The Complete Book of Connect 4

The Complete Book of Connect 4
Author: James D. Allen
Publisher: Puzzlewright
Total Pages: 0
Release: 2010
Genre: Connect 4 (Game)
ISBN: 9781402756214

Fun to play on the board or on the computer, Connect 4 has become a staple of the family game room and this is the definitive book on the subject. It tells all about how Connect 4 came to be, offers game-enhancing strategies from a puzzle expert and provides actual examples so solvers can test themselves.

Connect Four Game for Two

Connect Four Game for Two
Author: Donna Reid
Publisher:
Total Pages: 60
Release: 2020-01-11
Genre:
ISBN: 9781658943789

This is 60 pages of Connect 4 game for two players.Each player decides on either a color pen/pencil to color circles in with or to initial in each circle. Take it in turns to color (or initial) any circle on the page. The winner is the first person to connect four circles horizontally, vertically or diagonally.

AlphaGo Simplified

AlphaGo Simplified
Author: Mark Liu
Publisher: CRC Press
Total Pages: 408
Release: 2024-08-27
Genre: Computers
ISBN: 1040103944

May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.

How to Win Games and Beat People

How to Win Games and Beat People
Author: Tom Whipple
Publisher: HarperCollins
Total Pages: 187
Release: 2015-12-01
Genre: Games & Activities
ISBN: 0062443720

Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.

Computers and Games

Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer
Total Pages: 275
Release: 2014-07-11
Genre: Computers
ISBN: 3319091654

This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.

Playing for Real

Playing for Real
Author: K. G. Binmore
Publisher: Oxford University Press
Total Pages: 652
Release: 2007-03-29
Genre: Business & Economics
ISBN: 0195300572

Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.

Connect Four

Connect Four
Author: Melissa Brevic
Publisher: AuthorHouse
Total Pages: 114
Release: 2019-08-21
Genre: Biography & Autobiography
ISBN: 1728323258

For ten years, my life has been a fog. It has been filled with dreams of having a baby to finding out we can’t to journeying through many years of IVF to the loss of a baby at nineteen weeks, and to finally creating two beautiful baby boys who completed our lives. In those ten years, I have lost touch with who I am, what I enjoy, and how I want to live my life. After twenty years of teaching, I was ready for an educational sabbatical. It was time to develop myself more professionally, take time to slow down, and determine what was next in my career. However, when my two boys got on the bus the first day of school of my sabbatical, I sat in silence. A surge of emotions overcame my body and mind, and at that moment, I realized I had completely lost touch with who I am. My children overtook my life, and it left no time for me. Thus, I began my blog that included a plethora of life experiences that were dormant in my subconscious but waiting to resurface. I dug deep. Memory after memory, I experienced a conglomeration of emotions that needed a medium to communicate themselves. Just one entry into “Mom of Goats,” I received so much feedback that I continued to write. These iterations connected me with so many people, and the mutual respect we had for each other resonated so loudly. My blog has transformed into this book. It is replete with raw emotion, personal experiences, and life lessons that I have adopted since recognizing the need to reinvent myself. Please enjoy my journey, and I hope to connect with you as well.

Machine Learning, Animated

Machine Learning, Animated
Author: Mark Liu
Publisher: CRC Press
Total Pages: 465
Release: 2023-10-30
Genre: Computers
ISBN: 1000964779

The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions. This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider. Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics. Access the book's repository at: https://github.com/markhliu/MLA

Challenging Coaching

Challenging Coaching
Author: John Blakey
Publisher: Nicholas Brealey International
Total Pages: 284
Release: 2012-03-14
Genre: Business & Economics
ISBN: 1857889509

A real-world, timely, and provocative book which provides a wakeup call to move beyond the limitations of traditional coaching

Game Mechanics

Game Mechanics
Author: Ernest Adams
Publisher: New Riders
Total Pages: 442
Release: 2012-06-18
Genre: Computers
ISBN: 0132946688

This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. 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.