House of Games


Book Description

House of Games is a psychological thriller in which a young woman psychiatrist falls prey to an elaborate and ingenious con game by one of her patients who entraps her in a series of criminal escapades. Ties in with movie to be released in September. 8 pages of black-and-white photographs.




Richard Osman's House of Games


Book Description

Do you know how many post boxes there are in the UK? Could you guess how many times the word 'goat' appear in the King James Version of the bible? Fancy playing a game of charades where all of the books, films and plays are entirely made up? Now, look around the room. Is anyone there the kind of person who’ll say ‘I just don’t understand this’, when faced with something that’s not just perfectly easy to understand, but is ... well, fun? Ask them to leave. Have they gone? Good. Now welcome inside the House of Games ... Featuring questions based on some of the most loved rounds from the hit BBC2 show, including Roonerspisims, Venn Will I Be Famous?, Dim Sums and Answer Smash, Richard Osman’s House of Games Quiz Book is the ultimate test of wit, wisdom and imagination. Curated by Richard Osman and Alan Connor and featuring over 50 new and exclusive games to try out, this is your chance to step inside the House of Games and pitch your trivia skills against your family and friends. Quirky, unique and exactly the right amount of silly, House of Games contains hours of guaranteed fun!




House of Games


Book Description

First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.




House of Games


Book Description

In a new adaptation of David Mamet's film, Harvard-educated psychoanalyst Margaret Ford is celebrated for her best selling book 'Driven! Compulsion and Obsession in Every Day Life'.Stepping in to help one of her patients settle his gambling debts, she compromises her professional reputation and is drawn into the seedy underworld of the House of Games poker club. Seduced by charismatic hustler Mike, Margaret convinces herself that she can make an academic study of the con. Before she realises it, Margaret is entangled in a fast-paced complex thriller.




The Thursday Murder Club


Book Description

A New York Times bestseller | Soon to be a major motion picture “Witty, endearing and greatly entertaining.” —Wall Street Journal “Don’t trust anyone, including the four septuagenarian sleuths in Osman’s own laugh-out-loud whodunit.” —Parade Four septuagenarians with a few tricks up their sleeves A female cop with her first big case A brutal murder Welcome to... THE THURSDAY MURDER CLUB In a peaceful retirement village, four unlikely friends meet weekly in the Jigsaw Room to discuss unsolved crimes; together they call themselves the Thursday Murder Club. When a local developer is found dead with a mysterious photograph left next to the body, the Thursday Murder Club suddenly find themselves in the middle of their first live case. As the bodies begin to pile up, can our unorthodox but brilliant gang catch the killer, before it's too late?




Bet the House


Book Description

During the course of 30 days in early 2009, Richard Roeper risked more than a quarter million dollars on practically every method of gambling in America. This title both celebrates and details the pitfalls and lures through Roeper's stories about his lifelong affair with gambling.




Characteristics of Games


Book Description

Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.




The AI Book


Book Description

Written by prominent thought leaders in the global fintech space, The AI Book aggregates diverse expertise into a single, informative volume and explains what artifical intelligence really means and how it can be used across financial services today. Key industry developments are explained in detail, and critical insights from cutting-edge practitioners offer first-hand information and lessons learned. Coverage includes: · Understanding the AI Portfolio: from machine learning to chatbots, to natural language processing (NLP); a deep dive into the Machine Intelligence Landscape; essentials on core technologies, rethinking enterprise, rethinking industries, rethinking humans; quantum computing and next-generation AI · AI experimentation and embedded usage, and the change in business model, value proposition, organisation, customer and co-worker experiences in today’s Financial Services Industry · The future state of financial services and capital markets – what’s next for the real-world implementation of AITech? · The innovating customer – users are not waiting for the financial services industry to work out how AI can re-shape their sector, profitability and competitiveness · Boardroom issues created and magnified by AI trends, including conduct, regulation & oversight in an algo-driven world, cybersecurity, diversity & inclusion, data privacy, the ‘unbundled corporation’ & the future of work, social responsibility, sustainability, and the new leadership imperatives · Ethical considerations of deploying Al solutions and why explainable Al is so important




The Player of Games


Book Description

The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata