The Book on Games of Chance


Book Description

Mathematics was only one area of interest for Gerolamo Cardano ― the sixteenth-century astrologer, philosopher, and physician was also a prolific author and inveterate gambler. Gambling led Cardano to the study of probability, and he was the first writer to recognize that random events are governed by mathematical laws. Published posthumously in 1663, Cardano's Liber de ludo aleae (Book on Games of Chance) is often considered the major starting point of the study of mathematical probability. The Italian scholar formulated some of the field's basic ideas more than a century before the better-known correspondence of Pascal and Fermat. Although his book had no direct influence on other early thinkers about probability, it remains an important antecedent to later expressions of the science's tenets.




Algorithmic Puzzles


Book Description

While many think of algorithms as specific to computer science, at its core algorithmic thinking is defined by the use of analytical logic to solve problems. This logic extends far beyond the realm of computer science and into the wide and entertaining world of puzzles. In Algorithmic Puzzles, Anany and Maria Levitin use many classic brainteasers as well as newer examples from job interviews with major corporations to show readers how to apply analytical thinking to solve puzzles requiring well-defined procedures. The book's unique collection of puzzles is supplemented with carefully developed tutorials on algorithm design strategies and analysis techniques intended to walk the reader step-by-step through the various approaches to algorithmic problem solving. Mastery of these strategies--exhaustive search, backtracking, and divide-and-conquer, among others--will aid the reader in solving not only the puzzles contained in this book, but also others encountered in interviews, puzzle collections, and throughout everyday life. Each of the 150 puzzles contains hints and solutions, along with commentary on the puzzle's origins and solution methods. The only book of its kind, Algorithmic Puzzles houses puzzles for all skill levels. Readers with only middle school mathematics will develop their algorithmic problem-solving skills through puzzles at the elementary level, while seasoned puzzle solvers will enjoy the challenge of thinking through more difficult puzzles.




The Moscow Puzzles


Book Description

This is, quite simply, the best and most popular puzzle book ever published in the Soviet Union. Since its first appearance in 1956 there have been eight editions as well as translations from the original Russian into Ukrainian, Estonian, Lettish, and Lithuanian. Almost a million copies of the Russian version alone have been sold. Part of the reason for the book's success is its marvelously varied assortment of brainteasers ranging from simple "catch" riddles to difficult problems (none, however, requiring advanced mathematics). Many of the puzzles will be new to Western readers, while some familiar problems have been clothed in new forms. Often the puzzles are presented in the form of charming stories that provide non-Russian readers with valuable insights into contemporary Russian life and customs. In addition, Martin Gardner, former editor of the Mathematical Games Department, Scientific American, has clarified and simplified the book to make it as easy as possible for an English-reading public to understand and enjoy. He has been careful, moreover, to retain nearly all the freshness, warmth, and humor of the original. Lavishly illustrated with over 400 clear diagrams and amusing sketches, this inexpensive edition of the first English translation will offer weeks or even months of stimulating entertainment. It belongs in the library of every puzzlist or lover of recreational mathematics.




The Puzzle Instinct


Book Description

"Humans are the only animals who create and solve puzzles--for the sheer pleasure of it--and there is no obvious genetic reason why we would do this. Marcel Danesi explores the psychology of puzzles and puzzling, with scores of classic examples. His pioneering book is both entertaining and enlightening." --Will Shortz, Crossword Editor, The New York Times "... Puzzle fanatics will enjoy the many riddles, illusions, cryptograms and other mind-benders offered for analysis." --Psychology Today "... a bristlingly clear... always intriguing survey of the history and rationale of puzzles.... A] splendid study...." --Knight Ridder Newspapers




Merlin's Big Book of Puzzles, Games and Magic


Book Description

"Compilation of the previouusly published Merlin's puzzler, Merlin's puzzler 2 and Merlin's puzzler 3"--Title page verso




Puzzles for Hackers


Book Description

These puzzles and mind-benders serve as a way to train logic and help developers, hackers, and system administrators discover unconventional solutions to common IT problems. Users will learn to find bugs in source code, write exploits, and solve nonstandard coding tasks and hacker puzzles. Cryptographic puzzles, puzzles for Linux and Windows hackers, coding puzzles, and puzzles for web designers are included.




The Puzzles of Nobuyuki Yoshigahara


Book Description

This book convenes a selection of 200 mathematical puzzles with original solutions, all celebrating the inquisitive and inspiring spirit of Nobuyuki “Nob” Yoshigahara – a legend in the worldwide community of mathematical and mechanical puzzles. A graduate from the Tokyo Institute of Technology, Yoshigahara invented numerous mechanical puzzles and published over 80 puzzle books. In 2003, he was honored with the Sam Loyd Award, given by the Association for Games & Puzzles International to individuals who have been made a significant contribution to the world of mechanical puzzles. In this work, the reader will find some of the most ingenious puzzles ever created, organized in ten categories: Logic, matchstick, maze, algorithmic, combinatorial, digital, number, geometric, dissection, and others. Some of them could rivalry with those found at Mathematical Olympiads tests around the globe; others will work as powerful brain teasers for those with an interest in problem-solving. Math teachers, curious students of any age and even experienced mathematicians with a taste for the fun in science can find in this book unconventional paths to develop their problem-solving skills in a creative way.




The Two-minute Puzzle Book


Book Description




LIFE


Book Description

LIFE Magazine is the treasured photographic magazine that chronicled the 20th Century. It now lives on at LIFE.com, the largest, most amazing collection of professional photography on the internet. Users can browse, search and view photos of today’s people and events. They have free access to share, print and post images for personal use.




THE CANTERBURY PUZZLES & OTHER CURIOUS PROBLEMS


Book Description

This eBook edition of "The Canterbury Puzzles and Other Curious Problems" has been formatted to the highest digital standards and adjusted for readability on all devices. Henry Ernest Dudeney (1857–1930) was an English author and mathematician who specialised in logic puzzles and mathematical games. He is known as one of the country's foremost creators of puzzles. The Canterbury Puzzles and Other Curious Problems is a 1907 mathematical puzzle book by Henry Dudeney. The first part of the book features a series of puzzles based on the characters from The Canterbury Tales by Geoffery Chaucer. The ebook contains illustrations, explanations and answers to each puzzle and is still actual in testing your mathematical skills and your capacity of problem solving. HISTORICAL PRESS OPINIONS ON "THE CANTERBURY PUZZLES": "It is a book of remarkable ingenuity and interest."—Educational Times. "The most ingenious brain in England ... a fascinating new book."—Evening News. "A capital book of posers."—Daily News. "The Puzzles ... reach the limit of ingenuity and intricacy; and it is well for the sanity of his readers that the author gives a list of solutions at the end of the book."—Observer. "A book that will provide much entertainment for Christmas gatherings ... ingenious puzzles and problems invented by 'Sphinx,' the Puzzle King."—The Captain. "Mr. Dudeney, whose reputation is world-wide as the puzzle and problem maker of the age ... sure to find a wide circulation ... as attractive in appearance as its contents are fascinating."—English Mechanic and World of Science. "An exceedingly ingenious constructor and solver of fascinating puzzles, mathematical and otherwise."—School Guardian. "A book which ought to be highly popular ... it is all mighty ingenious, and very intelligently put before the reader."—Sheffield Telegraph.