Math with Bad Drawings

Math with Bad Drawings
Author: Ben Orlin
Publisher: Black Dog & Leventhal
Total Pages: 556
Release: 2018-09-18
Genre: Mathematics
ISBN: 0316509027

A hilarious reeducation in mathematics-full of joy, jokes, and stick figures-that sheds light on the countless practical and wonderful ways that math structures and shapes our world. In Math With Bad Drawings, Ben Orlin reveals to us what math actually is; its myriad uses, its strange symbols, and the wild leaps of logic and faith that define the usually impenetrable work of the mathematician. Truth and knowledge come in multiple forms: colorful drawings, encouraging jokes, and the stories and insights of an empathetic teacher who believes that math should belong to everyone. Orlin shows us how to think like a mathematician by teaching us a brand-new game of tic-tac-toe, how to understand an economic crises by rolling a pair of dice, and the mathematical headache that ensues when attempting to build a spherical Death Star. Every discussion in the book is illustrated with Orlin's trademark "bad drawings," which convey his message and insights with perfect pitch and clarity. With 24 chapters covering topics from the electoral college to human genetics to the reasons not to trust statistics, Math with Bad Drawings is a life-changing book for the math-estranged and math-enamored alike.

Bible Tic-Tac-Toe

Bible Tic-Tac-Toe
Author: Donna K. Maltese
Publisher: Barbour Publishing
Total Pages: 0
Release: 2011-10
Genre:
ISBN: 9781602608962

Here's a fun way to learn the Bible--mix scriptural stories with the classic game of tic-tac-toe. Answer questions to place an X or O on the grid! Bible Tic-Tac-Toe will test your knowledge of key Bible stories with 50 quizzes of 9 questions each. You can play both sides yourself or challenge a friend to some head-to-head competition. The more you know of your Bible, the better your chances of winning--but win or lose, it's a fun way to gain knowledge of Bible stories from Creation to David and Goliath, from Job to the Revelation of John.

Tic Tac Tome

Tic Tac Tome
Author: Willy Yonkers
Publisher:
Total Pages: 1446
Release: 2014-06-10
Genre: Crafts & Hobbies
ISBN: 1594746877

"First published in the United States in 2011 by Think Geek, Inc."--Title page verso.

The Tic Tac Toe Challenge!

The Tic Tac Toe Challenge!
Author: Paper Gamer
Publisher:
Total Pages: 62
Release: 2019-10-29
Genre:
ISBN: 9781703760569

Long road trip in the car? Taking the train across country for hours and hours? Stuck in a long haul plane ride? Don't be bored! Whether you're a kid or a grown up, keep your mind busy with this fun Tic Tac Toe game book with 3 x 3 grids. Play with a friend and try to beat each other or challenge yourself by playing against yourself. This game book provides you with pages and pages of fun!

Paper & Pencil Games

Paper & Pencil Games
Author: Carrigleagh Books
Publisher:
Total Pages: 82
Release: 2019-11-16
Genre:
ISBN: 9781708904739

Play some Paper & Pencil Games -- Tic-Tac-Toe & Dots and Boxes (Noughts & Crosses or X's & O's)Simple Easy Fun for the Family -play together Paper & Pencil Games is a 2 player activity book filled fun games to play on the go. Pass Time on Journeys or Holiday Festive fun for adults and Kids. A great gift that will always be remembered. 8.5" X 11" 80 Pages Matte Cover High Quality White Paper Have time to kill while waiting for your food at a restaurant? Play some Paper & Pencil Games! Challenge your friends with the classic pencil and paper game.

Dice Games

Dice Games
Author: John Belton
Publisher: Raintree
Total Pages: 56
Release: 1976
Genre: Games & Activities
ISBN:

Illustrated instructions for ten dice games.

Combinatorial Games

Combinatorial Games
Author: József Beck
Publisher: Cambridge University Press
Total Pages: 750
Release: 2011-04-28
Genre: Mathematics
ISBN: 9780521184755

Traditional game theory has been successful at developing strategy in games of incomplete information: when one player knows something that the other does not. But it has little to say about games of complete information, for example, tic-tac-toe, solitaire and hex. The main challenge of combinatorial game theory is to handle combinatorial chaos, where brute force study is impractical. In this comprehensive volume, József Beck shows readers how to escape from the combinatorial chaos via the fake probabilistic method, a game-theoretic adaptation of the probabilistic method in combinatorics. Using this, the author is able to determine the exact results about infinite classes of many games, leading to the discovery of some striking new duality principles. Available for the first time in paperback, it includes a new appendix to address the results that have appeared since the book's original publication.

Half-Real

Half-Real
Author: Jesper Juul
Publisher: MIT Press
Total Pages: 245
Release: 2011-08-19
Genre: Games & Activities
ISBN: 0262284138

An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. 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.

Starting Out with C++

Starting Out with C++
Author: Tony Gaddis
Publisher: Pearson Educacion
Total Pages: 1032
Release: 2012-12-01
Genre: C++ (Computer program language)
ISBN: 9780133100020

In Starting Out with C++: From Control Structures through Objects, Brief Edition, 7e, Gaddis takes a problem-solving approach, inspiring students to understand the logic behind developing quality programs while introducing the C++ programming language. This style of teaching builds programming confidence and enhances each student's development of programming skills. This edition in the Starting Out Series covers the core programming concepts that are introduced in the first semester introductory programming course. As with all Gaddis texts, clear and easy-to-read code listings, concise and practical real-world examples, and an abundance of exercises appear in every chapter. This book includes the first 15 chapters from the best-selling Starting Out with C++: From Control Structures through Objects, and covers the core programming concepts that are introduced in the first semester introductory programming course. MyProgrammingLab for Starting Out with C++ is a total learning package. MyProgrammingLab is an online homework, tutorial, and assessment program that truly engages students in learning.It helps students better prepare for class, quizzes, and exams-resulting in better performance in the course-and provides educators a dynamic set of tools for gauging individual and class progress. And, MyProgrammingLab comes from Pearson, your partner in providing the best digital learning experiences. ' Note: If you are purchasing the standalone text or electronic version, MyProgrammingLab does not come automatically packaged with the text. To purchase MyProgrammingLab, please visit: myprogramminglab.com or you can purchase a package of the physical text + MyProgrammingLab by searching for ISBN 10: 0132926865 / ISBN 13: 9780132926867.' MyProgrammingLab is not a self-paced technology and should only be purchased when required by an instructor.

Game Theory 101

Game Theory 101
Author: William Spaniel
Publisher:
Total Pages: 273
Release: 2014
Genre: Game theory
ISBN: 9781492728153

Game Theory 101: The Complete Textbook is a no-nonsense, games-centered introduction to strategic form (matrix) and extensive form (game tree) games. From the first lesson to the last, this textbook introduces games of increasing complexity and then teaches the game theoretical tools necessary to solve them. Quick, efficient, and to the point, Game Theory 101: The Complete Textbook is perfect for introductory game theory, intermediate microeconomics, and political science.