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One Step Up on Simulation Games

Author : Sergy Herrera
Publisher : Editora Bibliomundi
Page : 41 pages
File Size : 23,77 MB
Release : 2022-03-09
Category : Games & Activities
ISBN : 1526044986

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Are you bored and want to enjoy your leisure time? Then, playing simulation games is your best choice. If you are new to these games, this is your chance to expand your ideas. Whether you want to play easy or complex simulation games, expect that you will love them all.Simulation games are too easy to play. You just have to know which of type of game is fit for your preferences and hobbies. Before you become a professional simulation game player, you need to know everything about these games including their process and strategies.To have a perfect experience, simply use this guide and see how these games change your daily routine!

One Step Up On Simulation Games

Author : RD king
Publisher : 大賢者外語
Page : 41 pages
File Size : 43,79 MB
Release :
Category : Games & Activities
ISBN :

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Get All The Support And Guidance You Need To Be A Success At Simulation Games! Is the fact that you would like to be a success at simulation games but just don't know how making your life difficult... maybe even miserable? First, you are NOT alone! It may seem like it sometimes, but not knowing how to get started with simulation games is far more common than you’d think. Your lack of knowledge in this area may not be your fault, but that doesn’t mean that you shouldn’t -- or can’t -- do anything to find out everything you need to know to finally be a success! So today -- in the next FEW MINUTES, in fact -- we’re going to help you GET ON TRACK, and learn how you can quickly and easily get your simulation games under control... for GOOD! This powerful tool will provide you with everything you need to know to be a success and achieve your goal of getting your simulation games to a successful place. In This Book, You Will Learn: Simulation Game Basics Research the Game Sites Choose Your Game Learn the Rules about Money and Advancing What Tasks Have to be Completed?

Step Up, Step Back

Author : Elsbeth Johnson
Publisher : Bloomsbury Publishing
Page : 352 pages
File Size : 18,79 MB
Release : 2020-02-20
Category : Business & Economics
ISBN : 1472970675

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Many strategic change efforts fail. And virtually all of them are harder than they need to be. Why is this? And what can we do to make change more likely to stick? Dr. Elsbeth Johnson, a former equity analyst and London Business School Professor now teaching at MIT, has spent a decade researching how to deliver strategic change in practice. Based on asking managers what they needed from leaders, rather than just asking leaders what they did, her resulting Step Up, Step Back approach challenges some of our most fundamental beliefs about how to lead change – and indeed, about what we even consider to be 'leadership'. The Step Up, Step Back approach suggests leaders need to step up and do more than they typically do in the early stages of the change – in specific ways and at specific times; and then step back and do less than they typically do in the later stages of the change – again, in specific ways, at specific times. The result is not only change that sticks, but empowered, motivated managers who can get on with delivering change, without needing ongoing input or cover from leaders. Using real-world examples of how to apply the science in practice, Step Up, Step Back gives you a roadmap for how to deliver strategic change in your organization.

AlphaGo Simplified

Author : Mark Liu
Publisher : CRC Press
Page : 408 pages
File Size : 32,75 MB
Release : 2024-08-27
Category : Computers
ISBN : 1040103944

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May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.

Digital Games and Language Learning

Author : Mark Peterson
Publisher : Bloomsbury Publishing
Page : 253 pages
File Size : 48,28 MB
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 1350133027

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Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

Simulation and Gaming

Author : National Gaming Council
Publisher :
Page : 464 pages
File Size : 16,18 MB
Release : 1974
Category : Game theory
ISBN :

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BattlePlan Magazine

Author : Decision Games
Publisher : Past Into Print Publishing
Page : 76 pages
File Size : 47,14 MB
Release :
Category : Games & Activities
ISBN :

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Battleplan was an ambitious magazine devoted to providing variants, scenarios, and articles on game strategy for wargaming products by a variety of publishers. Published between 1987 and 1989, the magazine had a great deal of content to appeal to war gamers, including articles and materials for Ambush!, Squad Leader, Advanced Squad Leader, Up Front, and many other games. The periodical lasted nine issues, before it was folded into the Wargamer, Volume 2 periodical. In this inaugural issue, published in March/April 1987, the contents include: Letter from the Editior Squad Leader Scenarios - "One if by Air, Two if by Sea" and "Blunting the Spearhead" Solitaire Up Front - Flamethrower Defense Scenario Overlord 1943 - Variant for AH Fortress Europa (includes countersheet insert) Battle for Leyte - Scenario for SSG Carriers at War A House Restored - Rules variants for GDW A House Divided (part 1 of 3) The Russian Campaign - Political variants for AH Russian Campaign (includes countersheet insert) Holding the Line - Scenario for Task Force's Armor at Kursk Field Marshal - Variant situation cards and weather effects for Jedko Games Field Marshal by John Edwards (includes card inserts) Combat Cards II - Escalation variant for Yaquinto WWII card game Warlords of the World - Tournament scenario contest for Panther game Warlords Quick and Dirty Variants - Collection of variants for World in Flames, Third Reich, and Operation Konrad Solo Wargames Gamer’s Guide Classified Ads Writer’s Guidelines Inserts: Fortress Europa Variant “Overlord ’43” Countersheet, Russian Campaign II Variant Counters, Field Marshal Variant Situation Cards, Charles Roberts and H.G. Wells Award Ballot, "One if by Air, Two if by Sea" and "Blunting the Spearhead" Squad Leader Scenarios.

Leaders Make the Future

Author : Robert Johansen
Publisher : Berrett-Koehler Publishers
Page : 276 pages
File Size : 44,44 MB
Release : 2012-05-07
Category : Business & Economics
ISBN : 1609944879

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What future forces will affect a leaders ability to lead in the next year, 5 years, 10 years?

Simulation Gaming. Applications for Sustainable Cities and Smart Infrastructures

Author : Heide Karen Lukosch
Publisher : Springer
Page : 203 pages
File Size : 50,4 MB
Release : 2018-05-25
Category : Computers
ISBN : 3319919024

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This book constitutes the refereed post-conference proceedings of the 48th International Simulation and Gaming Association Conference, ISAGA 2018, held in Delft, The Netherlands, in July 2018. The 19 revised full papers included in the volume were carefully reviewed and selected from 27 submissions. The contributions to this book range from design thinking related to simulation gaming, the analysis of the consequences of design choices in games, to games for decision making, examples of games for business, climate change, maritime spatial planning, sustainable city development, supply chain, and much more.

The Guide to Computer Simulations and Games

Author : K. Becker
Publisher : John Wiley & Sons
Page : 480 pages
File Size : 32,90 MB
Release : 2011-11-30
Category : Education
ISBN : 1118235592

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The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.