Analysis.9. Two-Person, Zero-Sum Games.9.1 Introduction to Game Theory.9.2 Some Principles of Decision Making in Game Theory.9.3 Saddle Points.9.4 Mixed Strategies.9.5 The Fundamental Theorem.9.6 Computational Techniques.9.7 Games People Play.10. Other Topics in Game Theory.10.1 Utility Theory.10.2 Two-person, Non-zero-Sum Games.10.3 Noncooperative Two-Person Games.10.4 Cooperative Two-Person Games.10.5 The Axioms of Nash.10.6 An Example.A Vectors and Matrices.B An Example of Cycling.C Efficiency of the Simplex Method.D LP Assistant.E Microsoft Excel and Solver.Bibliography.Solutions to Selected Problems.Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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T57.74 .T44 2008 | Unknown |
- Lorenz, Robert D. (Robert Donald)
- New York : Springer, 2006.
- Description
- Book — xxi, 346 p., [8] p. of plates : ill. (some col.) ; 24 cm.
- Summary
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- Overview.- Disc-wing and spinning aircraft.- Frisbees.- Boomerangs.- Samaras.- Skipping Stones.- Planetary Applications.- Conclusions.- Appendices.- Bibliography and websites.- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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TL574 .S6 L66 2006 | Unknown |
13. Oligopoly pricing : old ideas and new tools [1999]
- Vives, Xavier.
- Cambridge, Mass. : MIT Press, 1999.
- Description
- Book — xiv, 425 p. : ill. ; 24 cm.
- Summary
-
The "oligopoly problem" - the question of how prices are formed when the market contains only a few competitors - is one of the more persistent problems in the history of economic thought. In this book Xavier Vives applies a modern game-theoretic approach to develop a theory of oligopoly pricing. Vives begins by relating classic contributions to the field -including those of Cournot, Bertrand, Edgeworth, Chamberlin and Robinson - to modern game theory. In his discussion of basic game-theoretic tools and equilibrium, he pays particular attention to recent developments in the theory of supermodular games. The middle section of the book, an in-depth treatment of classic static models, provides specialized existence results, charactertizations of equilibria, extensions to large markets, and an analysis of comparative statics with a view toward applied work. The final chapters examine commitment issues, entry, information transmission and collusion using a variety of tools: two-stage games, the modelling of competition under asymmetric information and mechanism design theory, and the theory of repeated and dynamic games, including Markov perfect equilibrium and differential games.
(source: Nielsen Book Data)
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HD2757.3 .V58 1999 | Unknown |
- Weber, Thomas A., 1969-
- Cambridge, Mass. : MIT Press, c2011.
- Description
- Book — xii, 360 p. : ill. ; 24 cm.
- Summary
-
This book bridges optimal control theory and economics, discussing ordinary differential equations, optimal control, game theory, and mechanism design in one volume. Technically rigorous and largely self-contained, it provides an introduction to the use of optimal control theory for deterministic continuous-time systems in economics. The theory of ordinary differential equations (ODEs) is the backbone of the theory developed in the book, and chapter 2 offers a detailed review of basic concepts in the theory of ODEs, including the solution of systems of linear ODEs, state-space analysis, potential functions, and stability analysis. Following this, the book covers the main results of optimal control theory, in particular necessary and sufficient optimality conditions; game theory, with an emphasis on differential games; and the application of control-theoretic concepts to the design of economic mechanisms. Appendixes provide a mathematical review and full solutions to all end-of-chapter problems. The material is presented at three levels: single-person decision making; games, in which a group of decision makers interact strategically; and mechanism design, which is concerned with a designer's creation of an environment in which players interact to maximize the designer's objective. The book focuses on applications; the problems are an integral part of the text. It is intended for use as a textbook or reference for graduate students, teachers, and researchers interested in applications of control theory beyond its classical use in economic growth. The book will also appeal to readers interested in a modeling approach to certain practical problems involving dynamic continuous-time models.
(source: Nielsen Book Data)
- Online
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HB135 .W433 2011 | Unknown |
15. Games of strategy [2004]
- Dixit, Avinash K.
- 2nd ed. - New York : W.W. Norton, c2004.
- Description
- Book — xxii, 665 p. : ill. ; 26 cm.
- Summary
-
The text has been carefully updated for this Second Edition, including thorough revisions of the sections on sequential- and simultaneous-move games and those on voting and auctioning. This is an inviting introduction to game theory, offering students an engaging, comprehensive view of the discipline without assuming a prior knowledge of economics or complex mathematics (uses only high school algebra). Additionally, instructors will find a variety of useful pedagogical tools in the accompanying Instructor s Manual, including student exercises and suggested classroom games and experiments.".
(source: Nielsen Book Data)
- Online
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HB144 .D59 2004 | Unknown |
- Liu, K. J. Ray, 1961-
- Cambridge, UK ; New York : Cambridge University Press, 2011.
- Description
- Book — xvi, 601 p. : ill. ; 26 cm.
- Summary
-
- Part I. Cognitive Radio Communications and Cooperation:
- 1. Introduction to cognitive radios--
- 2. Game theory for cognitive radio networks--
- 3. Markov models for dynamic spectrum allocation--
- 4. Repeated open spectrum sharing game--
- 5. Pricing game for dynamic spectrum allocation--
- 6. A multi-winner cognitive spectrum auction game--
- 7. Evolutionary cooperative spectrum sensing game--
- 8. Anti-jamming stochastic game--
- 9. Opportunistic multiple access for cognitive networks-- Part II. Resource Awareness and Learning:
- 10. Reinforcement learning for energy-aware communications--
- 11. Repeated game and learning for packet forwarding--
- 12. Dynamic pricing games for routing--
- 13. Connectivity-aware network lifetime optimization--
- 14. Connectivity-aware network maintenance and repair-- Part III. Securing Mechanism and Strategies:
- 15. Trust modeling and evaluation--
- 16. Defense against routing disruptions--
- 17. Defense against injecting traffic attacks--
- 18. Attack-resistant cooperation stimulation--
- 19. Optimal strategies for cooperation stimulation--
- 20. Belief evaluation for cooperation enforcement--
- 21. Defense against insider attacks--
- 22. Secure cooperation stimulation under noise and imperfect monitoring.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Engineering Library (Terman)
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TK5103.4815 .L58 2011 | Unknown |
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