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This book investigates the geometry of the quaternion and octonion algebras. Following a comprehensive historical introduction, the special properties of 3- and 4-dimensional Euclidean spaces are illuminated using quaternions, leading to enumerations of the corresponding finite groups of symmetries. The second half of the book discusses the less familiar octonion algebra, concentrating on its remarkable "triality symmetry" after an appropriate study of Moufang loops. The arithmetics of the quaternions and octonions are also described, and the book concludes with a new theory of octonion factorization. Topics covered include: - history - the geometry of complex numbers - quaternions and 3-dimensional groups - quaternions and 4-dimensional groups - the Hurwitz integral quaternions - the composition algebras - Moufang loops - octonions and 8-dimensional geometry - integral octonions - the octonion projective plane
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 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 4, the authors present a Diamond of a find, covering one-player games such as Solitaire.
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
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 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 4, the authors present a Diamond of a find, covering one-player games such as Solitaire.
The bestselling book that has helped millions of readers solve any problem. A must-have guide by eminent mathematician G. Polya, How to Solve It shows anyone in any field how to think straight. In lucid and appealing prose, Polya reveals how the mathematical method of demonstrating a proof or finding an unknown can help you attack any problem that can be reasoned out—from building a bridge to winning a game of anagrams. How to Solve It includes a heuristic dictionary with dozens of entries on how to make problems more manageable—from analogy and induction to the heuristic method of starting with a goal and working backward to something you already know. This disarmingly elementary book explains how to harness curiosity in the classroom, bring the inventive faculties of students into play, and experience the triumph of discovery. But it’s not just for the classroom. Generations of readers from all walks of life have relished Polya’s brilliantly deft instructions on stripping away irrelevancies and going straight to the heart of a problem.
ONAG, as the book is commonly known, is one of those rare publications that sprang to life in a moment of creative energy and has remained influential for over a quarter of a century. Originally written to define the relation between the theories of transfinite numbers and mathematical games, the resulting work is a mathematically sophisticated but eminently enjoyable guide to game theory. By defining numbers as the strengths of positions in certain games, the author arrives at a new class, the surreal numbers, that includes both real numbers and ordinal numbers. These surreal numbers are applied in the author's mathematical analysis of game strategies. The additions to the Second Edition present recent developments in the area of mathematical game theory, with a concentration on surreal numbers and the additive theory of partizan games.
Mathematics has a certain mystique, for it is pure and ex- act, yet demands remarkable creativity. This reputation is reinforced by its characteristic abstraction and its own in- dividual language, which often disguise its origins in and connections with the physical world. Publishing mathematics, therefore, requires special effort and talent. Heinz G-tze, who has dedicated his life to scientific pu- blishing, took up this challenge with his typical enthusi- asm. This Festschrift celebrates his invaluable contribu- tions to the mathematical community, many of whose leading members he counts among his personal friends. The articles, written by mathematicians from around the world and coming from diverse fields, portray the important role of mathematics in our culture. Here, the reflections of important mathematicians, often focused on the history of mathematics, are collected, in recognition of Heinz G-tze's life-longsupport of mathematics.
Start with a single shape. Repeat it in some way translation, reflection over a line, rotation around a point and you have created symmetry. Symmetry is a fundamental phenomenon in art, science, and nature that has been captured, described, and analyzed using mathematical concepts for a long time. Inspired by the geometric intuition of Bill Thurston and empowered by his own analytical skills, John Conway, with his coauthors, has developed a comprehensive mathematical theory of symmetry that allows the description and classification of symmetries in numerous geometric environments. This richly and compellingly illustrated book addresses the phenomenological, analytical, and mathematical aspects of symmetry on three levels that build on one another and will speak to interested lay people, artists, working mathematicians, and researchers.
In THE BOOK OF NUMBERS, two famous mathematicians fascinated by beautiful and intriguing number patterns share their insights and discoveries with each other and with readers. John Conway is the showman, master of mathematical games and flamboyant presentations; Richard Guy is the encyclopedist, always on top of problems waiting to be solved. Together they show us why patterns and properties of numbers have captivated mathematicians and non-mathematicians alike for centuries. THE BOOK OF NUMBERS features Conway and Guy's favorite stories about all the kinds of numbers any of us is likely to encounter, and many others besides. "Our aim," the authors write, "is to bring to the inquisitive reader. . .an explanation of the many ways the word 'number' is used." They explore patterns that emerge in arithmetic, algebra, and geometry, describe these pattern' relevance both inside and outside mathematics, and introduce the strange worlds of complex, transcendental, and surreal numbers. This unique book brings together facts, pictures and stories about numbers in a way that no one but an extraordinarily talented pair of mathematician/writers could do.
Im zweiten Band, Baumchen-wechsle-dich" geht es vorwiegend um verschiedene Formen zusammengesetzter Spiele.
Der vierte Band ,,Solitairspiele" behandelt Ein-Personen-Spiele mit Ausnahme von Schach, Go etc. Ein Hauptteil ist dem beruhmten ,,Game of Life" gewidmet.
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
Dieses Buch solI die Beziehung zwischen zwei Lieblingsgebieten des Autors beleuchte- namlich der Theorie der transfiniten ZaWen und der Theorie der mathematischen Spiele. Einige wenige Zusammenhange sind zwar schon seit geraumer Zeit bekannt, aber es diirfte bis jetzt nicht moglich gewesen sein, eine Theorie der reellen ZaWen zu erhalten, die sowoW einfacher als auch umfassender ist als jene Dedekinds, indem Zahlen einfach als die Starke von Positionen in gewissen Spielen definiert werden. Dabei folgen die tibli- chen Ordnungseigenschaften und arithmetischen Operationen fast sofort aus Definitio- nen, die sich natiirlich ergeben. Es war daher ein amiisantes Erlebnis, den nullten Teil dieses Buches so zu schreiben, als waren diese Definitionen aus einem Versuch entstanden, Dedekinds Konstruktion zu verallgemeinern! Ich vermute jedoch, daB viele Leser sich lieber mit Spielen beschaftigen, als tiber Zahlen zu philosophieren. Diesen Lesem mochte ich folgenden Vorschlag machen. Beginnen Sie mit Kapitel 7, spielen sie sofort mehrere Spiele gleichzeitig und suchen Sie sich einen interessierten Partner, mit dem Sie einige der dort beschriebenen Dominospiele durchflih- "n. D, b, i i, '" I'kh', inzureh, n, w, wm B und Link., in'n bzw. zw, i Zti" Vo", il, ", baff'n; w, nn Si', I, ub, n, in, Ahnun, '" bab, n, w", um" dmm nm'in'n halben Zug Vorsprung erhalt, sollten Sie vielleicht Kapitel 0 lesen, in dem der Ursprung der einfachsten ZaWen erklart ist. Danach sollte man mit dem Rest des Buches keine Schwierigkeiten mehr haben. Man braucht nicht mehr zu wissen, als daB die "Ordnungs- zahlen" eine bestimmte Art (meist unendlicher) ganzer ZaWen sind und dar.
Der dritte Band ,,Fallstudien" bietet eine Fulle von speziellen Beispielen.
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