The word of Bob : an AI Minecraft Villager


Book Description

It has been suggested that we may be living inside a computer simulation, the Matrix if you like. This book uses a sentient character in the game of Minecraft to illustrate how difficult it would be for us to admit we are in a simulation. The analogy examines the role of science and religion if we were in a simulation and asks the question of what could be our purpose if we were in a simulation. Piggy backing on the latest approaches to artificial intelligence, training neural networks on synthesized data to foster useful friendly AI systems, Bob provides us with a glimpse of the philosophical questions that are being raised in a world with AI.




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.




Tales of an 8-Bit Kitten: Lost in the Nether


Book Description

Eeebs isn't a very disciplined kitten. His mom warned him not to play in the forest, but he didn't listen. That's how he found himself in the Nether, a bizarre world inhabited by scary creatures. In the company of a ghast, almost cheerful witch, Eeebs develops supernatural powers. Will this be enough to fight against Endernova's army, the Enderman, who want to rule over the Overworld? In order to save his friends, Eeebs must become the champion of the Nether, as the prophecy of The Chosen One tells . . .




Tales of an 8-Bit Kitten: A Call to Arms


Book Description

Best-selling author, Cube Kid, introduces the second book in his series about Eeebs the kitten who lives some incredible adventures in the world of Minecraft. Fans of the Diary of an 8-Bit Warrior series will find familiar, emblematic characters here in the Nether. Now that Eeebs knows he's part of the Prophecy and the coming war against the Eyeless One, he has one goal: find Runt and help him in his quest. While stationed at Villagetown, the little cat tries to find his place among the Lost Legion and learn more about his hidden powers. But life in Villagetown never stays quiet for very long . . . In a diary-like format embellished with full-color Minecraft-inspired illustrations, this series is sure to keep kids coming back for more!




Ready Player One


Book Description

#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9




Interdisciplinary Design of Game-based Learning Platforms


Book Description

This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.




Introduction to Information Systems


Book Description

WHATS IN IT FOR ME? Information technology lives all around us-in how we communicate, how we do business, how we shop, and how we learn. Smart phones, iPods, PDAs, and wireless devices dominate our lives, and yet it's all too easy for students to take information technology for granted. Rainer and Turban's Introduction to Information Systems, 2nd edition helps make Information Technology come alive in the classroom. This text takes students where IT lives-in today's businesses and in our daily lives while helping students understand how valuable information technology is to their future careers. The new edition provides concise and accessible coverage of core IT topics while connecting these topics to Accounting, Finance, Marketing, Management, Human resources, and Operations, so students can discover how critical IT is to each functional area and every business. Also available with this edition is WileyPLUS - a powerful online tool that provides instructors and students with an integrated suite of teaching and learning resources in one easy-to-use website. The WileyPLUS course for Introduction to Information Systems, 2nd edition includes animated tutorials in Microsoft Office 2007, with iPod content and podcasts of chapter summaries provided by author Kelly Rainer.




Advancing Digital Humanities


Book Description

Advancing Digital Humanities moves beyond definition of this dynamic and fast growing field to show how its arguments, analyses, findings and theories are pioneering new directions in the humanities globally.




World Development Report 2020


Book Description

Global value chains (GVCs) powered the surge of international trade after 1990 and now account for almost half of all trade. This shift enabled an unprecedented economic convergence: poor countries grew rapidly and began to catch up with richer countries. Since the 2008 global financial crisis, however, the growth of trade has been sluggish and the expansion of GVCs has stalled. Meanwhile, serious threats have emerged to the model of trade-led growth. New technologies could draw production closer to the consumer and reduce the demand for labor. And trade conflicts among large countries could lead to a retrenchment or a segmentation of GVCs. World Development Report 2020: Trading for Development in the Age of Global Value Chains examines whether there is still a path to development through GVCs and trade. It concludes that technological change is, at this stage, more a boon than a curse. GVCs can continue to boost growth, create better jobs, and reduce poverty provided that developing countries implement deeper reforms to promote GVC participation; industrial countries pursue open, predictable policies; and all countries revive multilateral cooperation.




The Library Screen Scene


Book Description

In the past two decades, several U.S. states have explored ways to mainstream media literacy in school curriculum. However one of the best and most accessible places to learn this necessary skill has not been the traditional classroom but rather the library. In an increasing number of school, public, and academic libraries, shared media experiences such as film screening, learning to computer animate, and video editing promote community and a sense of civic engagement. The Library Screen Scene reveals five core practices used by librarians who work with film and media: viewing, creating, learning, collecting, and connecting. With examples from more than 170 libraries throughout the United States, the book shows how film and media literacy education programs, library services, and media collections teach patrons to critically analyze moving image media, uniting generations, cultures, and communities in the process.