Seven Games: A Human History


Book Description

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.




Game Changer


Book Description

Presents the story behind the self-learning artificial intelligence system with its stunning chess skills




New Rules of the Game


Book Description

Business is a team sport. Learn how to win. Where would your career be if you could understand how your colleagues--especially men--succeed and win at work? And if, in understanding and applying the rules, you could win, too? In New Rules of the Game, business leader Susan Packard shows you how to cultivate gamesmanship--a strategic way of thinking regularly seen in the video game and sports worlds, and most often among men--that develops creativity, focus, optimism, teamwork, and competitiveness. You'll learn the Ten Rules of Gamesmenship and how to use them effectively to: · Compete outwardly in a healthy, rewarding way · Build support groups to help you advance · Step up with more grit to get the next win · Approach your workplace with more lightness and insight · Take loss in stride and provide the emotional distance needed to win at work Packard shares her career story with humor and candor, including the successes and the mistakes, the triumphs and some personal and career setbacks, and presents them as teachable moments for you. But the book is much bigger that one person’s experience. Packard also shares the stories of other presidents and CEOs who have become great gamers in their own fields, providing you with the insight and inspiration to play the business game smarter, stronger, and more successfully. You will also be better able to coach others, inspiring your team to perform at higher levels as you drive them toward the next win.




It's a Brand New Game


Book Description

It's a BRAND New Game explores how football has changed from a 3pm Saturday afternoon match for all....into a multimedia extravaganza, complete with celebrity players endorsed by corporate giants, the ever growing digital influence and the importance of building clubs into leading global brands! After two years researching the project and right up until 3 weeks before print, Patterson uncovers some fascinating and revealing soccer insights. Rigorously supported by evidence, his findings are surprising - at times even shocking - to the modern fan. It's a BRAND New Game achieves a rare distinction: a sports book that transfers over into an interesting and enlightening business book, packed full of helpful ideas and relevant advice for any fan, player, executive or leader.




Spot's New Game


Book Description

Spot and his friends are playing hide-and-seek. "One, two, three . . ." Spot counts, but when he opens his eyes, he can't find his friends anywhere. Where can they be?




New Realities in Audio


Book Description

The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.




Pooh Invents a New Game


Book Description

When Winnie-the-Pooh and his friends are playing Poohsticks one day, they're most surprised to see a calm, dignified Eeyore floating out beneath the bridge ...




The New Games Book


Book Description




Apple Game Frameworks and Technologies


Book Description

Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (tm). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer




New Game! Vol. 10


Book Description

The original manga about making it in the video game industry that inspired the hit anime! Open fire!