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The game of Dots-and-Boxes, the popular game in which two players
take turns connecting an array of dots to form squares, or "boxes"
has long been considered merely a child's game. In this book,
however, the author reveals the surprising complexity of the game,
along with advanced strategies that will allow the reader to win at
any level of gameplay desired. This book is an essential guide to
the game of Dots-and-Boxes and its mathematical underpinnings.
Chapters of strategy are interspersed with dozens of sample
problems and their solutions. Furthermore, the strategies can be
applied to several other games, such as Strings-and-Coins and
Nimstring.
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 4, the authors present a
Diamond of a find, covering one-player games such as Solitaire.
This classic on games and how to play them intelligently is being
re-issued in a new, four volume edition. This book has laid the
foundation to a mathematical approach to playing games. The wise
authors wield witty words, which wangle wonderfully winning ways.
In Volume 1, the authors do the Spade Work, presenting theories and
techniques to "dissect" games of varied structures and formats in
order to develop winning strategies.
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 3, the authors examine
Games played in Clubs, giving case studies for coin and
paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From
the Table of Contents: - Turn and Turn About - Chips and Strips -
Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money -
The King and the Consumer - Fox and Geese; Hare and Hounds - Lines
and Squares
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 2, the authors have a
Change of Heart, bending the rules established in Volume 1 to apply
them to games such as Cut-cake and Loopy Hackenbush. From the Table
of Contents: - If You Can't Beat 'Em, Join 'Em! - Hot Bottles
Followed by Cold Wars - Games Infinite and Indefinite - Games
Eternal--Games Entailed - Survival in the Lost World
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 3, the authors examine
Games played in Clubs, giving case studies for coin and
paper-and-pencil games, such as Dots-and-Boxes and Nimstring. From
the Table of Contents: - Turn and Turn About - Chips and Strips -
Dots-and-Boxes - Spots and Sprouts - The Emperor and His Money -
The King and the Consumer - Fox and Geese; Hare and Hounds - Lines
and Squares
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 2, the authors have a
Change of Heart, bending the rules established in Volume 1 to apply
them to games such as Cut-cake and Loopy Hackenbush. From the Table
of Contents: - If You Can't Beat 'Em, Join 'Em! - Hot Bottles
Followed by Cold Wars - Games Infinite and Indefinite - Games
Eternal--Games Entailed - Survival in the Lost World
This classic on games and how to play them intelligently is being
re-issued in a new, four volume edition. This book has laid the
foundation to a mathematical approach to playing games. The wise
authors wield witty words, which wangle wonderfully winning ways.
In Volume 1, the authors do the Spade Work, presenting theories and
techniques to "dissect" games of varied structures and formats in
order to develop winning strategies.
In the quarter of a century since three mathematicians and game
theorists collaborated to create Winning Ways for Your Mathematical
Plays, the book has become the definitive work on the subject of
mathematical games. Now carefully revised and broken down into four
volumes to accommodate new developments, the Second Edition retains
the original's wealth of wit and wisdom. The authors' insightful
strategies, blended with their witty and irreverent style, make
reading a profitable pleasure. In Volume 4, the authors present a
Diamond of a find, covering one-player games such as Solitaire.
This volume comprises an imaginative collection of pieces created
in tribute to Martin Gardner. Perhaps best known for writing
Scientific American's "Mathematical Games" column for years,
Gardner used his personal exuberance and fascination with puzzles
and magic to entice a wide range of readers into a world of
mathematical discovery. This tribute therefore contains pieces as
widely varied as Gardner's own interests, ranging from limericks to
lengthy treatises, from mathematical journal articles to personal
stories. This book makes a charming and unusual addition to any
personal library. Selected papers: - The Odyssey of the Figure
Eight Puzzle by Stewart Coffin - Block-Packing Jambalaya by Bill
Cutler - O'Beirne's Hexiamond by Richard K. Guy - Biblical Ladders
by Donald E. Knuth - Three Limericks: On Space, Time and Speed by
Tim Rowett.
The game of Dots-and-Boxes, the popular game in which two players
take turns connecting an array of dots to form squares, or "boxes"
has long been considered merely a child's game. In this book,
however, the author reveals the surprising complexity of the game,
along with advanced strategies that will allow the reader to win at
any level of gameplay desired. This book is an essential guide to
the game of Dots-and-Boxes and its mathematical underpinnings.
Chapters of strategy are interspersed with dozens of sample
problems and their solutions. Furthermore, the strategies can be
applied to several other games, such as Strings-and-Coins and
Nimstring.
Im zweiten Band, Baumchen-wechsle-dich" geht es vorwiegend um
verschiedene Formen zusammengesetzter Spiele.
2 3 5 7 d =1 4 6 d =1 2 3 4 5 6 7 3 3 d d d d 1 2 1 2 00 01 002 04
10 05 05 05 01 11 05 002 II 002 051 02 02 022 12 024 026 03 02 022
022 034 06 06 13 022 07 04 017 04 017 044 045 14 05 051 15 05 054
055 51 51 06 06 06 06 064 064 064 16 07 07 07 07 44 44 44 44 17 57
45 20 31 71 05 30 05 05 05 05 05 05 05 31 21 05 71 204 205 206 207
31 71 71 31 71 71 22 22 26 26 224 226 32 32 72 72 324 72 72 23 22
26 224 224 226 226 33 26 26 26 26 24 71 05 71 244 245 34 34 342 344
346 25 71 05 71 244 245 244 245 35 4-3 75 75 26 26 26 26 264 264
264 36 36 362 364 366 264 27 26 26 26 264 264 264 37 332 64 40 07
07 07 404 404 404 50 05 05 05 05 05 05 05 41 17 173 173 414 416 51
51 512 51 51 157 157 42 07 07 07 404 404 404 404 52 52 52 52 524
524 524 43 17 173 173 414 414 416 416 53 53 532 57 57 536
Der vierte Band ,,Solitairspiele" behandelt Ein-Personen-Spiele mit
Ausnahme von Schach, Go etc. Ein Hauptteil ist dem beruhmten ,,Game
of Life" gewidmet.
This is the revised edition of Berlekamp's famous book, 'Algebraic
Coding Theory', originally published in 1968, wherein he introduced
several algorithms which have subsequently dominated engineering
practice in this field. One of these is an algorithm for decoding
Reed-Solomon and Bose-Chaudhuri-Hocquenghem codes that subsequently
became known as the Berlekamp-Massey Algorithm. Another is the
Berlekamp algorithm for factoring polynomials over finite fields,
whose later extensions and embellishments became widely used in
symbolic manipulation systems. Other novel algorithms improved the
basic methods for doing various arithmetic operations in finite
fields of characteristic two. Other major research contributions in
this book included a new class of Lee metric codes, and precise
asymptotic results on the number of information symbols in long
binary BCH codes.Selected chapters of the book became a standard
graduate textbook.Both practicing engineers and scholars will find
this book to be of great value.
Der dritte Band ,,Fallstudien" bietet eine Fulle von speziellen
Beispielen.
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