Deal Or No Deal Board Game Instructions
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Investigating Case Learning Techniques for Agents to Play the Card Game of Truco
SBC { Proceedings of SBGames 2020 | ISSN: 2179-2259 Computing Track { Full Papers Investigating Case Learning Techniques for Agents to Play the Card Game of Truco Ruan C. B. Moral Gustavo B. Paulus Undergraduate Program in Computer Engineering Graduate Program in Computer Science Federal University of Santa Maria – UFSM Federal University of Santa Maria – UFSM Santa Maria – RS, Brazil Santa Maria – RS, Brazil [email protected] [email protected] Joaquim V. C. Assunção Luis A. L. Silva Applied Computing Department Graduate Program in Computer Science Federal University of Santa Maria – UFSM Federal University of Santa Maria – UFSM Santa Maria – RS, Brazil Santa Maria – RS, Brazil [email protected] [email protected] Abstract - Truco is a popular game in many regions of South situation (a current case problem to be solved). Once a America; however, unlike worldwide games, Truco still concrete problem-solving experience is retrieved from requires a competitive Artificial Intelligence. Due to the memory, materialized as a case base in CBR, the agent limited availability of Truco data and the stochastic and reuses the decision made in the past to solve the current imperfect information characteristics of the game, creating problem. For a case-based agent to perform actions in a competitive models for a card game like Truco is a competitive game, that agent can initially use challenging task. To approach this problem, this work demonstrations of game actions performed by human investigates the generation of concrete Truco problem- players, where demonstrations of various kinds can be solving experiences through alternative techniques of recorded as cases in the case base [5]. -
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months
Consumers Age 35-44 Are Most Likely to Buy a Car in the Next Six Months; Presence of Children in the Household Significantly Increases Automotive Purchase Intent comScore Media Metrix AiM Data Reveal that Larger Cars are Still Preferred by many Consumers RESTON, VA, June 26, 2006 - comScore Media Metrix today revealed the automotive purchase intent, online visitation habits and automotive ownership tendencies of American consumers who are most likely to purchase an automobile in the next six months. This study, the first of a series of industry-specific analyses from the comScore Media Metrix "Audience insite Measures" (AiM) media planning tool, shows that Internet users age 35-44 are 18 percent more likely than the average online adult to make an automotive purchase this year. This segment of likely auto purchasers represents more than 6 million U.S. consumers. Additionally, 25-34 year-olds are 17 percent more likely than the norm to purchase an automobile, representing nearly 5 million consumers. Notably, the analysis shows that the presence of children in the household significantly increases automotive purchase intent for these two groups. Respondents age 25-34 with one child (referred to as "New Families" in this analysis) are 41 percent more likely than the average Internet user to purchase an auto in the next 6 months, while 35-44-year-olds with two children (referred to as "Established Families") are 27 percent more likely than the norm to do so. The study also found that despite the similarities in the car-purchasing intent of these two groups, their online visitation habits are quite different. -
Espacios Transliterarios Hibridez, Digitalidad, Migración
Espacios transliterarios Hibridez, digitalidad, migración Edición a cargo de Susana Justo Barreira Laura Pereira Domínguez 01 ESPACIOS TRANSLITERARIOS Hibridez, digitalidad, migración Jean Monnet Papers Número 1 ESPACIOS TRANSLITERARIOS Hibridez, digitalidad, migración EDICIÓN A CARGO DE Susana Justo Barreira Laura Pereira Domínguez 2018 UNIVERSIDADE DE SANTIAGO DE COMPOSTELA © Universidade de Santiago de Compostela, 2018 Edita Servizo de Publicacións e Intercambio Científico da Universidade de Santiago de Compostela Campus Vida 15782 Santiago de Compostela usc.es/publicacions Maqueta Antón García Imprenta Universitaria DOI: http://dx.doi.org/10.15304/9788416954940 ISBN 978-84-16954-94-0 ÍNDICE 7 Introducción. Los espacios transmodernos en la literatura 15 ASUNCIÓN LÓPEZ-VAREla AZCÁRATE. El futuro de las narratologías híbridas II: A través del espejo de Lewis Carroll 55 MONTSERRAT COTS VICENTE. Intertextualidad y literatura híbrida: Comment peut-on être français? de Chahdortt Djavann 65 ROSA MARÍA DÍEZ COBO. El realismo mágico como género de expresión transfronteriza en la literatura hispana en Estados Unidos 77 ELENA VEIGA RILO. Cultura japop: manga e hibridación literaria no Brasil 87 NELSON SINDZE WEMBE. La literatura negroafricana de la inmigración: definición, precursores, particularidades 105 SaluStio alvarado, renáta Bojničanová. La visión de la República Argentina en dos escritores emigrantes: Martin Kukučín (1860‑1928) y Vicente Blasco Ibáñez (1867‑1928) 127 SARA FERNÁNDEZ POLO. El Doctor Kronz: un exiliado sin cura 147 MAR FERNÁNDEZ-VÁZQUEZ. Mujeres y migración en la narrativa juvenil gallega 159 DANIEL ARRIETA DOMÍNGUEZ. Intertextos, subgéneros y personajes ambiguos en Pale Fire, de Nabokov, y Aurora Lee, de Eduardo Lago: integración y disolución de los schemata cognitivos del lector en dos novelas híbridas 175 SIlvIA ALONSO PÉREZ. -
Motorola SBG940
Quick Installation Guide SBG940 SURFboard® Wireless Cable Modem Gateway 2 SBG940 Wireless Cable Modem Gateway A home network enables you to access information on two or more computers in your home. You can connect your home network to your cable TV system to connect to the Internet. Your SURFboard Gateway SBG940 is the central connection point between your computers and the Internet. It directs (routes) information between the computers on your home network. A built-in cable modem transmits information between your home network and the Internet. The SBG940 provides different network connection types. You can use a wireless or a wired connection (or a combination of the two) to connect your computers to the SBG940. Your network can use one or any combination of: Ethernet local area network (LAN) Wireless LAN (WLAN) with Wi-Fi® Protected Access (WPA) encryption Universal Serial Bus (USB) This guide provides information about: Optional accessories and network requirements Cable, Ethernet, USB, wireless, and printer connections Starting the Setup Program Introduction to network security and gaming configuration Troubleshooting and contact information This guide contains an overview only. For in-depth information, refer to the interactive SBG940 User Guide on the SBG940 Installation CD-ROM. If desired, you can print all or part of the user guide. For normal operation, you do not need to change most default settings. Quick Installation Guide 3 Optional Accessories Networks are composed of multiple devices. An SBG940 works with any IEEE 802.11g or 802.11b client product. Motorola supplies a range of accessories for use with the SBG940. Some examples are: For more information about Motorola cable modems, gateways, and related consumer broadband products, visit http://broadband.motorola.com/consumers. -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Scott Austin Group Manager MSN Games Agenda
Scott Austin Group Manager MSN Games Agenda MSN Games Overview Site Redesign Advertising Revenue Share Vista Enhanced Games Getting Your Games on MSN Games MSN Games Overview History of MSN Games A trip down memory lane. Demographics Majority of female players Male 29% 52% of the respondents are 45 or Female 71% older 25% 21% 19% 18% 8% 8% 2% 13 to 17 18 to 24 25 to 34 35 to 44 45 to 54 55 to 64 65 and better Why do they play? Entertainment 67% A break at home 49% To keep my mind sharp 40% 67% of the respondents play A break from w ork 31% for entertainment I like the competition 21% I like to collect badges/rew ards 20% 80% play for a break, either Hobby 19% from work or at home Social activity 9% Weekend activity 8% Other 3% Watch Television 67% of respondents prefer 34% Play Games playing games on MSN on MSN Games to watching TV Games 67% Top Web Games of 2006 1. Bejeweled 2 11. Backgammon 2. Mah Jong Tiles 12. Solitaire 3. Bejeweled 13. Collapse 4. Cubis 2 14. Hearts 5. Scrabble Blast 15. Jewel Quest 6. Zuma 16. Hexic 7. Spades 17. Wheel of Fortune 8. Texas Hold ‘Em 18. Bridge 9. Text Twist 19. Bankshot Billiards 10. Luxor 20. Chuzzle Top – measured by game hours Green – also a top 20 download game Game Populations – Single Player Web Games Normalized Game Population Game Normalized Months since launch of game Game Populations – Multi-Player Web Games Normalized Game Population Game Normalized Days Do badges make a difference to web populations? Yes ! 16 14 12 10 8 6 Population 4 2 0 Top Downloads of 2006 1. -
Set up Your PC for Gaming
WINDOWS® GUIDE Set Up Your PC for Gaming IN THIS GUIDE Optimizing for Graphics and Speed Page 2 Instant Messaging While Gaming Page 11 Great Games and Accessories Page 12 What You’ll Need n Windows Live™ Messenger and a Windows Live ID n A computer with Windows Vista® Windows Guides is a library of easy-to-use guides that show you how to get more from your Windows experience. Share these guides with your friends and family. © 2008 Microsoft. All rights reserved. WINDOWS GUIDE Set Up Your PC For Gaming Optimizing for Graphics and Speed With more family-friendly features, a huge catalog of games, lots of new titles, and more powerful graphics technology than ever before, Windows Vista makes gaming on your PC easier and more fun. New enhancements make it easier to access, play, and manage your computer games while also experiencing next generation gaming graphics. UPDatE SOFtwaRE AND DRIVERS You can optimize your Windows Vista PC for gaming by making sure that you’re running the latest software and drivers, and that your PC hardware meets the demands of the games you play. Update Microsoft DirectX DirectX® is a Windows® software program that enables higher performance in graphics and sound when you’re playing games on your PC. Make sure that you have the latest version of DirectX so that you can take advantage of all of the new features. On a computer running Windows Vista, you should have DirectX 10 or later. Here’s how to check which version of DirectX is on your computer: 1. -
Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr. -
Microsoft from Wikipedia, the Free Encyclopedia Jump To: Navigation, Search
Microsoft From Wikipedia, the free encyclopedia Jump to: navigation, search Coordinates: 47°38′22.55″N 122°7′42.42″W / 47.6395972°N 122.12845°W / 47.6395972; -122.12845 Microsoft Corporation Public (NASDAQ: MSFT) Dow Jones Industrial Average Type Component S&P 500 Component Computer software Consumer electronics Digital distribution Computer hardware Industry Video games IT consulting Online advertising Retail stores Automotive software Albuquerque, New Mexico Founded April 4, 1975 Bill Gates Founder(s) Paul Allen One Microsoft Way Headquarters Redmond, Washington, United States Area served Worldwide Key people Steve Ballmer (CEO) Brian Kevin Turner (COO) Bill Gates (Chairman) Ray Ozzie (CSA) Craig Mundie (CRSO) Products See products listing Services See services listing Revenue $62.484 billion (2010) Operating income $24.098 billion (2010) Profit $18.760 billion (2010) Total assets $86.113 billion (2010) Total equity $46.175 billion (2010) Employees 89,000 (2010) Subsidiaries List of acquisitions Website microsoft.com Microsoft Corporation is an American public multinational corporation headquartered in Redmond, Washington, USA that develops, manufactures, licenses, and supports a wide range of products and services predominantly related to computing through its various product divisions. Established on April 4, 1975 to develop and sell BASIC interpreters for the Altair 8800, Microsoft rose to dominate the home computer operating system (OS) market with MS-DOS in the mid-1980s, followed by the Microsoft Windows line of OSes. Microsoft would also come to dominate the office suite market with Microsoft Office. The company has diversified in recent years into the video game industry with the Xbox and its successor, the Xbox 360 as well as into the consumer electronics market with Zune and the Windows Phone OS. -
Quick Guide to the Web
Quick Guide to the Web For Reference & For Fun Reference General Reference Wiki Reference Academic Encyclopedias Dictionaries More Glossaries by Topic Basic Info Phone & Address Maps & Directions News Weather Health Answers & How-To Basic Sites Internet Basics News News & Politics Newspapers Media Research Entertainment Movies & TV Shows/Movies Online Movies Television Reference Pop Culture Music Online Music Music Sites Reference Games Computer & Console Internet Puzzles & More Media & Fun Online Video Humor/Fun Baseball & Other Sports Government General Depts & Agencies Law Public_Resources Data & Statistics Travel General Flights Driving Automobiles Hotels Studying Academic Study Aids General Reference Data & Statistics Wiki Reference Encyclopedias Dictionaries More Glossaries by Topic Media Online Shows & Movies Music Video Internet Games Books Newspapers Magazines More Local Info Genealogy Finding Basic Information Basic Search & More Google Yahoo Bing MSN ask.com AOL Wikipedia About.com Internet Public Library Freebase Librarian Chick DMOZ Open Directory Executive Library Web Research OEDB LexisNexis Wayback Machine Norton Site-Checker DigitalResearchTools Web Rankings Alexa Web Tools - Librarian Chick Web 2.0 Tools Top Reference & Resources – Internet Quick Links E-map | Indispensable Links | All My Faves | Joongel | Hotsheet | Quick.as Corsinet | Refdesk Tools | CEO Express Internet Resources Wayback Machine | Alexa | Web Rankings | Norton Site-Checker Useful Web Tools DigitalResearchTools | FOSS Wiki | Librarian Chick | Virtual -
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