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Power-Up: Unlocking the Hidden Mathematics in Video Games [Minkštas viršelis]

3.64/5 (40 ratings by Goodreads)
  • Formatas: Paperback / softback, 296 pages, aukštis x plotis: 235x156 mm, 130 color illus.
  • Išleidimo metai: 19-Nov-2019
  • Leidėjas: Princeton University Press
  • ISBN-10: 0691196389
  • ISBN-13: 9780691196381
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 296 pages, aukštis x plotis: 235x156 mm, 130 color illus.
  • Išleidimo metai: 19-Nov-2019
  • Leidėjas: Princeton University Press
  • ISBN-10: 0691196389
  • ISBN-13: 9780691196381
Kitos knygos pagal šią temą:

A fun and lively look at the mathematical ideas concealed in video games

Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a world steeped in mathematics? Matthew Lane reveals the hidden mathematics in many of today's most popular video games—and explains why mathematical learning doesn't just happen in the classroom. He discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., how The Sims teaches us the mathematical costs of relationships, and more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the mathematical ideas that touch our lives—including our virtual ones.

Recenzijos

"Are you a video game enthusiast who is getting tired of being asked 'How can you waste time on such stuff?' This book is your answer! Matthew Lane skillfully weaves a tale of how video games can be important tools for teaching mathematics and physics. As a long-time video gamer, I highly recommend Power-Up."Paul J. Nahin, author of In Praise of Simple Physics "What a delightful journey through the math of hidden worlds! This is much more than a book about video games. It's an exploration of interconnectedness and an invitation for the perpetually curious."Karim Ani, founder of Mathalicious "A fun survey."Paul Taylor, Aperiodical "A very readable book."Computing Reviews

Acknowledgments xi
Introduction 1(6)
1 Let's Get Physical
7(27)
1.1 Platforming Perils
7(3)
1.2 Platforming in Three Dimensions
10(2)
1.3 LittleBigPla.net: Exploring Physics through Gameplay
12(2)
1.4 From 2D to 3D: Bending Laws in Portal
14(4)
1.5 Exploring Reality with A Slower Speed of Light
18(3)
1.6 Exploring Alternative Realities
21(5)
1.7 Beyond Physics: Minecraft or Mine Field?
26(1)
1.8 Closing Remarks
27(2)
1.9 Addendum: Describing Distortion
29(5)
2 Repeat Offenders
34(24)
2.1 Let's Play the Feud!
34(2)
2.2 Game Shows and Birthdays
36(3)
2.3 Beyond the First Duplicate
39(2)
2.4 The Draw Something Debacle
41(5)
2.5 Delayed Repetition: Increasing N
46(2)
2.6 Delayed Repetition: Weight Lifting
48(5)
2.7 The Completionist's Dilemma
53(2)
2.8 Closing Remarks
55(1)
2.9 Addendum: In Search of a Minimal k
55(3)
3 Get Out the Voting System
58(28)
3.1 Everybody Votes, but Not for Everything
58(2)
3.2 Plurality Voting: An Example
60(1)
3.3 Ranked-Choice Voting Systems and Arrow's Impossibility Theorem
61(5)
3.4 An Escape from Impossibility?
66(2)
3.5 Is There a "Best" System?
68(3)
3.6 What Game Developers Know that Politicians Don't
71(5)
3.7 The Best of the Rest
76(6)
3.8 Closing Remarks
82(1)
3.9 Addendum: The Wilson Score Confidence Interval
83(3)
4 Knowing the Score
86(36)
4.1 Ranking Players
86(1)
4.2 Orisinal Original
87(4)
4.3 What's in a Score?
91(7)
4.4 Threes! Company
98(2)
4.5 A Mathematical Model of Threes!
100(5)
4.6 Invalid Scores
105(4)
4.7 Lowest of the Low
109(7)
4.8 Highest of the High
116(5)
4.9 Closing Remarks
121(1)
5 The Thrill of the Chase
122(36)
5.1 I'ma Gonna Win!
122(1)
5.2 Shell Games
123(2)
5.3 Green-Shelled Monsters
125(4)
5.4 Generalizations and Limitations
129(2)
5.5 Seeing Red
131(3)
5.6 Apollonius Circle Pursuit
134(2)
5.7 Overview of a Winning Strategy
136(5)
5.8 Pinpointing the Intersections
141(4)
5.9 Blast Radius
145(3)
5.10 The Pursuer and Pursued in Ms. Pac-Man
148(5)
5.11 Concluding Remarks
153(1)
5.12 Addendum: The Pursuit Curve for Red Shells and a Refined Inequality
153(5)
6 Gaming Complexity
158(26)
6.1 From Russia with Fun
158(2)
6.2 P, NP, and Kevin Bacon
160(5)
6.3 Desktop Diversions
165(4)
6.4 Platforming Problems
169(1)
6.5 Fetch Quests: An Overview
170(5)
6.6 Fetch Quests and Traveling Salesmen
175(8)
6.7 Closing Remarks
183(1)
7 The Friendship Realm
184(26)
7.1 Taking It to the Next Level
184(2)
7.2 Friendship as Gameplay: The Sims and Beyond
186(4)
7.3 A Game-Inspired Friendship Model
190(3)
7.4 Approximations to the Model
193(2)
7.5 The Cost of Maintaining a Friendship
195(3)
7.6 From Virtual Friends to Realistic Romance
198(2)
7.7 Modeling Different Personalities
200(3)
7.8 Improving the Model (Again!)
203(6)
7.9 Concluding Remarks
209(1)
8 Order in Chaos
210(17)
8.1 The Essence of Chaos
210(1)
8.2 Love in the Time of Chaos
211(5)
8.3 Shell Games Revisited
216(7)
8.4 How's the Weather?
223(2)
8.5 Concluding Remarks
225(2)
9 The Value of Games
227(17)
9.1 More Important Than Math
227(3)
9.2 Why Games?
230(12)
9.3 What Next?
242(2)
Notes 244(25)
Bibliography 269(4)
Index 273
Matthew Lane is a mathematician and cofounder of Rithm School, where he works with aspiring software engineers. He writes about the intersection of mathematics and popular culture at mattlane.us.