Similarity invariance, in a general sense, refers to the property of certain mathematical objects, functions, or systems that remain unchanged under specific transformations. The term can be applied in various fields, including geometry, statistics, and machine learning, among others. Here are a few contexts where similarity invariance is relevant: 1. **Geometry**: In geometry, similarity invariance often pertains to the properties of shapes that remain unchanged when objects are scaled, rotated, or translated.
Steiner's calculus problem, often associated with the work of Jakob Steiner, involves the optimization of geometric concepts, particularly the minimization of lengths or distances in certain configurations. One of the most notable problems attributed to Steiner is the Steiner tree problem, which seeks to find the shortest network of connections (or tree) among a set of points (or vertices) in a metric space.
The fusion energy gain factor, often denoted by the symbol \( Q \), is a crucial parameter in nuclear fusion research. It measures the efficiency of a fusion reaction by comparing the energy produced by the fusion process to the energy input required to initiate and sustain that reaction.
In game design, a "lame duck" refers to a situation where a player or character is in a disadvantaged position and has little to no chance of succeeding in the game or scenario. This term can apply to various aspects of game mechanics, narrative, or player experiences.
Blondie24 is a computer program designed to play the game of checkers. Developed by researchers at the University of Alberta, it gained attention for its innovative use of artificial intelligence and machine learning techniques. The program was notable for its ability to learn from its experiences, improving its gameplay skills over time through self-play. By playing countless games against itself and analyzing the outcomes, Blondie24 developed strategies that allowed it to compete at a high level against human players.
A computer bridge is a network device that connects and filters traffic between two or more network segments, improving communication and performance within a local area network (LAN). Bridges operate at the data link layer (Layer 2) of the OSI model, meaning they manage the flow of data frames based on MAC (Media Access Control) addresses.
"Affinity space" is a concept used primarily in education and cultural studies to describe a social and learning environment where individuals come together based on shared interests, passions, or goals, rather than traditional institutional affiliations like schools or workplaces. The term was popularized by researcher James Paul Gee and is often applied in contexts where informal learning, collaboration, and community engagement occur.
The Horizon Effect refers to a psychological phenomenon in which individuals perceive limited options or choices based on their immediate surroundings or current situation, often overlooking broader possibilities. It emphasizes how our view is restricted by what is directly in front of us, akin to how the horizon limits our physical sight.
Progress Quest is a parody of the traditional role-playing game (RPG) genre. Released in 2002 by developer Eric Fredricksen, the game features an entirely automated game experience where players create a character and then watch as the game progresses without any actual active gameplay involved. In Progress Quest, players select characteristics for their characters, such as race and class, and the game automatically manages character progression, battling, and loot collection.
Project Milo was an ambitious project developed by Peter Molyneux and his team at Lionhead Studios. Unveiled during E3 2009, it aimed to create a groundbreaking interactive experience using the Microsoft Kinect technology for the Xbox 360. The project focused on a virtual character named Milo, a young boy who would interact with players in a realistic, emotionally engaging way. Milo was designed to learn from the player's actions and responses, allowing for a more personalized interaction.
Quiescence search is a technique used in the field of artificial intelligence, particularly in game-playing algorithms like those found in chess engines. It is an extension of the minimax search algorithm, designed to address the problems associated with evaluating positions that may have a lot of tactical complexity. ### Purpose of Quiescence Search 1.
Game designers are professionals involved in the creation and development of video games. Their primary role is to conceptualize game mechanics, storylines, characters, environments, and overall gameplay experiences. Game designers work on various aspects of game development, and their responsibilities can vary based on the size of the team and the specific projects they are involved in.
Dynamic Game Difficulty Balancing (DGDB) is a game design technique aimed at tailoring the difficulty level of a video game in real time, based on the player's skill and performance. This approach helps to maintain an engaging and enjoyable experience by adapting challenges to keep players in a state of flow—neither too difficult (leading to frustration) nor too easy (resulting in boredom).
Emergent gameplay refers to scenarios in video games that arise unexpectedly from the interactions of the game's systems, mechanics, rules, and player creativity, rather than being pre-designed or scripted by the developers. In other words, emergent gameplay occurs when players discover new ways to interact with the game that the developers may not have anticipated, often leading to unique experiences and solutions to challenges.
An acoustic waveguide is a structure that confines and guides acoustic waves, primarily sound waves, in specific directions, much like an optical waveguide confines light. These waveguides can be made from various materials and can take various forms, including solid, liquid, or gaseous mediums. The primary purpose of an acoustic waveguide is to control the propagation of sound, allowing it to travel efficiently from one point to another while minimizing loss of energy due to scattering or absorption.
Colin Camerer is an influential American behavioral economist and a key figure in the field of experimental economics. He is known for his work on the intersection of game theory, psychology, and economics, particularly how human behavior deviates from traditional economic models that assume rational decision-making. Camerer has conducted extensive research on concepts such as bounded rationality, strategic interactions in games, and the implications of cognitive biases on economic decision-making.
Arthur J. Robson is a notable figure in the field of economics, particularly known for his contributions to evolutionary economics and resource economics. He has conducted research on topics such as the dynamics of economic systems, the role of innovation, and the interplay between ecological and economic systems. Robson's work often emphasizes the importance of understanding natural processes and human behavior in shaping economic outcomes.
David Schmeidler is an influential figure known for his work in economics, particularly in the fields of decision theory and game theory. He is recognized for contributions to the understanding of choice under uncertainty and the development of models that explain how individuals make decisions based on their preferences. His work often intersects with behavioral economics, and he is known for exploring foundational issues in economic theory.
Drew Fudenberg is an American economist known for his work in game theory, particularly in the areas of dynamic games, evolutionary game theory, and economic modeling. He has contributed significantly to the understanding of strategic interactions in economics and has published numerous influential papers on various topics, including repeated games and the evolution of social norms. Fudenberg has also co-authored textbooks that are widely used in the field of game theory and economics.
Hamidou Tembine is a researcher and professor known for his work in the fields of networking, systems, and AI. He has contributed significantly to areas such as wireless systems, network optimization, and machine learning applications within these domains. Tembine's research often involves mathematical modeling and analysis to address complex problems in communication networks, particularly in the context of improving the efficiency and performance of various network protocols and systems.

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