Hex Strategy


Book Description

Hex Strategy is the first book to offer a comprehensive look at the game of Hex, from its history and mathematical underpinnings to discussions of advanced playing techniques. This is first and foremost a book on strategy aimed at providing sufficient knowledge to play the game at any level desired. Numerous examples illustrate an algorithmic approach to the game. Hex Strategy is a book for board game enthusiasts, recreational mathematicians and programmers, or simply those who enjoy games and puzzles.




Hex


Book Description

Hex is the subject of books by Martin Gardner and Cameron Browne. Hex theory touches on graph theory, game theory and combinatorial game theory, with elegant proofs that the game has no draws and that the first player can win. From machines built by Claude Shannon to agents using Monte Carlo Tree Search, Hex is often used in the study of artificial intelligence. Written for a wide audience, this is the full story of Hex, inside and out, with all its twists and turns: Hein’s creation, Lindhard’s puzzles, Nash’s proofs, Gale’s Bridg-it, the game of Rex, Shannon’s machines, Bridg-it’s fall, Hex’s resilience, Hex theory, the hunt for winning strategies, and the rise of Hexbots.




Introducing Game Theory and its Applications


Book Description

The mathematical study of games is an intriguing endeavor with implications and applications that reach far beyond tic-tac-toe, chess, and poker to economics, business, and even biology and politics. Most texts on the subject, however, are written at the graduate level for those with strong mathematics, economics, or business backgrounds. In




Hex


Book Description

One of Vanity Fair's 21 Best Books of 2020 (So Far) A Vulture, LitHub, and PureWow Most Anticipated Book of 2020 "As precise as any scientific observation and far more tantalizing." --Vogue "A sophisticated, surprising take on the campus novel (with a welcome dose of witchery). Knight's writing feels a little wild and charged, as if you're constantly on the edge of discovering something new with her." --Goop "Hex is some dark and joyous witchery." --Lauren Groff, author of Florida "A beautiful, spooky spell." --Jenny Slate, actress and author of Little Weirds A breathtaking and hypnotic novel about poison, antidotes, and obsessive love Nell Barber, an expelled PhD candidate in biological science, is exploring the fine line between poison and antidote, working alone to set a speed record for the detoxification of poisonous plants. Her mentor, Dr. Joan Kallas, is the hero of Nell's heart. Nell frequently finds herself standing in the doorway to Joan's office despite herself, mesmerized by Joan's elegance, success, and spiritual force. Surrounded by Nell's ex, her best friend, her best friend's boyfriend, and Joan's buffoonish husband, the two scientists are tangled together at the center of a web of illicit relationships, grudges, and obsessions. All six are burdened by desire and ambition, and as they collide on the university campus, their attractions set in motion a domino effect of affairs and heartbreak. Meanwhile, Nell slowly fills her empty apartment with poisonous plants to study, and she begins to keep a series of notebooks, all dedicated to Joan. She logs her research and how she spends her days, but the notebooks ultimately become a painstaking map of love. In a dazzling and unforgettable voice, Rebecca Dinerstein Knight has written a spellbinding novel of emotional and intellectual intensity.




Playing for Real


Book Description

Ken Binmore's previous game theory textbook, Fun and Games (D.C. Heath, 1991), carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the organization to match how game theory courses are actually taught, making Playing for Real a more versatile text that almost all possible course designs will find easier to use, with less jumping about than before. In addition, the problem sections, already used as a reference by many teachers, have become even more clever and varied, without becoming too technical. Playing for Real will sell into advanced undergraduate courses in game theory, primarily those in economics, but also courses in the social sciences, and serve as a reference for economists.




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.




Models of Conflict and Cooperation


Book Description

Deals with the topic of game theory. This textbook discusses the general game models including deterministic, strategic, sequential, bargaining, coalition, and fair division games. It emphasises on the process of mathematical modeling.




Winning Ways for Your Mathematical Plays, Volume 3


Book Description

In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games. Now carefully revised and broken down into four volumes to accommodate new developments, the Second Edition retains the original's wealth of wit and wisdom. The authors' insightful strategies, blended with their witty and irreverent style, make reading a profitable pleasure. In Volume 3, the authors examine Games played in Clubs, giving case studies for coin and paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From the Table of Contents: - Turn and Turn About - Chips and Strips - Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money - The King and the Consumer - Fox and Geese; Hare and Hounds - Lines and Squares




Employee Experience Strategy


Book Description

Designing and implementing an exceptional employee experience strategy is crucial for business success. From a leading figure in the EX field, this book provides everything needed to succeed. Employee Experience Strategy explains how to assess the needs of the organization and its employees, define and build an effective employee experience (EX) strategy and embed it successfully in the business. There is also guidance on how to get stakeholder buy-in from the rest of the business, and make sure that the EX strategy works for remote, hybrid and in-person working. It also covers how to overcome common challenges and measure the ROI of the strategy. Most importantly, this book shows how to ensure that the EX strategy delivers on the financial and performance goals of the business. This book is underpinned by primary data, research and global case studies from organizations including L'Oréal, Sanofi, and Unilever. There are also practical examples throughout and interviews with leading figures who have successfully implemented a robust employee experience strategy. Written by Ben Whitter who was recognized by Thinkers50 in 2021 specifically for his work in employee experience, this is an essential book for all senior talent professionals needing to build, embed and sustain an effective EX strategy.




Game Theory


Book Description

Game Theory: A Modeling Approach quickly moves readers through the fundamental ideas of the subject to enable them to engage in creative modeling projects based on game theoretic concepts. The authors match conclusions to real-world scenarios and applications. The text engages students in active learning, group work, in-class discussions and interactive simulations. Each chapter provides foundation pieces or adds more features to help readers build game theoretic models. The chapters include definitions, concepts and illustrative examples. The text will engage and challenge both undergraduate and graduate students. Features: Enables readers to apply game theorty to real-world scenarios Chapters can be used for core course materials or independent stuides Exercises, included at the end of the chapters, follow the order of the sections in the text Select answers and solutions are found at the end of the book Solutions manual for instructors is available from the authors