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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.
A comprehensive study of the connection game genre, Connection
Games provides a survey of known connection games while exploring
common themes and strategies. This book aims to impose some
structure on this increasingly large family of games, and to define
exactly what constitutes a connection game. Key games are examined
in detail and complete rules for over 200 connection games and
variants are provided. A connection game is a board game in which
players vie to develop or complete a specific type of connection
with their pieces. This might involve forming a path between two or
more goals, completing a closed loop, or gathering all pieces
together into a single connected group.
Large-area high-resolution displays are essential for scientific
visualization, entertainment, and defense applications. A popular
way to realize such displays is to tile multiple projectors
together to create one large display. As opposed to a 19 diagonal
monitor with a resolution of 60 pixels per inch, tiled
multi-projector displays are often 10 x 8 and have a resolution of
100-300 pixels per inch.
The research in this area spans several traditional areas in
computer science, including computer vision, computer graphics,
image processing, human-computer interaction, and visualization
tools. This book shows how to make such displays inexpensive,
flexible, and commonplace by making them both perceptually and
functionally seamless. In addition, the use of multi-projector
techniques in large-scale visualization, virtual reality, computer
graphics, and vision applications is discussed.
A comprehensive study of the connection game genre, Connection
Games provides a survey of known connection games while exploring
common themes and strategies. This book aims to impose some
structure on this increasingly large family of games, and to define
exactly what constitutes a connection game. Key games are examined
in detail and complete rules for over 200 connection games and
variants are provided. A connection game is a board game in which
players vie to develop or complete a specific type of connection
with their pieces. This might involve forming a path between two or
more goals, completing a closed loop, or gathering all pieces
together into a single connected group.
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.
The book describes the world's first successful experiment in fully
automated board game design. Evolutionary methods were used to
derive new rule sets within a custom game description language, and
self-play trials used to estimate each derived game's potential to
interest human players. The end result is a number of new and
interesting games, one of which has proved popular and gone on to
be commercially published.
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Advances in Computer Games - 17th International Conference, ACG 2021, Virtual Event, November 23-25, 2021, Revised Selected Papers (Paperback, 1st ed. 2022)
Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer
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R1,652
R1,564
Discovery Miles 15 640
Save R88 (5%)
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Ships in 9 - 17 working days
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This book constitutes the refereed post-conference proceedings of
the 17th International Conference on Advances in Computer Games,
ACG 2021, which was held as a virtual event during November 23-25,
2021. The 22 full papers included in this book were carefully
reviewed and selected from 34 submissions. They were organized in
topical sections as follows: learning in games; search in games;
solving games; chess patterns; player modelling; and game systems.
This book constitutes the refereed proceedings of the International
Conference on Computers and Games, CG 2022, held
virtually, during November 22–24, 2022. The 15 full
papers included in this book were carefully reviewed
and selected from 23 submissions. They were organized in
topical sections as follows: ​classic games, multi-player
and multi-action games, solving games, measuring games, decision
making in games and puzzles.
Margo is an abstract strategy game in which balls stack upwards to
surround enemy groups and capture them. It's like Go but with some
interesting 3D twists: groups can build over enemy groups to
escape, and pinned balls survive capture to remain active as
zombies...and zombies are dangerous! This book gives a
comprehensive introduction to the game, including its rules,
tactics and known strategies, and presents several annotated games
and puzzles by way of example. This edition is "pocket" size, which
fits conveniently in most pockets and the official Margo Samurai
bag.
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