Adrian Fisher's Quick Mazes


Book Description

Created by the world's leading maze designer, these intriguing puzzles are based on subway maps, constellations, honeycombs, and other labyrinths. No math is necessary — not a digit or equation is essential in a world of shapes, proportions, colors, and sizes. Each maze typically takes only six minutes, and they're suitable for all ages. Solutions.




Fascinating Mazes


Book Description

Unusual collection of 36 computer-generated mazes, loosely based on themes from Lewis Carroll's Alice's Adventures in Wonderland. Instructions and solutions for puzzles which range from simple to difficult.




The Art of the Maze


Book Description

One of the world's leading maze designers displays his most spectacular and complex mazes, and reveals their powerful psychological secrets, mathematical structures, and how to solve them quickly. Over 150 illustrations, including 100 color photos, cover Greek minotaurs, Roman mosaic labyrinths, medieval Christian pavement mazes, Amazon Indian myths, remote island tribal mazes, aerial shots of modern mazes, and hedge mazes you can build. "Explains the mystery of mazes, from the simplest to the most complex."--Publisher's Weekly.




Foolproof Card Tricks for the Amateur Magician


Book Description

Master the art of illusion with this collection of 183 easy-to-learn card tricks, accompanied by 197 illustrations. Drawn from two popular books by the bestselling magician, it's perfect for amateurs — and professionals who want to increase their repertoire. Mystify friends with everything from shuffle setups to card telepathy, using coins, telephones, and other props.




Codes, Ciphers and Secret Writing


Book Description

Cipher and decipher codes: transposition and polyalphabetical ciphers, famous codes, typewriter and telephone codes, codes that use playing cards, knots, and swizzle sticks . . . even invisible writing and sending messages through space. 45 diagrams.




Mental Gymnastics


Book Description

Ready for a challenge? These puzzles offer a workout for your mathematical thinking processes along with your aptitude for logic and insight and your grasp of geometrical and analytical concepts. They'll test your perseverance, too! Suitable for dedicated puzzlists ages 12 and older, these 123 brainteasers vary in difficulty, ranging from playful puzzles involving games to tough questions of probability. Complete solutions appear at the end.




Symbolic Logic and the Game of Logic


Book Description

Over 350 ingenious problems involving classical logic: logic expressed in symbols; syllogisms and the sorites diagrammed; logic as a game played with 2 diagrams and a set of counters.




The Canterbury Puzzles


Book Description

This book includes 110 puzzles, not as individual problems but as incidents in connected stories. The first 31 are amusingly posed by pilgrims in Chaucer's Canterbury Tales. Additional puzzles are presented using different characters. Many require only the ability to exercise logical or visual skills; others offer a stimulating challenge to the mathematically advanced.




The Book on Games of Chance


Book Description

Mathematics was only one area of interest for Gerolamo Cardano ― the sixteenth-century astrologer, philosopher, and physician was also a prolific author and inveterate gambler. Gambling led Cardano to the study of probability, and he was the first writer to recognize that random events are governed by mathematical laws. Published posthumously in 1663, Cardano's Liber de ludo aleae (Book on Games of Chance) is often considered the major starting point of the study of mathematical probability. The Italian scholar formulated some of the field's basic ideas more than a century before the better-known correspondence of Pascal and Fermat. Although his book had no direct influence on other early thinkers about probability, it remains an important antecedent to later expressions of the science's tenets.




Computers and Games


Book Description

This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.