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Panagiotis Giannakis Bio Panagiotis Giannakis Was Born in 1959 in Nikaia, Athens, Greece. He Is a Graduate of the Department Of
Panagiotis Giannakis bio Panagiotis Giannakis was born in 1959 in Nikaia, Athens, Greece. He is a graduate of the Department of Physical Education and Sport Science of the Kapodistrian University of Athens. He is married and has two children and two grandchildren. Panagiotis Giannakis is one of the greatest personalities of Greek sports and European basketball. He has won titles at the elite level of clubs and national teams and has been distinguished in any event that he has participated both as an athlete and as a coach. He is the only winner of the gold medal at Eurobasket both as an athlete and head coach. As a player and a coach, both with his actions and with his public statements, Mr. Giannakis has highlighted the values of maximum effort, continuous improvement, cooperation and team cohesion as prerequisites for excellence in sport and lifelong participation in health-related physical activities. With his example he has motivated hundreds of thousands of Greek children to adopt sport as a way of life. The player He started his athletic career in 1971 at the age of 12 in Ionic Nikaia. In 1982 he become NBA draft of Boston Celtics (among the first Europeans to be made draft). In 1984 he was transferred to Aris Thessaloniki, in 1993 to Panionios and in 1994 to Panathinaikos where he ended his athletic career. His biggest successes at club level were the FIBA European Cup with Aris and the Euroleague title with Panathinaikos. In Greek National Team he played for first time in 1975 at the age of 16 when, with the junior national Children he won the silver medal at the Eurobasket of Athens. -
Tarmak, L’Histoire D’Eva Marsac Débute Assez Classiquement
SPORT IS IN OUR NATURE UN BALLON. DES CERCLES, AU SOL, D’AUTRES ETATS-UNIS, PROPAGÉ PAR LES ÉLÈVES DE DE TOUS NIVEAUX, DE TOUTES ORIGINES, SONT EN L’AIR. UNE AIRE DE JEU, EN VILLE, ENTRE LES NAISMITH, LE BASKET DEVIENT UN SPORT, DE PLUS EN PLUS NOMBREUSES. ET CE SPORT IMMEUBLES, OU EN PÉRIPHÉRIE DES MÉGAPOLES, CAPITALE S, ET SON NOMBRE D’ADEPTES A MORDU À TOUS LES PANS DE LA SOCIÉTÉ, DANS LA NATURE, MÊME. SEUL, OU À PLUSIEURS. NE CESSERA DE CROÎTRE, SES PRATIQUES SUIVANT QUELQUES COURANTS ET PRÉCÉDANT PRÊTS ? ALLEZ ! C’EST PARTI POUR UN PTIT N’ARRÊTERONT PAS DE MUTER. DÈS SES DÉBUTS, NOMBRE DE MOUVEMENTS. MODE, MUSIQUE, BASKET. LE BASKET SERA EMBALLANT ET, PAR LA SUITE, LITTÉRATURE, CINÉMA, JEUX VIDÉO, LE BASKET CONTINUERA DE S’EMBALLER ENCORE ET S’EST IMMISCÉ SOUS TOUS LES PANIERS, ENTRE QUAND JAMES NAISMITH CRÉE, POUR TOUJOURS... TOUTES LES LIGNES ET LES RAQUETTES, POUR LE MAINTENIR LA CONDITION PHYSIQUE DE SES MEILLEUR ET POUR LA GAGNE. ÉLÈVES EN HIVER, LE BASKETBALL EN 1891, EN 1932 EST CRÉÉE LA FÉDÉRATION DANS LE MASSACHUSETTS, IMAGINE-T-IL QUE, INTERNATIONALE, LA FIBA ; EN 1936, LE A L’HEURE DE LA CONQUÊTE DE MARS, NOTRE 130 ANS PLUS TARD, CETTE ACTIVITÉ SERAIT BASKETBALL EST INSCRIT AU PROGRAMME PLANÈTE, DANS TOUTES SES LIMITES ET EMBRASSÉE PAR LE MONDE ENTIER ? SANS DES JEUX OLYMPIQUES ; EN 1946, LA NATIONAL FRAGILITÉS, RESTE INFINIMENT BELLE ET DOUTE PAS. MAIS IL AVAIT LE PRESSENTIMENT, BASKETBALL ASSOCIATION, OU NBA, EST FONDÉE. DÉSIRABLE. EN CES TEMPS OÙ LE REBOND EST JAMES, QU’UN BALLON, UNE AIRE DE JEU, CE SIGLE MYTHIQUE, PLEIN ET SONORE, QUI CAPITAL, LE BASKETBALL EST ESSENTIEL. -
Paper and Pencils for Everyone
(CM^2) Math Circle Lesson: Game Theory of Gomuku and (m,n,k-games) Overview: Learning Objectives/Goals: to expose students to (m,n,k-games) and learn the general history of the games through out Asian cultures. SWBAT… play variations of m,n,k-games of varying degrees of difficulty and complexity as well as identify various strategies of play for each of the variations as identified by pattern recognition through experience. Materials: Paper and pencils for everyone Vocabulary: Game – we will create a working definition for this…. Objective – the goal or point of the game, how to win Win – to do (achieve) what a certain game requires, beat an opponent Diplomacy – working with other players in a game Luck/Chance – using dice or cards or something else “random” Strategy – techniques for winning a game Agenda: Check in (10-15min.) Warm-up (10-15min.) Lesson and game (30-45min) Wrap-up and chill time (10min) Lesson: Warm up questions: Ask these questions after warm up to the youth in small groups. They may discuss the answers in the groups and report back to you as the instructor. Write down the answers to these questions and compile a working definition. Try to lead the youth so that they do not name a specific game but keep in mind various games that they know and use specific attributes of them to make generalizations. · What is a game? · Are there different types of games? · What make something a game and something else not a game? · What is a board game? · How is it different from other types of games? · Do you always know what your opponent (other player) is doing during the game, can they be sneaky? · Do all of games have the same qualities as the games definition that we just made? Why or why not? Game history: The earliest known board games are thought of to be either ‘Go’ from China (which we are about to learn a variation of), or Senet and Mehen from Egypt (a country in Africa) or Mancala. -
Bibliography of Traditional Board Games
Bibliography of Traditional Board Games Damian Walker Introduction The object of creating this document was to been very selective, and will include only those provide an easy source of reference for my fu- passing mentions of a game which give us use- ture projects, allowing me to find information ful information not available in the substan- about various traditional board games in the tial accounts (for example, if they are proof of books, papers and periodicals I have access an earlier or later existence of a game than is to. The project began once I had finished mentioned elsewhere). The Traditional Board Game Series of leaflets, The use of this document by myself and published on my web site. Therefore those others has been complicated by the facts that leaflets will not necessarily benefit from infor- a name may have attached itself to more than mation in many of the sources below. one game, and that a game might be known Given the amount of effort this document by more than one name. I have dealt with has taken me, and would take someone else to this by including every name known to my replicate, I have tidied up the presentation a sources, using one name as a \primary name" little, included this introduction and an expla- (for instance, nine mens morris), listing its nation of the \families" of board games I have other names there under the AKA heading, used for classification. and having entries for each synonym refer the My sources are all in English and include a reader to the main entry. -
Ai12-General-Game-Playing-Pre-Handout
Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 .. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[5], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of the board, with the goal of conquering maximal territory. of machine learning techniques. They form a class of clean A player can capture a single stone or a connected group and elegant environments, usually described by a small set of his opponent’s stones by completely surrounding them of formal rules and clear success criteria, and yet they often with his own stones. A move is not legal if it leads to a involve highly complex strategies. -
A Scalable Neural Network Architecture for Board Games
A Scalable Neural Network Architecture for Board Games Tom Schaul, Jurgen¨ Schmidhuber Abstract— This paper proposes to use Multi-dimensional II. BACKGROUND Recurrent Neural Networks (MDRNNs) as a way to overcome one of the key problems in flexible-size board games: scalability. A. Flexible-size board games We show why this architecture is well suited to the domain There is a large variety of board games, many of which and how it can be successfully trained to play those games, even without any domain-specific knowledge. We find that either have flexible board dimensions, or have rules that can performance on small boards correlates well with performance be trivially adjusted to make them flexible. on large ones, and that this property holds for networks trained The most prominent of them is the game of Go, research by either evolution or coevolution. on which has been considering board sizes between the min- imum of 5x5 and the regular 19x19. The rules are simple[4], I. INTRODUCTION but the strategies deriving from them are highly complex. Players alternately place stones onto any of the intersections Games are a particularly interesting domain for studies of of the board, with the goal of conquering maximal territory. machine learning techniques. They form a class of clean and A player can capture a single stone or a connected group elegant environments, usually described by a small set of of his opponent’s stones by completely surrounding them formal rules, have very clear success criteria, and yet they with his own stones. A move is not legal if it leads to a often involve highly complex strategies. -
Chapter 6 Two-Player Games
Introduction to Using Games in Education: A Guide for Teachers and Parents Chapter 6 Two-Player Games There are many different kinds of two-person games. You may have played a variety of these games such as such as chess, checkers, backgammon, and cribbage. While all of these games are competitive, many people play them mainly for social purposes. A two-person game environment is a situation that facilitates communication and companionship. Two major ideas illustrated in this chapter: 1. Look ahead: learning to consider what your opponent will do as a response to a move that you are planning. 2. Computer as opponent. In essence, this makes a two-player game into a one- player game. In addition, we will continue to explore general-purpose, high-road transferable, problem-solving strategies. Tic-Tac-Toe To begin, we will look at the game of tic-tac-toe (TTT). TTT is a two-player game, with players taking turns. One player is designated as X and the other as O. A turn consists of marking an unused square of a 3x3 grid with one’s mark (an X or an O). The goal is to get three of one’s mark in a file (vertical, horizontal, or diagonal). Traditionally, X is the first player. A sample game is given below. Page 95 Introduction to Using Games in Education: A Guide for Teachers and Parents X X X O X O Before X's O's X's game first first second begins move move move X X X X O X X O X O O O X O X O X O X O X O O's X's O's X wins on second third third X's fourth move move move move Figure 6.1. -
Inventaire Des Jeux Combinatoires Abstraits
INVENTAIRE DES JEUX COMBINATOIRES ABSTRAITS Ici vous trouverez une liste incomplète des jeux combinatoires abstraits qui sera en perpétuelle évolution. Ils sont classés par ordre alphabétique. Vous avez accès aux règles en cliquant sur leurs noms, si celles-ci sont disponibles. Elles sont parfois en anglais faute de les avoir trouvées en français. Si un jeu vous intéresse, j'ai ajouté une colonne « JOUER EN LIGNE » où le lien vous redirigera vers le site qui me semble le plus fréquenté pour y jouer contre d'autres joueurs. J'ai remarqué 7 catégories de ces jeux selon leur but du jeu respectif. Elles sont décrites ci-dessous et sont précisées pour chaque jeu. Ces catégories sont directement inspirées du livre « Le livre des jeux de pions » de Michel Boutin. Si vous avez des remarques à me faire sur des jeux que j'aurai oubliés ou une mauvaise classification de certains, contactez-moi via mon blog (http://www.papatilleul.fr/). La définition des jeux combinatoires abstraits est disponible ICI. Si certains ne répondent pas à cette définition, merci de me prévenir également. LES CATÉGORIES CAPTURE : Le but du jeu est de capturer ou de bloquer un ou plusieurs pions en particulier. Cette catégorie se caractérise souvent par une hiérarchie entre les pièces. Chacune d'elle a une force et une valeur matérielle propre, résultantes de leur capacité de déplacement. ELIMINATION : Le but est de capturer tous les pions de son adversaire ou un certain nombre. Parfois, il faut capturer ses propres pions. BLOCAGE : Il faut bloquer son adversaire. Autrement dit, si un joueur n'a plus de coup possible à son tour, il perd la partie. -
USA (2-0) Vs. France (1-1)
2020 U.S. OLYMPIC WOMEN’S BASKETBALL TEAM USA (2-0) vs. France (1-1) JULY 30, 2021 | SAITAMA SUPER ARENA | 1:40 PM JT | 12:40 AM ET | USA NETWORK PROBABLE STARTERS 2019-21 SCHEDULE/RESULTS (20-3) NO NAME PPG RPG APG CAPS 6 Sue Bird 1.5 4.0 9.5 153 2019 FIBA AMERICUP (6-0) 15 Brittney Griner 14.0 7.5 2.5 41 9/22 USA 110, Paraguay 31 10 Breanna Stewart 12.0 12.0 5.0 95 9/24 USA 88, Colombia 46 12 Diana Taurasi 10.5 1.5 1.5 140 9/25 USA 100, Argentina 50 9 A’ja Wilson 19.5 11.5 2.0 52 9/26 USA 89, Brazil 73 RESERVES 9/28 USA 78, Puerto Rico 54 9/29 USA 67, Canada 46 NO NAME PPG RPG APG CAPS 7 Ariel Atkins 0.0 0.0 0.0 16 2019 FALL TOUR (3-1) 14 Tina Charles 3.0 3.5 2.0 96 11/2 USA 95, No. 3 Stanford 80 11 Napheesa Collier 0.0 0.0 0.0 54* 11/4 USA 81, No. 7/6 Oregon State 58 5 Skylar Diggins-Smith 1.0 0.0 0.0 53* 11/7 USA 93, Texas A&M No. 6/7 63 13 Sylvia Fowles 6.5 4.5 0.5 89 11/9 No. 1/1 Oregon 93, USA 86 8 Chelsea Gray 6.0 2.0 3.0 16 4 Jewell Loyd 10.0 4.5 1.5 36* 2019 FIBA AMERICAS PRE-OLYMPIC NOTES: QUALIFYING TOURNAMENT (3-0) • Stats listed are from the 2020 Olympic Games. -
Histoire Du Club Sportif IBM France
Histoire du Club Sportif IBM France SPOR UB TI CL F IB M FRANCE Sommaire Sommaire ........................................................................................................................................... 2 Les Présidents de 1938 à nos jours..................................................................................................... 4 Les différentes appellations du Club Sportif IBM France ................................................................. 6 La Vie Sportive .................................................................................................................................. 7 De 1936 à 1979 .................................................................................................................................. 8 1980.................................................................................................................................................. 19 1981.................................................................................................................................................. 21 1982.................................................................................................................................................. 23 1983.................................................................................................................................................. 30 1984.................................................................................................................................................. 46 1985................................................................................................................................................. -
Lanterne Rouge: the Last Man in the Tour De France Free
FREE LANTERNE ROUGE: THE LAST MAN IN THE TOUR DE FRANCE PDF Max Leonard | 272 pages | 04 Jun 2015 | Vintage Publishing | 9780224092005 | English | London, United Kingdom Lanterne rouge - Wikipedia Uh-oh, it looks like your Internet Explorer is out of date. For a better shopping experience, please upgrade now. Javascript is not enabled in your browser. Enabling JavaScript in your browser will allow you to experience all the features of our site. Learn how to enable JavaScript on your browser. NOOK Book. Froome, Wiggins, Mercks —we know the winners of the Tour de France, but Lanterne Rouge tells the forgotten, often inspirational, and occasionally absurd stories of the last-placed rider. We learn of stage winners and former yellow jerseys who tasted life at the other end of the pack; the breakaway leader who stopped for a bottle of wine and then took a wrong turn; the doper whose drug cocktail accidentally slowed him down; and the rider who was recognized as the most combative despite finishing at the back. Home 1 Books 2. Read an excerpt of this book! Add to Wishlist. Sign in to Purchase Instantly. Members save with free shipping everyday! See details. Overview Froome, Wiggins, Mercks —we know the winners of the Tour de France, but Lanterne Rouge tells the forgotten, often inspirational, and occasionally absurd stories of the last-placed rider. Product Details About the Author. About the Author Max Leonard is a writer and amateur cyclist. He has never knowingly come first-or Lanterne Rouge: The Last Man in the Tour De France anything.