Anagrams Words from Letters
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Scrabble Blank Tile Score
Scrabble Blank Tile Score Spurious Roth blur very densely while Pattie remains stingy and unblindfolded. Gunner is adjectively basilar after transcontinental Jonny cards his grasshoppers indifferently. Decinormal Eduard limbers concisely. All letters played in a turn must be placed in one row across or down the board, to form one complete word. But just like most board games, Scrabble is governed by a set of rules, some of them that are pretty straightforward, and others that may cause confusion among some players. There are ten power tiles. If you play a blank tile on a red or pink square, then the value of that word will be doubled or tripled. You Asked: What Is the Difference Between a Nutritionist and a Dietitian? Are student loans broken? What is the highest scoring Scrabble word? The game ends when all the tiles are gone from the bag and a single player has placed all their tiles on the board. The common letter is counted for each word and the full premium value, if any, is awarded for both. Beginning with the player who earned the LOWEST score on this round, then the player on his left, etc. Any word may be challenged before the next player starts a turn. LATE to make LATER. How does my system understand if data got masked? Everyone who plays in an NSA sanctioned tournament earns a rating. Foreign words are not allowed on the board when playing the English version of the game. You race against time to rack up as many points as you can. -
Intelligent Tutoring Systems
Se Design Recommendations for Intelligent Tutoring Systems Volume 2 Instructional Management Edited by: Robert A. Sottilare, Arthur C. Graesser, Xiangen Hu, and Benjamin S. Goldberg A Book in the Adaptive Tutoring Series Copyright © 2014 by the U.S. Army Research Laboratory. Copyright not claimed on material written by an employee of the U.S. Government. All rights reserved. No part of this book may be reproduced in any manner, print or electronic, without written permission of the copyright holder. The views expressed herein are those of the authors and do not necessarily reflect the views of the U.S. Army Research Laboratory. Use of trade names or names of commercial sources is for information only and does not imply endorsement by the U.S. Army Research Laboratory. This publication is intended to provide accurate information regarding the subject matter addressed herein. The information in this publication is subject to change at any time without notice. The U.S. Army Research Laboratory, nor the authors of the publication, makes any guarantees or warranties concerning the information contained herein. Printed in the United States of America First Printing, June 2014 First Printing (errata addressed), July 2014 U.S. Army Research Laboratory Human Research & Engineering Directorate SFC Paul Ray Smith Simulation & Training Technology Center Orlando, Florida International Standard Book Number: 978-0-9893923-2-7 We wish to acknowledge the editing and formatting contributions of Carol Johnson, ARL Dedicated to current and future scientists and developers of adaptive learning technologies CONTENTS Preface ..................................................................................................... i Prologue ............................................................................................... xv Section I: Affect, Engagement and Grit in Instructional Management (Sottilare) 1 Chapter 1 ‒ Thoughts on the Instructional Management of Affect, Engagement, and Grit .................................................. -
Scrabble Prodigy Mack Meller Minds His Ps and Qs, Catches a Few Zs, and Is Never at a Loss for Words
n 2011, Mack Meller went to Stamford, Connecticut, for a Scrabble tournament. In the fi rst round, as he was settling in, the tournament director interrupted play for an announcement. This was highly irregular. But the news warranted it: Joel Sherman, a forty-nine-year-old former world champion from the Bronx, had just fi nished a game with 803 points — a new world record in tournament play and the fi rst time a tournament player had ever broken 800. Meller and his opponent, having stopped their clocks (in tournament Scrabble each player is allotted twenty-fi ve minutes to make all of his or her plays), placed their tiles face down and walked over to Sherman’s board. So did lots of other players. Meller couldn’t believe it. Eight hundred! That was Scrabble’s holy grail. Sherman had used all seven of his letters — called a “bingo” and good for fi fty extra points — seven times. It was a feat for the ages, but Sherman didn’t win the tournament. Meller did. He was eleven years old. t’s Thursday night, and Meller, now a lanky, sociable seventeen-year-old Columbia fi rst-year, leaves his room in Furnald Hall and heads for the subway. He carries his Scrabble traveling bag, which contains a round board, a chess clock, and a drawstring sack fi lled with exactly one hundred yellow plastic tiles. He gets out in Midtown and walks to a fi fteen-story building at Lexington and East 58th, where, in a room on the twelfth fl oor, the Manhattan Scrabble Club holds its weekly rodeo. -
The Scrabble Player's Handbook Is Available for Free Download At
The Scrabble Player's Handbook is available for free download at www.scrabbleplayershandbook.com 1 Contents Introduction 3 Meet The Team 5 What's Different About Competitive Scrabble? 10 How To Play Good Scrabble 11 The Words 14 What Is Scrabble? 16 Scoring Well 21 Understanding Rack Leaves 32 Word Learning 35 The First Move 46 Tile Tracking 50 Time Management 54 Exchanging 58 Phoneys 64 Set-Ups 65 Open and Closed Boards 68 The Endgame 75 Playing Style 85 How To Play Amazing Scrabble 94 The Luck Element 98 The Game Behind The Game 99 Starting Out in Competitive Play 101 Quackle 103 Zyzzyva 109 Internet Scrabble Club 115 Aerolith 117 Scrabble by Phone 119 Books 121 Scrabble Variants 123 Scrabble Around The World 125 Playing Equipment 127 Glossary 128 Appendix 133 Rules Governing Word Inclusion 133 Two-letter words 137 Three-letter words 140 SCRABBLE® is a registered trademark. All intellectual property rights in and to the game are owned in the U.S.A. by Hasbro Inc., in Canada by Hasbro Canada Inc. and throughout the rest of the world by J.W. Spear & Sons Ltd. of Maidenhead SL6 4UB, England, a subsidiary of Mattel Inc. Mattel and Spear are not affiliated with Hasbro or Hasbro Canada. The Scrabble Player's Handbook is available free of charge. There is no copyright on the contents and readers are encouraged to distribute the book in PDF or printed form to all who would benefit from it. Please respect our work by retaining the footer on every page and by refraining from reproducing any part of this book for financial gain. -
Generating Anagrams from Multiple Core Strings Employing User-Defined Vocabularies and Orthographic Parameters
Behavior Research Methods, Instruments, & Computers 2003, 35 (1), 129-135 Generating anagrams from multiple core strings employing user-defined vocabularies and orthographic parameters TIMOTHY R. JORDAN and AXEL MONTEIRO University of Nottingham, Nottingham, England Anagrams are used widely in psychological research. However, generatinga range of strings with the same lettercontent is an inherently difficult and time-consuming task for humans, and current computer- based anagram generatorsdo not provide the controls necessaryfor psychological research.In this ar- ticle,we present a computational algorithm that overcomes these problems. Specifically,the algorithm processes automatically each word in a user-defined source vocabulary and outputs, for each word, all possible anagrams that exist as words (or as nonwords, if required) as defined by the same source vo- cabulary. Moreover, we show how the output of the algorithm can be filtered to produce anagrams within specificuser-definedorthographic parameters.For example, the anagramsproduced can be filtered to produce words that share, with each other or with other words in the source vocabulary, letters in only certain positions. Finally, we provide free access to the complete Windows-based program and source code containing these facilitiesfor anagram generation. Anagrams play an important and pervasive role in psy- ences of linguistic category (e.g., frequency, imageabil- chological research. For example, anagrams provide a ity, concreteness, orthographic structure, lexicality) on measure -
INFORMATION SOURCES and SERVICES Copyright © 2013, Satya Gaur All Rights Reserved
InformationSourcesandServices DLIS006 INFORMATION SOURCES AND SERVICES Copyright © 2013, Satya Gaur All rights reserved Produced & Printed by EXCEL BOOKS PRIVATE LIMITED A-45, Naraina, Phase-I, New Delhi-110028 for Lovely Professional University Phagwara SYLLABUS Information Sources and Services Objectives: To study about the information sources and services, different types of resources, different types of services which are included in the field of library and information science. Knowledge regarding all this will help the student to manage the library and information sources and services. S. No. Topics Documentary sources of Information; print and non -print : categories: primary, secondary 1. and tertiary. Reference Services: Need, Types (orientation Ready & Long range reference services) 2. Qualities of Reference Librarian. 3. Information Services and Products : Alerting Services, Bibliographic Services. 4. Document Delivery, Online Services, translation Services ,Reprographic Services. 5. Reference sources and their Evaluation : Encyclopedia, Dictionaries. 6. Reference sources and their Evaluation : Directories, Geographical Sources. 7. Bibliographical Sources: Types and Importance, Comparative study of INB and BNB. 8. Indexing and Abstracting Services, Need and importance. CONTENTS Unit 1: Documentary Sources of Information 1 Unit 2: Reference Services 22 Unit 3: Reference Librarian 37 Unit 4: Information Services and Products 59 Unit 5: Alerting and Bibliographic Services 83 Unit 6: Document Delivery Services and Online Services -
Martin Gardner Papers SC0647
http://oac.cdlib.org/findaid/ark:/13030/kt6s20356s No online items Guide to the Martin Gardner Papers SC0647 Daniel Hartwig & Jenny Johnson Department of Special Collections and University Archives October 2008 Green Library 557 Escondido Mall Stanford 94305-6064 [email protected] URL: http://library.stanford.edu/spc Note This encoded finding aid is compliant with Stanford EAD Best Practice Guidelines, Version 1.0. Guide to the Martin Gardner SC064712473 1 Papers SC0647 Language of Material: English Contributing Institution: Department of Special Collections and University Archives Title: Martin Gardner papers Creator: Gardner, Martin Identifier/Call Number: SC0647 Identifier/Call Number: 12473 Physical Description: 63.5 Linear Feet Date (inclusive): 1957-1997 Abstract: These papers pertain to his interest in mathematics and consist of files relating to his SCIENTIFIC AMERICAN mathematical games column (1957-1986) and subject files on recreational mathematics. Papers include correspondence, notes, clippings, and articles, with some examples of puzzle toys. Correspondents include Dmitri A. Borgmann, John H. Conway, H. S. M Coxeter, Persi Diaconis, Solomon W Golomb, Richard K.Guy, David A. Klarner, Donald Ervin Knuth, Harry Lindgren, Doris Schattschneider, Jerry Slocum, Charles W.Trigg, Stanislaw M. Ulam, and Samuel Yates. Immediate Source of Acquisition note Gift of Martin Gardner, 2002. Information about Access This collection is open for research. Ownership & Copyright All requests to reproduce, publish, quote from, or otherwise use collection materials must be submitted in writing to the Head of Special Collections and University Archives, Stanford University Libraries, Stanford, California 94304-6064. Consent is given on behalf of Special Collections as the owner of the physical items and is not intended to include or imply permission from the copyright owner. -
Challenge and Retention in Games
UC Irvine UC Irvine Electronic Theses and Dissertations Title Challenge and Retention in Games Permalink https://escholarship.org/uc/item/6k3357qx Author Debeauvais, Thomas Publication Date 2016 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Challenge and Retention in Games DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Informatics by Thomas Debeauvais Dissertation Committee: Professor Cristina V. Lopes, Chair Professor Gary Olson Assistant Professor Joshua Tanenbaum 2016 Parts of Chapters 3, 4, 5, and 7 c 2010-2016 ACM All other materials c 2016 Thomas Debeauvais TABLE OF CONTENTS Page LIST OF FIGURES vi LIST OF TABLES viii ACKNOWLEDGMENTS x CURRICULUM VITAE xi ABSTRACT OF THE DISSERTATION xii 1 Introduction 1 1.1 Motivation . 2 1.2 Thesis and Research Questions . 3 1.3 Approach . 3 1.4 Contributions . 6 1.5 Organization of the Dissertation . 7 2 Related Work 8 2.1 Enjoyment . 9 2.1.1 Motivations . 9 2.1.2 Player Types . 11 2.2 Retention . 13 2.2.1 Engagement . 13 2.2.2 Churn . 14 2.2.3 Longitudinal Studies . 16 2.3 In-Game Behavior . 16 2.3.1 Social Sciences . 16 2.3.2 Improving Gameplay . 18 2.3.3 In-Game Purchases . 19 2.4 Summary . 20 3 Ragnarok Online 22 3.1 Gameplay . 22 3.2 Private Servers . 25 3.3 Methods and Limitations . 26 ii 3.4 Supporting Group Play . 28 3.4.1 Tweaking Group Parameters . 29 3.4.2 The who Command . -
Asheville SCRABBLE School
Asheville SCRABBLE School A brief course adapted by Jacob Cohen from Everything Scrabble, 3rd. ed. by Joe Edley and John D. Williams, Jr. COURSE DESCRIPTION q Scoring “Hot Spots” on the board q Move tiles on your rack - find letter combos q Learn which tiles to play, which to hold q Balance your rack (ideal 4 cons. / 3 vowels) q Find “bingos” using all 7 tiles- 50 extra pts q Strategy- offense & defense q Asheville Scrabble Club (Sun 12:30-4:30, Stephens-Lee Rec Ctr) q Club website- hi-probability & thematic bingos, Quizzes, study INSTRUCTOR JACOB COHEN q Retired teacher and principal q Playing competitively since 2009 q Webmeister & statistician of club’s website ashevillescrabble.com RECOMMENDED BOOKS Everything Scrabble, 3rd edition by Joe Edley and John D. Williams Jr. ISBN: 978-1-4165-6175-0 (this course is adapted from this excellent reference) Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players ISBN: 0-14-200226-7 GLOSSARY Alphagram- alphabetic arrangement of letters; Ex: AIJNORT is alphagram for JANITOR Anagram- word spelled with exact same letters as another word. Ex: KITCHEN, THICKEN Bingo- use all 7 letters on rack; score 50 extra points Bingo-friendly tiles- ERS?, AL?, AERST, CANISTER Blank- indicated as ?, most valuable tile-versatile Block- play word to stop opponent’s possible big score “Challenge!”- announce to check if word is acceptable Closed Board- few or no places to play bingos/hi scores Dump- low-scoring play; gets rid of poor letter combo Endgame- strategic play when -
Following Are Some Very Interesting Terms Used by the Die-Hard Scrabble Players Across the World
Following are some very interesting terms used by the die-hard Scrabble players across the world. See if you can get a hold of these terms and impress your colleagues during a game. ENJOY!!!!! A ABBREVIATIONS • DLS - Double Letter Score • DWS - Double Word Score • TLS - Triple Letter Score • TWS - Triple Word Score B BACK HOOK a single letter which can be added to the end of a word on the board: e.g. JUMP....JUMPY BINGO The term used in North America for a bonus word. BLOCKED GAME A game which can�t be continued because there are no more legitimate moves possible. The game is deemed over and the players deduct the value of the tiles on their racks from their current score. BLOCKER A word which can�t be extended or which is difficult to build on: e.g. VLY BLOWOUT A one-sided game in which one player gets all the good tiles and wins easily. Also called GRANNIE or NO-BRAINER. BONUS A word which uses all seven tiles on a player�s rack in one go gaining a 50-point bonus. BONUS WORD, BINGO or SEVEN are also used. BRILLIANCY An ingenious move which floors your opponent and dazzles the spectators e.g. QUETZALS linking two Triple Word Squares for 374 C CHALLENGE The verbal indication to your opponents that the word they have just played is probably wrong. CLOSED BOARD A board situation wich offers no openings for bonus words and yields few scoring options. COFFEEHOUSING Talking to your opponents (or whistling, humming etc.) with a view to distracting them from the game. -
Gameplay Guide EDITION
AGES 8+ 2 TO 4 PLAYERS PROOF OF PURCHASE E D I T I O N ® 16807 ® Gameplay Guide EDITION We will be happy to hear your questions or comments about this game. US consumers please write to: Hasbro Games, Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862. Tel: 888-836-7025 (toll free). Canadian consumers please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil, QC Canada, J4G 1G2. © 2010 Hasbro, Pawtucket, RI 02862. All Rights Reserved. TM & ® denote U.S. Trademarks. 16807 scrabble.com TM 6. Bingos ! Always look for Bingos (using all 7 tiles at If you can master 3 once). Optimism and know-how will mean these 2-letter words, The History of the SCRABBLE ® Game more 50-point bonuses. Learn common word beginnings and endings and know how to they can improve place them on your rack. (See the box on your score! page 9 and #3 on page 14.) AA EH LI OY 7. Q without U AB EL LO PA 4 Learn the Q-without-U words. The Official AD EM MA PE Getting Started SCRABBLE® Players Dictionary Fourth Edition lists these: MBAQANGA(S), QABALA(S), AE EN ME PI QABALAH(S), QADI(S), QAT(S), QAID(S), AG ER MI QI QI(S), QOPH(S), FAQIR(S), QANAT(S), AH ES MM RE TRANQ(S), QINDAR(S), QINTAR(S), AI ET MO SH 6 QWERTY(S), SHEQEL, QINDARKA, and Gameplay SHEQALIM. AL EX MU SI AM FA MY SO 8. Look for Hooks “Hooks” are single letters that you can add AN FE NA TA to existing words that form other words. -
Dictionaries As We Have Seen, a Tagged Word of the Form (Word, Tag) Is an Association Between a Word and a Part-Of-Speech Tag
CHAPTER 5 Categorizing and Tagging Words Back in elementary school you learned the difference between nouns, verbs, adjectives, and adverbs. These “word classes” are not just the idle invention of grammarians, but are useful categories for many language processing tasks. As we will see, they arise from simple analysis of the distribution of words in text. The goal of this chapter is to answer the following questions: 1. What are lexical categories, and how are they used in natural language processing? 2. What is a good Python data structure for storing words and their categories? 3. How can we automatically tag each word of a text with its word class? Along the way, we’ll cover some fundamental techniques in NLP, including sequence labeling, n-gram models, backoff, and evaluation. These techniques are useful in many areas, and tagging gives us a simple context in which to present them. We will also see how tagging is the second step in the typical NLP pipeline, following tokenization. The process of classifying words into their parts-of-speech and labeling them accord- ingly is known as part-of-speech tagging, POS tagging, or simply tagging. Parts- of-speech are also known as word classes or lexical categories. The collection of tags used for a particular task is known as a tagset. Our emphasis in this chapter is on exploiting tags, and tagging text automatically. 5.1 Using a Tagger A part-of-speech tagger, or POS tagger, processes a sequence of words, and attaches a part of speech tag to each word (don’t forget to import nltk): >>> text = nltk.word_tokenize("And now for something completely different") >>> nltk.pos_tag(text) [('And', 'CC'), ('now', 'RB'), ('for', 'IN'), ('something', 'NN'), ('completely', 'RB'), ('different', 'JJ')] Here we see that and is CC, a coordinating conjunction; now and completely are RB, or adverbs; for is IN, a preposition; something is NN, a noun; and different is JJ, an adjective.