Artificial Intelligence and Games


Book Description

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.




Level Up!


Book Description

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!




The King of Content


Book Description

The remarkable story of Sumner Redstone, his family legacy, and the battles for all he controlled. Sumner Murray Redstone (1923–2020), who lived by the credo "content is king," leveraged his father’s chain of drive-in movie theaters into one of the world’s greatest media empires through a series of audacious takeovers designed to ensure his permanent control. Over the course of this meteoric rise, he made his share of enemies and feuded with nearly every member of his family. In The King of Content, Keach Hagey deconstructs Redstone’s rise from Boston’s West End through Harvard Law School to the highest echelons of American business. The ninety-seven-year-old mogul’s life became a tabloid soap opera, the center of acrimonious legal battles throughout his vast holdings, which included Paramount Pictures and two of the largest public media companies, Viacom and CBS. At the heart of these lawsuits was Redstone’s tumultuous love life and complicated relationship with his children. Redstone’s daughter, Shari, has emerged as his de facto successor, but only after she ousted his closest confidant in a fierce power struggle. Yet Redstone’s assets face an existential threat that goes beyond his family, disgruntled ex-girlfriends, or even the management of his companies: the changing nature of media consumption. As more and more people cut their cable cords, CBS, with its focus on sports and broadcast TV, has held steady, while Viacom, with its once-great cable channels like MTV and Nickelodeon, has suffered a precipitous fall. As their rivals merge, the question is whether Shari’s push to undo her father’s last big strategic maneuver and recombine CBS and Viacom will be enough to shore up their future. A biography and corporate whodunit filled with surprising details, The King of Content investigates Redstone’s impact on business and popular culture, as well as the family feuds, corporate battles, and questionable alliances that go back decades—all laid bare in this authoritative book.




Kung Fu


Book Description

An exhilarating biographical play about international icon Bruce Lee from three-time Pulitzer finalist David Henry Hwang. Following Bruce Lee's journey from troubled Hong Kong youth to martial arts legend, Kung Fu paints a portrait of Lee as he struggles to prove himself as a fighter, a husband, a father, and a man. David Henry Hwang's play fluidly blends dance, Chinese opera, martial arts, and drama into a bold new theatrical form.




Video Games and Well-being


Book Description

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.




Teaching the Alphabet


Book Description

This resource has a strong teaching framework, giving coherence to alphabet instruction. Whole class lessons, guided practice and independent activities ensure young children cement their letter sound knowledge. The whiteboard activities bring a four-color interactivity to learning the alphabet, a boon to ELL students who thrive with multi-modal ways of learning.




Fundamentals of Game Design


Book Description

To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade




Hunter


Book Description

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The Next Step Forward in Guided Reading


Book Description

This resource-rich book includes planning and instructional tools, prompts, discussion starters, teaching points, intervention suggestions, and more to support all students. Plus, an online resource bank with downloadables and videos. Jan Richardson's latest thinking on Guided Reading helps teachers take the next step forward to pinpoint instruction that supports every reader. Richardson uses the Assess-Decide-Guide framework to take a deep dive into each guided reading stage, covering PreA to Fluent readers, their needs, and the best ways to support and challenge them. A master reading teacher at all levels, Richardson skillfully addresses all the factors that make or break guided reading lessons: support for striving readers, strategies for reaching ELLs, making home-school connections--all with an unwavering focus on reading for deeper comprehension, to develop thoughtful, independent readers. The book includes dozens of must-have record-keeping, assessment, and reference forms, as well as how-to video links that provide show Jan in action with diverse readers.




The Next Step Forward in Word Study and Phonics


Book Description

Richardson and Dufresne, powerhouses in guided reading instruction, provide guidance in planning short, developmentally appropriate word study and phonics lessons as part of guided reading. You'll find all the support you need to teach letters, sounds, and words effectively, including 260 lessons for readers at every stage, from pre-A to fluent; assessment tools; and printable books at levels A-C.