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THE ART of Puzzle Game Design
THE ART OF Puzzle Design Scott Kim & Alexey Pajitnov with Bob Bates, Gary Rosenzweig, Michael Wyman March 8, 2000 Game Developers Conference These are presentation slides from an all-day tutorial given at the 2000 Game Developers Conference in San Jose, California (www.gdconf.com). After the conference, the slides will be available at www.scottkim.com. Puzzles Part of many games. Adventure, education, action, web But how do you create them? Puzzles are an important part of many computer games. Cartridge-based action puzzle gamse, CD-ROM puzzle anthologies, adventure game, and educational game all need good puzzles. Good News / Bad News Mental challenge Marketable? Nonviolent Dramatic? Easy to program Hard to invent? Growing market Small market? The good news is that puzzles appeal widely to both males and females of all ages. Although the market is small, it is rapidly expanding, as computers become a mass market commodity and the internet shifts computer games toward familiar, quick, easy-to-learn games. Outline MORNING AFTERNOON What is a puzzle? Guest Speakers Examples Exercise Case studies Question & Design process Answer We’ll start by discussing genres of puzzle games. We’ll study some classic puzzle games, and current projects. We’ll cover the eight steps of the puzzle design process. We’ll hear from guest speakers. Finally we’ll do hands-on projects, with time for question and answer. What is a Puzzle? Five ways of defining puzzle games First, let’s map out the basic genres of puzzle games. Scott Kim 1. Definition of “Puzzle” A puzzle is fun and has a right answer. -
Threes!, Fives, 1024!, and 2048 Are Hard
Threes!, Fives, 1024!, and 2048 are Hard Stefan Langerman⋆1 and Yushi Uno2 1 D´epartement d’informatique, Universit´eLibre de Bruxelles, ULB CP 212, avenue F.D. Roosevelt 50, 1050 Bruxelles, Belgium. [email protected] 2 Department of Mathematics and Information Sciences, Graduate School of Science, Osaka Prefecture University, 1-1 Gakuen-cho, Naka-ku, Sakai 599-8531, Japan. [email protected] Abstract. We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most known versions expanded to an m × n board, we show that it is NP-hard to decide whether a given starting position can be played to reach a specific (constant) tile value. 1 Introduction Fig. 2. The game 2048: a board Fig. 3. A forbidden (game over) and one of its initial configuration. Fig. 1. Threes! configuration. arXiv:1505.04274v1 [cs.CC] 16 May 2015 Threes! [2] is a popular puzzle game created by Asher Vollmer, Greg Wohlwend, and Jimmy Hinson (music), and released by Sirvo for iOS on January 23, 2014. The game received considerable attention from players, game critics and game designers. Only a few weeks after its release, an Android clone Fives appeared, and then an iOS clone 1024! with slightly modified rules. Shortly after, two open source web game versions, both called 2048 were released on github on the same day, one by Saming [12], the other by Gabriele Cirulli [5]. Since then over a hundred new variant have been catalogued [9]. In December 2014, Threes! received the Apple Game of the Year and the Apple Design award. -
Amusements in Mathematics, by Henry Ernest Dudeney
Transcribers note: Many of the puzzles in this book assume a familiarity with the currency of Great Britain in the early 1900s. As this is likely not common knowledge for those outside Britain (and possibly many within,) I am including a chart of relative values. The most common units used were: the Penny, abbreviated: d. (from the Roman penny, denarius) the Shilling, abbreviated: s. the Pound, abbreviated: £ There was 12 Pennies to a Shilling and 20 Shillings to a Pound, so there was 240 Pennies in a Pound. To further complicate things, there were many coins which were various fractional values of Pennies, Shillings or Pounds. Farthing ¼d. Half-penny ½d. Penny 1d. Three-penny 3d. Sixpence (or tanner) 6d. Shilling (or bob) 1s. Florin or two shilling piece 2s. Half-crown (or half-dollar) 2s. 6d. Double-florin 4s. Crown (or dollar) 5s. Half-Sovereign 10s. Sovereign (or Pound) £1 or 20s. This is by no means a comprehensive list, but it should be adequate to solve the puzzles in this book. AMUSEMENTS IN MATHEMATICS by HENRY ERNEST DUDENEY In Mathematicks he was greater Than Tycho Brahe or Erra Pater: For he, by geometrick scale, Could take the size of pots of ale; Resolve, by sines and tangents, straight, If bread or butter wanted weight; And wisely tell what hour o' th' day The clock does strike by algebra. BUTLER'S Hudibras . 1917 PREFACE Pg v In issuing this volume of my Mathematical Puzzles, of which some have appeared in periodicals and others are given here for the first time, I must acknowledge the encouragement that I have received from many unknown correspondents, at home and abroad, who have expressed a desire to have the problems in a collected form, with some of the solutions given at greater length than is possible in magazines and newspapers. -
“Steve Kerr”). Kerr Holds the Record for Best Career Three-Point Percentage in NBA History (“Basketball Statistics”
How Technology Changed the NBA In 2014, Steve Kerr took over as the head coach for the Golden State Warriors (“Steve Kerr”). Prior to his coaching career, Kerr was known for being a deadly three-point shooter and famously knocking down the game-winning jump shot in the 1997 NBA Finals to clinch the fifth championship for teammate Michael Jordan (“Steve Kerr”). Kerr holds the record for best career three-point percentage in NBA history (“Basketball Statistics”). So, what happened when the most potent three-point shooter in league history took over as a head coach? His Golden State Warriors won more games in a three-year span (2014-2016) than any other team in NBA history, while claiming two championships along the way (Young). Led by Kerr’s philosophy, they attempted more three-point shots during those three years than any other team in league history (“Basketball Statistics”). The Warriors’ success has caused many teams to mimic their strategy, putting up record numbers of three-point shots. During the 2016-2017 season, NBA teams shot twenty seven three-pointers per game--a number that has increased by almost ten shots in the last five years and is the highest in league history (“Basketball Statistics”). However, as Toronto Raptors’ head coach Dwane Casey notes, teams can “shoot as many 3s as you’d like, but if you don’t make them, that philosophy goes out the window” (“Lights, Cameras, Revolution”). What if I told you that it is improved technology in basketball that has resulted in players shooting more three-pointers than ever before? But, this technology has done more than just increase the number of three-point attempts. -
U.S. $10.00 Can $12.99 11 Limetm
A A 3 6 5 0 L 12345678901234 R 4 9 8 5 12 U.S. $10.00 Can $12.99 11 LimeTM AD Dream big. ISSUE 01 From the Editor’s Desk What if creators couldn’t create? In the past, there was a major barrier to making creative work your day job: fnancial resources. Only those with the biggest wallets (or the biggest wallet behind them) could follow their dream to build, design, and create. But not anymore. New media has changed how we become part of the creative class. If you want to design a board game and sell it, you don’t have to work at Hasbro or Parker Brothers. You can crowdfund the creation and fnd customers online. Do you want to broadcast your stories to a thousand listeners? You don’t have to work your way up the ranks of a radio station. Take to the web and upload a podcast. Creativity is now as simple as what you can make with your own skill and imagination. There are now fewer and fewer gatekeepers. If you can get online you can fnd an audience. The clack of fngers on a keyboard. The sliding of a stylus on a tablet. The click of plastic pieces in a cardboard box. These are the sounds of a new generation. This is how we play and how we create. But mainstream media still treats this revolution like a fad. We’re here to change that. Today we launch a new era in new media, dedicated to the creative minds at work around us. -
Auction Catalog 2015
CATALOGUE GRAND FALL AUCTION 9/12/15 RAIN OR SHINE! 12:00 NOON (VIEWING BEGINS AT 11:00 AM) Lot # Item Description Reserve? Antiques Book “Five Years Before the Mast - or - Life in the Forecastle aboard of a Whaler and Yes 1 Man-of-War” by Jacob Hazen. Second Edition ©1872 by Leavitt & Allen Bros., New York. Exceedingly rare and fascinating volume about life at sea in the early 1800’s aboard whalers and naval vessels. Also of local interest, as the author shipped out of Sag Harbor to begin his maritime odyssey. Complete, 444 pages, illustrated, shelf-worn embossed brown cloth covered boards with gilt lettering on spine, firm binding. Inscribed in lovely Victorian hand script -- “To H. A. Haazen with the author’s compliments. October 12, 1878.” Book “The Lost Trappers; A Collection of Interesting Scenes and Events in the Rocky No 2 Mountains together with a Short Description of California. Also Some Account of the Fur Trade, Specifically as Carried On about the Sources of Missouri, Yellowstone, and the Waters of the Columbia, in the Rocky Mountains.” by David H. Coyner ©1847 (Undated 19th century reprint in quite good condition) Book “Odd People. Being a Popular Description of Singular Races of Man” by Captain No 3 Mayne Reid ©1863 Tickner & Co., Boston. Blue embossed cloth on board with gold title and images on spine. Solid binding, minor expected foxing. Illustrated. Check out a few of the chapters: “The Esquimaux,” “The Feegees, or man-eaters,” “The Patagonian Giants,” “The Furgian Dwarfs.” Eighteen chapters in all on 461 pages. -
Expanding the Science and Technology Learning Experiences of Children
Expanding the Science and Technology Learning Experiences of Children Expanding the Science and Technology Learning Experiences of Children David Moursund Email: [email protected] Version 4/1/2011 "Mankind owes to the child the best it has to give." (United Nations Declaration of the Rights of the Child, 1959.) Origami: See Chapter 2 and Wikipedia. Copyright, Free Distribution, and Disclaimer This book is Copyright © 2011 David Moursund. However, it is being made available on the Web for free downloading. This is a “one string loosely attached” free distribution. If you find the book useful, you are encouraged (but in no sense required) to make a small tax- deductible contribution to the University of Oregon to show your appreciation. Details are available at the site http://iae- pedia.org/David_Moursund_Legacy_Fund. My experience is that each year about five to ten percent of the links in my publications become broken. Please send me email concerning errors in content, broken links, and suggestions for content to be added or deleted. Page 1 Expanding the Science and Technology Learning Experiences of Children About the Author David Moursund "In a completely rational society, the best of us would be teachers and the rest of us would have to settle for something less, because passing civilization along from one generation to the next ought to be the highest honor and the highest responsibility anyone could have." (Lee Iacocca, American industrialist; 1924-.) • Doctorate in mathematics, University of Wisconsin-Madison. • Assistant Professor and then Associate Professor, Department of Mathematics and Computing Center (School of Engineering), Michigan State University. -
How to Beat Threes (And 2048) – Random (Blog)
How to Beat Threes (and 2048) – Random (Blog) https://nbickford.wordpress.com/2014/04/18/how-to-beat-threes... Random (Blog) while (Author.IsPosting) How to Beat Threes (and 2048) nbickford Computer Programming, Game Theory, Mathematics April 18, 2014August 28, 2017 12 Minutes Threes is a terrifically simple, yet tremendously intriguing game from the creative team of Asher Vollmer (https://twitter.com/AsherVo) and Greg Wohlwend (https://twitter.com/aeiowu), known for their work on indie games such as Puzzlejuice (http://puzzlejuicegame.com/) and Ridiculous Fishing (http://www.ridiculousfishing.com/). While each of them have created tons of great indie games, I don’t think it’s an exaggeration to say that Threes could well be their best game yet. The rules are very simple: every time you swipe across the screen, all of the tiles try to move in the direction you swiped. Two tiles can combine if their values add up to 3, or if the tiles are equal and both integer multiples of 3. If you try to combine two tiles (by squishing one against the wall) and they can’t, then they act as a barrier, and that particular column or row doesn’t budge. Finally, there’s the part which makes it tricky: Every time you move the tiles, another tile is introduced. The goal is to reach the elusive 6144 tile, or more realistically, to last as long as you can without running out of possible moves. For reasons which are yet to be fully understood, this game has attracted a stunningly large audience of players. -
5-Color Set 162 0 AA107 First Steps
Item Number Description EC Page Elementary Page AA103 Pastel Giant Washable Color Ink Pads - 5-Color Set 162 0 AA107 First Steps Sign-In Communication & Cubby Center 11 0 AA1101 Gross Motor Area - Birth-12 Months 508 0 AA1107 Changing Station Area - Birth-12 Months 504 0 AA1109 Mealtime Area - Birth-12 Months 506 0 AA1110 Cubbies & Communication Area - Birth-12 Months 504 0 AA1111 Library Area - Birth-12 Months 505 0 AA1112 Block Play Area - Birth-12 Months 509 0 AA1113 Sleeping Area - Birth-12 Months 506 0 AA1114 Discovery Area - Birth-12 Months 508 0 AA1115 Nonmobile Play Area - Birth-12 Months 507 0 AA1202 Block Play Area - 12-24 Months 517 0 AA1208 Changing Station Area - 12-24 Months 512 0 AA1210 Mealtime Area - 12-24 Months 514 0 AA1211 Dramatic Play Area - 12-24 Months 515 0 AA1212 Naptime Area - 12-24 Months 513 0 AA1213 Manipulative Area - 12-24 Months 516 0 AA1214 Music Area - 12-24 Months 514 0 AA1215 Gross Motor Area - 12-24 Months 519 0 AA1216 Library Area - 12-24 Months 518 0 AA1217 Cubbies & Communication Area - 12-24 Months 512 0 AA124 Lakeshore Career Hat Collection 35 0 AA1309 Changing Station Area - 24-36 Months 522 0 AA1311 Arts & Crafts Area - 24-36 Months 526 0 AA1312 Block Play Area - 24-36 Months 525 0 AA1313 Manipulative Area - 24-36 Months 523 0 AA1314 Circle Time/Music Area - 24-36 Months 528 0 AA1315 Library Area - 24-36 Months 527 0 AA1316 Science Area - 24-36 Months 528 0 AA1317 Learning Corner Area - 24-36 Months 529 0 AA1318 Cubbies & Communication Area - 24-36 Months 522 0 AA1319 Dramatic Play Area - 24-36 -
Resources for Promoting Childhood Creativity Through Libraries
Resources for Promoting Childhood Creativity through Libraries Produced by the Center for Childhood Creativity at the Bay Area Discovery Museum October 2015 X Our Mission: To ignite and advance creative thinking for all children Launched in 2011 as the research and advisory division of the Bay Area Discovery Museum, the Center for Childhood Creativity (CCC) works at a national scale to advocate for the critical importance of creativity development in childhood and to inspire the next generation of innovators, thought leaders and problem- solvers. The CCC is committed to advancing the research that informs our understanding of childhood creativity and its cultivation. High-quality, empirical research provides the foundation for all of the CCC’s work, including advising to schools, museums, libraries and other non-profits, as well as companies that directly influence children’s development. Contact CenterforChildhoodCreativity.org | [email protected] Located at the Bay Area Discovery Museum 557 McReynolds Road, Sausalito, CA 94965 Thank You This paper was supported in whole or in part by Disney, as well as by the U.S. Institute of Museum and Library Sciences and Technology Act, administered in California by the State Librarian. We are most grateful for the advice and wisdom shared by these members of the library education community: Rebecca Alcalá-Veraflor, San Francisco Public Library Anne Lennon, Oakland Public Library Kristen Bodvin, Carroll County Public Library Eva Mitnick, Los Angeles Public Library Carolyn Brooks, -
Not a Hero: Super Snazzy Edition,Flat Heroes
Not a Hero: Super Snazzy Edition C’è chi dice che 3D e 2D sono due mondi separati e in quanto tali non convergono in nessun modo. Nella storia dei videogiochi spesso delle meccaniche proprie del 2D sono state riproposte 3D, non sempre con risultati eccellenti, ma il processo inverso è veramente raro, tanto che è difficile riportare degli esempi concreti; non siamo qui per farvi una top 10 dei giochi che hanno sfidato le leggi della bidimensionalità, però possiamo parlarvi diNot a Hero: Super Snazzy Edition, un gioco interamente 2D che implementa, con risultati davvero ottimi, ilcover system tipico dei più frenetici third person shooter 3D come Gears of War o Uncharted. Questo frenetico sparatutto, uscito originariamente nel 2015 su PC e arrivato su Nintendo Switch soltanto quest’anno, è un mix di azione, tatticismo, violenza e follie allaQuentin Tarantino con una spruzzata di humor e parlate inglesi che donano all’intero gioco una veste unica e veramente eccezionale. Vediamo insieme questo gioco sviluppato dallo studio inglese Roll7 e pubblicato da Devolver Digital che, ancora una volta, mette nella sua immensa libreria un gioco veramente audace e innovativo come i già visti Minit e Crossing Souls. Ta ta ta ta ta ta ta ta ta ta… Siamo a 21 giorni da un’elezione in una città del Regno Unito e il singolare Bunnylord, un coniglio viola antropomorfo venuto dal futuro, vuole a tutti i costi diventare sindaco per scongiurare il crimine che, a detta sua, farà affondare la città in una crisi irreversibile. Con il poco tempo rimasto, Bunnylord attuerà una campagna anticrimine per mano delle peggiori canaglie del Regno Unito, sociopatici senza il minimo scrupolo quando si tratta di far fuori qualcuno; cominceremo utilizzando Steve, il migliore amico di Bunnylord, ma piano piano, una volta diminuiti i crimini, salirà il consenso e perciò sempre più folli esaltati, comeMike , Samantha e Cletus, cominceranno ad appoggiare il coniglio viola; ma andiamo con ordine. -
Voucher by Vendor Report
Robstown ISD List of Bills 4/14/2010 12:21 PM March 16, 2010 Voucher Number Vendor Amount 012910 A & W Office Supply$ 160.63 High School Invoice Payment Vendor PO Number Account Code Description Amount 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 Dry erase markers$ 28.40 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 Gem clips jumbo pk. of 10 boxes$ 5.90 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 Marado classic pencils$ 23.30 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 Computer copy paper$ 82.98 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 Write Bros. stick pens$ 5.45 417258-0 A & W Office Supply 10-2647 199-11-6399-10-001-0-11-0-00 G2 Rectractable pens-red$ 14.60 Subtotal $ 160.63 Voucher Number Vendor Amount 012910 Accelerated Contract Therapy Services$ 3,502.83 Special Education Department Invoice Payment Vendor PO Number Account Code Description Amount 10-2664 Accelerated Contract Therapy Services 10-2664 224-11-6291-00-001-0-23-0-00 professional services for sp.ed. students such as: PT services $ 500.00 10-2665 Accelerated Contract Therapy Services 10-2665 224-11-6291-00-001-0-23-0-00 PT for sp.ed. students district wide for December 2009$ 500.00 10-2664 Accelerated Contract Therapy Services 10-2664 224-11-6291-00-041-0-23-0-00 professional services for sp.ed.