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Traditional game theory has been successful at developing strategy in games of incomplete information: when one player knows something that the other does not. But it has little to say about games of complete information, for example, tic-tac-toe, solitaire and hex. The main challenge of combinatorial game theory is to handle combinatorial chaos, where brute force study is impractical. In this comprehensive volume, József Beck shows readers how to escape from the combinatorial chaos via the fake probabilistic method, a game-theoretic adaptation of the probabilistic method in combinatorics. Using this, the author is able to determine the exact results about infinite classes of many games, leading to the discovery of some striking new duality principles. Available for the first time in paperback, it includes a new appendix to address the results that have appeared since the book's original publication.
For some, perfection just isn't enough. Things are looking bright at the Beifong Metalbending Academy! But after all the adventures Toph's had with Aang, Sokka, Zuko, and Katara, the whole thing feels a bit dull. Luckily, Sokka and Suki come to visit and reintroduce some familiar faces from their wandering days. And while out and about to celebrate, Toph discovers something that just might put the sparkle back in her eye... Written by Faith Erin Hicks (The Adventures of Superhero Girl, The Nameless City) and drawn by Peter Wartman (Stonebreaker), with colors by Adele Matera and collaboration from Avatar: The Last Airbender animated series writer Tim Hedrick, this is the ultimate continuation of the hit animated series!
Winner of the Modern Language Association’s Prize for Studies in Native American Literatures, Cultures, and Languages Winner of the American Historical Association’s Albert J. Beveridge Award Winner of NAISA's Best Subsequent Book Award Winner of the Western History Association's John C. Ewers Award Finalist for the John Hope Franklin Prize What if we saw indigenous people as the active agents of global exploration rather than as the passive objects of that exploration? What if, instead of conceiving of global exploration as an enterprise just of European men such as Columbus or Cook or Magellan, we thought of it as an enterprise of the people they “discovered”? What could such a new perspective reveal about geographical understanding and its place in struggles over power in the context of colonialism? The World and All the Things upon It addresses these questions by tracing how Kanaka Maoli (Native Hawaiian people) explored the outside world and generated their own understandings of it in the century after James Cook’s arrival in 1778. Writing with verve, David A. Chang draws on the compelling words of long-ignored Hawaiian-language sources—stories, songs, chants, and political prose—to demonstrate how Native Hawaiian people worked to influence their metaphorical “place in the world.” We meet, for example, Ka?iana, a Hawaiian chief who took an English captain as his lover and, while sailing throughout the Pacific, considered how Chinese, Filipinos, Pacific Islanders, and Native Americans might shape relations with Westerners to their own advantage. Chang’s book is unique in examining travel, sexuality, spirituality, print culture, gender, labor, education, and race to shed light on how constructions of global geography became a site through which Hawaiians, as well as their would-be colonizers, perceived and contested imperialism, colonialism, and nationalism. Rarely have historians asked how non-Western people imagined and even forged their own geographies of their colonizers and the broader world. This book takes up that task. It emphasizes, moreover, that there is no better way to understand the process and meaning of global exploration than by looking out from the shores of a place, such as Hawai?i, that was allegedly the object, and not the agent, of exploration.
tenpo ku li lon a! Explore the world's most simple and fun language! How can a language with only 137 essential words express the totality of human experience? Toki Pona Dictionary is a comprehensive two-way dictionary with a total of over 11,000 entries, garnished with 43 fun illustrations by Vacon Sartirani. These translations will equip you with helpful examples and commonly used options to inspire and guide your self-expression. kijetesantakalu tonsi li lanpan ala lanpan e soko? This work documents Toki Pona as a living language and includes many new words created by the growing community. Explore the world's most simple and fun language!
On her 17th birthday, Tempest must decide whether to remain a human and live on land or submit to her mermaid half, like her mother before her, and enter into a long-running war under the sea.
Is Nine-Men Morris, in the hands of perfect players, a win for white or for black - or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches and minies? This book deals with combinatorial games, that is, games not involving chance or hidden information. Their study is at once old and young: though some games, such as chess, have been analyzed for centuries, the first full analysis of a nontrivial combinatorial game (Nim) only appeared in 1902. The first part of this book will be accessible to anyone, regardless of background: it contains introductory expositions, reports of unusual tournaments, and a fascinating article by John H. Conway on the possibly everlasting contest between an angel and a devil. For those who want to delve more deeply, the book also contains combinatorial studies of chess and Go; reports on computer advances such as the solution of Nine-Men Morris and Pentominoes; and theoretical approaches to such problems as games with many players. If you have read and enjoyed Martin Gardner, or if you like to learn and analyze new games, this book is for you.
The time has finally come for the Ruby Phoenix Tournament! Eight teams of the world's greatest fighters have qualified for the grand tournament and must now compete to win a prize from the grand treasure vault of Hao Jin, the Ruby Phoenix. The player characters will need to muster skill, strength, and style in order to overcome their rivals and impress the audience in a variety of fighting bouts. But when their greatest rivals disrupt the tournament by summoning an ancient terror from the ocean's depths, it's up to the players to put a stop to the rampaging monster before it destroys the city of Goka! "Ready? Fight!" is a Pathfinder adventure for four 15th-level characters. This adventure continues the Ruby Phoenix Tournament Adventure Path, a three-part monthly campaign in which the players compete in Golarion's most amazing fighting tournament. This adventure also includes lore of the monstrous kaiju that dwell in the world's darkest corners, a gazetteer of the eastern trading metropolis of Goka, and a roster of new monsters. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
Hawaii is without parallel as a crossroads where languages of East and West have met and interacted. The varieties of English (including neo-pidgin) heard in the Islands today attest to this linguistic and cultural encounter. "Da kine talk" is the Island term for the most popular of the colorful dialectal forms--speech that captures the flavor of Hawaii's multiracial community and reflects the successes (and failures) of immigrants from both East and West in learning to communicate in English.