Game Classification
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Game Classification
Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist. Physical education There are four basic approaches to classifying the games used in physical education: ;Game categories: This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game (i.e. number of players, groupings of players, strategies, and so forth), and the game's personal requirements (i.e. what the game requires of the player — motor skills, fitness levels, numeracy, social skills, and so forth). ;Games for understanding: This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games (e.g. archery); net or wall games (e.g. ...
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Physical Education
Physical education, often abbreviated to Phys Ed. or P.E., is a subject taught in schools around the world. It is usually taught during primary and secondary education, and encourages psychomotor learning by using a play and movement exploration setting to promote health and physical fitness. Activities in P.E. include football, netball, hockey, rounders, cricket, four square, racing, and numerous other children's games. Physical education also teaches nutrition, healthy habits, and individuality of needs. Physical education programs vary all over the world. When taught correctly, P.E. class can produce positive effects on students' health, behavior, and academic performance. As part of this, health education is the teaching of information on the prevention, control, and treatment of diseases. It is taught with physical education, or P.H.E. for short. Pedagogy The main goals in teaching modern physical education are: * To expose children and teens to a wide variety of exerc ...
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Shoot 'em Up
Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives. The genre's roots can be traced back to earlier shooting games, including target shooting electro-mechanical games of the mid-20th-century and the early mainframe game '' Spacewar!'' (1962). The shoot 'em up genre was established by the hit arcade game ''Space Invaders'', which popularised and set the general template for the genre in 1978, and spawned many clones. The genre was then further developed by arcade hits such as ''Asteroids'' and ''Galaxian'' in 1979. Shoot 'em ups were popular throughout the 1980s to early 1990s, diversifying into a variety of subgenres such as scrolling shooters, run and gun games and rail shoote ...
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Zero-sum
Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is equivalent to player two's loss, therefore the net improvement in benefit of the game is zero. If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Thus, cutting a cake, where taking a more significant piece reduces the amount of cake available for others as much as it increases the amount available for that taker, is a zero-sum game if all participants value each unit of cake equally. Other examples of zero-sum games in daily life include games like poker, chess, and bridge where one person gains and another person loses, which results in a zero-net benefit for every player. In the markets and financial instruments, futures contracts and options are zero-sum games as well. In c ...
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Symmetric Game
In game theory, a symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed, not on who is playing them. If one can change the identities of the players without changing the payoff to the strategies, then a game is symmetric. Symmetry can come in different varieties. Ordinally symmetric games are games that are symmetric with respect to the ordinal structure of the payoffs. A game is quantitatively symmetric if and only if it is symmetric with respect to the exact payoffs. A partnership game is a symmetric game where both players receive identical payoffs for any strategy set. That is, the payoff for playing strategy ''a'' against strategy ''b'' receives the same payoff as playing strategy ''b'' against strategy ''a''. Symmetry in 2x2 games Only 12 out of the 144 ordinally distinct 2x2 games are symmetric. However, many of the commonly studied 2x2 games are at least ordinally symmetric. The standard represent ...
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Games Of Chance
A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. A game of chance may be played as gambling if players wage money or anything of monetary value. Alternatively, a game of skill is one in which the outcome is determined mainly by mental or physical skill, rather than chance. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also may have elements of chance, but skill plays a greater role in determining its outcome. Gambling is known in nearly all human societies, even though many have passed laws restricting it. Early people used the knucklebones of sheep as dice. Some people develop a psychological addiction to gambling, and will risk even food and shelter to continue. Some ...
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Strategy (game Theory)
In game theory, a player's strategy is any of the options which they choose in a setting where the outcome depends ''not only'' on their own actions ''but'' on the actions of others. The discipline mainly concerns the action of a player in a game affecting the behavior or actions of other players. Some examples of "games" include chess, bridge, poker, monopoly, diplomacy or battleship. A player's strategy will determine the action which the player will take at any stage of the game. In studying game theory, economists enlist a more rational lens in analyzing decisions rather than the psychological or sociological perspectives taken when analyzing relationships between decisions of two or more parties in different disciplines. The strategy concept is sometimes (wrongly) confused with that of a move. A move is an action taken by a player at some point during the play of a game (e.g., in chess, moving white's Bishop a2 to b3). A strategy on the other hand is a complete algorithm for p ...
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Bluff (poker)
In the card game of poker, a bluff is a bet or raise made with a hand which is not thought to be the best hand. ''To bluff'' is to make such a bet. The objective of a bluff is to induce a fold by at least one opponent who holds a better hand. The size and frequency of a bluff determines its profitability to the ''bluffer''. By extension, the phrase "calling somebody's bluff" is often used outside the context of poker to describe situations where one person demands that another proves a claim, or proves that they are not being deceptive. Pure bluff A pure bluff, or stone-cold bluff, is a bet or raise with an inferior hand that has little or no chance of improving. A player making a pure bluff believes they can win the pot only if all opponents fold. The pot odds for a bluff are the ratio of the size of the bluff to the pot. A pure bluff has a positive expectation (will be profitable in the long run) when the probability of being called by an opponent is lower than the pot od ...
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Combinatorial Game Theory
Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players take turns changing in defined ways or ''moves'' to achieve a defined winning condition. Combinatorial game theory has not traditionally studied games of chance or those that use imperfect or incomplete information, favoring games that offer perfect information in which the state of the game and the set of available moves is always known by both players. However, as mathematical techniques advance, the types of game that can be mathematically analyzed expands, thus the boundaries of the field are ever changing. Scholars will generally define what they mean by a "game" at the beginning of a paper, and these definitions often vary as they are specific to the game being analyzed and are not meant to represent the entire scope of the field. C ...
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Information Set (game Theory)
In game theory, an information set is a set that, for a particular player, given what that player has observed shows the decision vertices available to the player which are undistinguishable to them at the current point in the game. For a better idea on decision vertices, refer to Figure 1. If the game has perfect information, every information set contains only one member, namely the point actually reached at that stage of the game, since each player knows the exact mix of chance moves and player strategies up to the current point in the game. Otherwise, it is the case that some players cannot be sure exactly what has taken place so far in the game and what their position is. Information sets are used in extensive form games and are often depicted in game trees. Game trees show the path from the start of a game and the subsequent paths that can be made depending on each player's next move. Information sets can be easily depicted in game trees to display each player's possible move ...
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Combinatorics
Combinatorics is an area of mathematics primarily concerned with counting, both as a means and an end in obtaining results, and certain properties of finite structures. It is closely related to many other areas of mathematics and has many applications ranging from logic to statistical physics and from evolutionary biology to computer science. Combinatorics is well known for the breadth of the problems it tackles. Combinatorial problems arise in many areas of pure mathematics, notably in algebra, probability theory, topology, and geometry, as well as in its many application areas. Many combinatorial questions have historically been considered in isolation, giving an ''ad hoc'' solution to a problem arising in some mathematical context. In the later twentieth century, however, powerful and general theoretical methods were developed, making combinatorics into an independent branch of mathematics in its own right. One of the oldest and most accessible parts of combinatorics is gra ...
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Probability
Probability is the branch of mathematics concerning numerical descriptions of how likely an Event (probability theory), event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speaking, 0 indicates impossibility of the event and 1 indicates certainty."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th Ed, (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', (Vol 1), 3rd Ed, (1968), Wiley, . The higher the probability of an event, the more likely it is that the event will occur. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written ...
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Causes Of Uncertainty
Causes, or causality, is the relationship between one event and another. It may also refer to: * Causes (band), an indie band based in the Netherlands * Causes (company) Causes.com is a civic-technology app and website that enables users to organize grassroots and public awareness campaigns. The Causes platform presents summaries of breaking news, legislation, and trending topics and allows users to react, commen ..., an online company See also * Cause (other) {{disambiguation ...
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