Caveat Games


Book Description

When the world's wealthiest Internet gambling company loses a courier jet somewhere in the Caribbean, the navy is tasked with search operations. At Guantanamo Bay, Lieutenant Jill Sinclair, a savvy underwater acoustics specialist, is given the assignment. After locating the plane, Jill scuba dives the wreckage and finds a mysterious black box containing scandalous trade secrets sure to send shock waves through the world of professional sports. Caught in an accelerating storm of deception, Jill Sinclair battles government corruption that seeks to silence her and discovers the truth about where gambling profits are being funneled. Betrayed by those she trusts, she finds herself fighting to save her life and the lives of thousands of unsuspecting American Citizens embarked in the world's newest and largest cruise ship--trapped in the crosshairs of a September 11th magnitude terrorist plot.




Caveat


Book Description

Based loosely on historical events in California in 1916, CAVEAT tells the story of Hank Beecham, son of a dissolute Confederate veteran and embittered mother, snubbed by the townspeople of St. Elmo. Hank finds his calling as a rainmaker, saving St. Elmo from a serious drought. When the town doesn't pay him as promised, Hank returns eight years later to exact his revenge.




Games of No Chance 3


Book Description

This fascinating look at combinatorial games, that is, games not involving chance or hidden information, offers updates on standard games such as Go and Hex, on impartial games such as Chomp and Wythoff's Nim, and on aspects of games with infinitesimal values, plus analyses of the complexity of some games and puzzles and surveys on algorithmic game theory, on playing to lose, and on coping with cycles. The volume is rounded out with an up-to-date bibliography by Fraenkel and, for readers eager to get their hands dirty, a list of unsolved problems by Guy and Nowakowski. Highlights include some of Siegel's groundbreaking work on loopy games, the unveiling by Friedman and Landsberg of the use of renormalization to give very intriguing results about Chomp, and Nakamura's "Counting Liberties in Capturing Races of Go." Like its predecessors, this book should be on the shelf of all serious games enthusiasts.




Math Games with Bad Drawings


Book Description

Bestselling author and worst-drawing artist Ben Orlin expands his oeuvre with this interactive collection of mathematical games. With 70-plus games, each taking a minute to learn and a lifetime to master, this treasure trove will delight, educate, and entertain. From beloved math popularizer Ben Orlin comes a masterfully compiled collection of dozens of playable mathematical games.This ultimate game chest draws on mathematical curios, childhood classics, and soon-to-be classics, each hand-chosen to be (1) fun, (2) thought-provoking, and (3) easy to play. With just paper, pens, and the occasional handful of coins, you and a partner can enjoy hours of fun—and hours of challenge. Orlin’s sly humor, expansive knowledge, and so-bad-they’re-good drawings show us how simple rules summon our best thinking. Games include: Ultimate Tic-Tac-Toe Sprouts Battleship Quantum Go Fish Dots and Boxes Black Hole Order and Chaos Sequencium Paper Boxing Prophecies Arpeggios Banker Francoprussian Labyrinth Cats and Dogs And many more.




Caveat Emptor


Book Description

It is said that the greatest art forger in the world is the one who has never been caught. Caveat Emptor reveals the astonishing story of America’s most accomplished art forger. Ten years ago, an FBI investigation in conjunction with the U.S. Attorney’s Office in the Southern District of New York was about to expose a scandal in the art world that would have been front-page news in New York and London. After a trail of fake paintings of astonishing quality led federal agents to art dealers, renowned experts, and the major auction houses, the investigation inexplicably ended, despite an abundance of evidence collected. The case was closed and the FBI file was marked “exempt from public disclosure.” Now that the statute of limitations on these crimes has expired and the case appears hermetically sealed shut by the FBI, this book, Caveat Emptor, is Ken Perenyi’s confession. It is the story, in detail, of how he pulled it all off. Glamorous stories of art-world scandal have always captured the public imagination. However, not since Clifford Irving’s 1969 bestselling Fake has there been a story at all like this one. Caveat Emptor is unique in that it is the first and only book by and about America’s first and only great art forger. And unlike other forgers, Perenyi produced no paper trail, no fake provenance whatsoever; he let the paintings speak for themselves. And that they did, routinely mesmerizing the experts in mere seconds. In the tradition of Frank Abagnale’s Catch Me If You Can, and certain to be a bombshell for the major international auction houses and galleries, here is the story of America’s greatest art forger.







Games, Strategies, and Managers


Book Description

Managers are continually called on to make strategic decisions based on how someone else will act, and react, and this is exactly what game theory was invented to analyze. With the publication of John McMillan's 'Games, Strategies, and Managers, ' managers can now unlock the power of this bold way of thinking. The book strips away distracting details and provides insights into what is really going on in every negotiation and strategic decision.




Serious Games


Book Description

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.




Mathematics Their Way


Book Description




GRE 1,001 Practice Questions For Dummies


Book Description

Prepare for the GRE with targeted practice and professional insight 1,001 GRE Practice Questions For Dummies is your comprehensive guide to preparing for the GRE. Our test prep gurus lead you through questions designed to parallel the Verbal Reasoning and Quantitative Reasoning sections of the exam, and provide advice and guidance for improving skills on the Analytical Writing portion of the test. Each practice question includes the answer, along with step-by-step instruction and detailed narratives that explain the best approach. The GRE General Test is your ticket into graduate school, and solid preparation is the key to an impressive score. Whether you're coming straight out of college or have been out of school for a few years, there's a good chance you'll need to brush up on all the things you've forgotten and discover the things you didn't learn as an undergrad that graduate school will demand. Reading through your old notes and textbooks only helps so much! It's better to learn exactly what's on the test, and shape your study time around that information. This book includes a one-year subscription to online content including: Get: Free One-year access to practice questions online: Hundreds of practice questions online — from easy to hard Track your progress, see where you need more help, and create customized question tests Study what, where, and when you want Detailed Answers and explanations for every question If you're studying for the GRE, nothing beats repeated practice as a way to avoid surprises on test day. You need to be fully prepared, and know exactly what to expect. 1,001 GRE Practice Questions For Dummies is the ultimate GRE prep method, with a targeted approach that will help you show what you know.