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3 produkter
3 produkter
481 kr
Skickas inom 10-15 vardagar
Hex: The Full Story is for anyone - hobbyist, professional, student, teacher - who enjoys board games, game theory, discrete math, computing, or history. hex was discovered twice, in 1942 by Piet Hein and again in 1949 by John F. nash. How did this happen? Who created the puzzle for Hein's Danish newspaper column? How are Martin Gardner, David Gale, Claude Shannon, and Claude Berge involved? What is the secret to playing Hex well? The answers are inside...FeaturesNew documents on Hein's creation of Hex, the complete set of Danish puzzles, and the identity of their composerChapters on Gale's game Bridg-it, the game Rex, computer Hex, open Hex problems, and moreDozens of new puzzles and solutionsStudy guide for Hex playersSupplemenetary text for a course in game theory, discrete math, computer science, or science history
2 490 kr
Skickas inom 10-15 vardagar
Hex: The Full Story is for anyone - hobbyist, professional, student, teacher - who enjoys board games, game theory, discrete math, computing, or history. hex was discovered twice, in 1942 by Piet Hein and again in 1949 by John F. nash. How did this happen? Who created the puzzle for Hein's Danish newspaper column? How are Martin Gardner, David Gale, Claude Shannon, and Claude Berge involved? What is the secret to playing Hex well? The answers are inside...FeaturesNew documents on Hein's creation of Hex, the complete set of Danish puzzles, and the identity of their composerChapters on Gale's game Bridg-it, the game Rex, computer Hex, open Hex problems, and moreDozens of new puzzles and solutionsStudy guide for Hex playersSupplemenetary text for a course in game theory, discrete math, computer science, or science history
443 kr
Skickas inom 7-10 vardagar
This book offers a gentle introduction to Hex, the classic board game created by Piet Hein and popularized by John Nash and Martin Gardner. The first three chapters cover rules, basic strategy, and history. The remaining eight chapters cover a variety of topics: mathematical properties (there are no draws, the first player can win, the acute corner is a losing first move), the related game of Y, winning strategies for small boards, how computers play Hex, an analysis of Random-Move Hex (where one or both players move randomly) and Dark Hex (the imperfect information version of the game, where you can't see your opponent's moves). Did we mention puzzles? There are puzzles in every chapter, with solutions.This book is intended for anyone interested in playing board games or learning some recreational mathematics. It is written for a wide audience and will be enjoyed equally by general readers and professional mathematicians. The book could be used as a textbook or companion resource for a topics course on recreational mathematics or game theory or as a source for undergraduate research questions.