Game of X v.2


Book Description

Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.




Negotiation Games


Book Description

Steven J. Brams is one of the leading game theorists of his generation. This new edition includes brand new material on topics such as fallback bargaining and principles of rational negotiation.




The Recreationist


Book Description




The Ultimate History of Video Games, Volume 2


Book Description

The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.




Building Models by Games


Book Description

This book introduces a general method for building infinite mathematical structures, and surveys its applications in algebra and model theory. The basic idea behind the method is to build a structure by a procedure with infinitely many steps, similar to a game between two players that goes on indefinitely. The approach is new and helps to simplify, motivate and unify a wide range of constructions that were previously carried out separately and by ad hoc methods. The first chapter provides a resume of basic model theory. A wide variety of algebraic applications are studied, with detailed analyses of existentially closed groups of class 2. Another chapter describes the classical model-theoretic form of this method -of construction, which is known variously as 'omitting types', 'forcing' or the 'Henkin-Orey theorem'. The last three chapters are more specialised and discuss how the same idea can be used to build uncountable structures. Applications include completeness for Magidor-Malitz quantifiers, and Shelah's recent and sophisticated omitting types theorem for L(Q). There are also applications to Bdolean algebras and models of arithmetic.




Hoyle's Games Improved


Book Description




Math Games Grade 2


Book Description

Both teachers and parents appreciate how effectively this series helps students master skills in mathematics, penmanship, reading, writing, and grammar. Each book provides activities that are great for independent work in class, homework assignments, or extra practice to get ahead. Text practice pages are included!




Game of X V.1


Book Description

Based on 48 interviews and years of research, Game of X v.1: Xbox tells the many stories of Microsoft's unlikely entry into the game console business. In addition to the personal insights of the key players in the story, Game of X includes many previously unreleased documents that show what was going on behind the scenes. This is the story of Xbox and Xbox Live.




Game Theory


Book Description

Requiring no more than basic arithmetic, this book provides a careful and accessible introduction to the basic pillars of Game Theory, tracing its intellectual origins and philosophical premises.