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The "Gentleman's magazine" section is a digest of selections from the weekly press; the "(Trader's) monthly intelligencer" section consists of news (foreign and domestic), vital statistics, a register of the month's new publications, and a calendar of forthcoming trade fairs.
Founded primarily on town, church, and charter records, Wheeler's History of Stonington is a harmonious blend of history and genealogy. The work is divided into two main sections: the "History of Stonington" and the "Genealogical Register of Stonington Families." Commencing with a survey of the founders and early settlements, with a glance at the original town patents, the first section deals at length with the history of Stonington in the various wars and includes lists of officers and men developed from the most reliable sources. The genealogies in the second section generally begin with the immigrant ancestor and continue through six or seven generations in the direct line of descent, providing a progression of names and dates of birth and marriage, with incidental references to places of residence, land holdings, and probated estates. Even though the genealogies are arranged in alphabetical order by family name and therefore are easily accessible, all names cited therein are included in the index, which has more than 12,000 entries.
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Free Books for All provides a detailed and reflective account of the people. groups, communities, and ideas that shaped library development in the decades between 1850 and 1930, from Egerton Ryerson to George Locke, from Mechanics Institutes to renovated Carnegie libraries. A chronological narrative, lively writings by the people involved, tables, maps, graphs, and period photographs combine to tell the stories of the librarians, trustees, educators, politicians, and library users who contributed to Ontario's early public library system. The book brings to life a fascinating period of library history. The movement to use the power of local governments to furnish rate-supported library servic...
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...