The Intermediate-Current Stability Experiment (ICSE) is a research initiative designed to study the stability of plasma in the context of nuclear fusion reactors, particularly in tokamak devices. The experiment focuses on understanding the behavior of plasma under different electrical current conditions, aiming to improve the stability and performance of fusion reactions.
The Lawson criterion is a condition for achieving net positive energy from nuclear fusion reactions. It provides a threshold for the product of the particle density, temperature, and confinement time of a plasma in which fusion reactions occur.
Computer shogi refers to computer programs and artificial intelligence systems designed to play the game of shogi, which is a Japanese variant of chess. Shogi features unique elements, such as the ability to drop captured pieces back onto the board and a larger board size and set of pieces compared to chess, making it a complex and strategic game. Computer shogi programs use various algorithms and techniques to evaluate positions, calculate possible moves, and simulate gameplay.
EXtreme Gammon is a computer program designed for playing and analyzing the game of backgammon. It employs advanced algorithms and artificial intelligence to simulate gameplay, allowing players to practice their skills, analyze their strategies, and explore different positions in the game. The program is particularly known for its strong play ability, making it a valuable tool for both beginners and experienced players looking to improve.
Digital card games are video games that simulate traditional card games through a digital interface. These games can be played on various platforms, including computers, mobile devices, and gaming consoles. They often feature elements such as: 1. **Deck Building**: Players create a deck of cards from a larger collection, selecting cards that complement their strategies or play styles.
The Computer Olympiad is an international competition that focuses on artificial intelligence (AI) and programming. Established to promote research and education in the fields of computer science and AI, the event typically features a variety of competitions where participants, often students, develop computer programs to compete in solving specific problems or playing games. Competitions can include various categories such as: 1. **Game Playing**: Where participants create AI agents to compete in games like chess, checkers, or other strategy games.
Expressive Intelligence Studio (EIS) is a platform developed by researchers at the University of California, Santa Cruz, primarily aimed at pushing the boundaries of artificial intelligence in creative fields, particularly in game design and storytelling. EIS combines AI techniques with expressive arts to facilitate the creation of interactive narratives and characters that can exhibit complex behaviors and emotions.
Gomocup is a yearly competition dedicated to computer Go, where various software programs (agents) that play the game of Go compete against each other. Go is an ancient board game that is known for its deep strategy and complexity. Gomocup aims to advance the development of artificial intelligence and algorithms for playing Go by providing a platform for researchers and developers to test and showcase their Go-playing programs.
Hanabi is a cooperative card game designed by Antoine Bauza, first published in 2010. The game is unique in that it is played with players collaborating to create a beautiful fireworks display using colored cards while facing specific challenges related to communication and information. ### Gameplay Overview: - **Players**: Hanabi can be played by 2 to 5 players.
Machine learning (ML) in video games refers to the application of machine learning techniques to various aspects of game design, development, and user experience. By leveraging algorithms that can learn from data, game developers can create more dynamic, immersive, and responsive gaming experiences. Here are some key areas where machine learning is used in video games: 1. **Non-Player Character (NPC) Behavior**: ML can be used to develop more sophisticated and realistic NPCs that adapt to player actions and strategies.
Rog-O-Matic is a fictional device from the science fiction universe of the "Rogue" series, specifically associated with the character Rog, a rogue intelligence or robot. The device acts as a sort of automatic response or response system that mimics human-like decision-making and interactions. It’s often depicted in a humorous or satirical light, reflecting the themes of automation and artificial intelligence found in many sci-fi narratives.
A utility system refers to the infrastructure and services that provide essential utilities to households and businesses, including electricity, water, natural gas, sewage, and telecommunications. These systems are critical for supporting daily activities, economic growth, and overall quality of life. ### Key Components of Utility Systems: 1. **Electricity**: - Generation: Power plants produce electricity from various sources such as coal, natural gas, nuclear, and renewable energy (solar, wind, hydro).
Procedural rhetoric is a concept introduced by Ian Bogost in his book "How to Do Things with Videogames." It refers to the way in which games, and other interactive media, can convey arguments and express ideas through their rules, mechanics, and processes rather than through traditional narrative or dialogue. In procedural rhetoric, the design of a game—how it operates and the experiences it offers—serves as a medium for persuasion.
Always-on DRM (Digital Rights Management) refers to a system designed to continually verify the authenticity of software or digital content, ensuring that only authorized users have access to it. This type of DRM requires a constant internet connection to validate licenses and permissions, often checking in with a server to confirm that the user is allowed to use the content or software.
Game mechanics are the rules and systems that govern the gameplay experience within a game. They are the building blocks that define how players interact with the game world, each other, and the game's goals. These mechanics can range from simple actions to complex systems and can heavily influence the game's design, pacing, and player engagement. Some common examples of game mechanics include: 1. **Scoring Systems**: How players earn points or rewards through actions in the game.
Gameplay refers to the specific way in which players interact with a video game, covering the mechanics, rules, and overall experience that define how the game is played. It encompasses a range of elements, including: 1. **Rules and Objectives**: The guidelines that dictate how the game operates, including the goals players must achieve, which could involve completing levels, defeating enemies, or accumulating points.
Françoise Forges is not a widely recognized figure or term in popular culture or historical contexts. It’s possible that you might be referring to a lesser-known individual, a specific fictional character, or perhaps a misspelling of someone else's name.
Albert W. Tucker (1905–1995) was an influential American mathematician known for his work in various fields, including game theory, operations research, and mathematical programming. He is perhaps best recognized for his contributions to the field of game theory, particularly for formulating the "Prisoner's Dilemma," which illustrates a fundamental problem in cooperation and decision-making between individuals.

Pinned article: Introduction to the OurBigBook Project

Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 2.
    You can publish local OurBigBook lightweight markup files to either https://OurBigBook.com or as a static website
    .
    Figure 3.
    Visual Studio Code extension installation
    .
    Figure 4.
    Visual Studio Code extension tree navigation
    .
    Figure 5.
    Web editor
    . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
    Video 4.
    OurBigBook Visual Studio Code extension editing and navigation demo
    . Source.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact