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Mastermind (board Game)
''Mastermind'' or ''Master Mind'' () is a code-breaking game for two players invented in Israel. It resembles an earlier Paper-and-pencil game, pencil and paper game called Bulls and Cows that may date back a century. History Mastermind was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. After presenting the idea to major toy companies and showing it at the Nuremberg International Toy Fair, it was picked up by a plastics company, Invicta Plastics, based near Leicester, United Kingdom, UK. Invicta purchased all the rights to the game, and the founder, Edward Jones-Fenleigh, refined the game further. It was released in 1971–2. The game is based on a paper and pencil game called Bulls and cows, Bulls and Cows. A computer adaptation was run in the 1960s on University of Cambridge, Cambridge University’s Titan (1963 computer), Titan computer system, where it was called 'MOO'. This version was written by Frank King. Other versions wer ...
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Mastermind
Mastermind, Master Mind or The Mastermind may refer to: Fictional characters * Mastermind (Jason Wyngarde), a fictional supervillain in Marvel Comics, a title also held by his daughters: ** Martinique Jason, the first daughter and successor of the Mastermind ** Lady Mastermind, the second daughter and successor of the Mastermind * Mastermind (computer), a character in Marvel Comics' ''Captain Britain'' * Mastermind, an enemy of the Challengers of the Unknown in DC Comics * Mastermind, the leader of the Ministry of Pain in "Fallen Arches", List of The Powerpuff Girls episodes#ep27, season 3, episode 1a of ''The Powerpuff Girls'' (1998) (2000) * Master Mind, an Image Comics villain who first appeared in ''Invincible (comics), Invincible'' #31 (April 2006) Literature * ''The Master Mind; or, The Key to Mental Power Development and Efficiency'', a 1913 non-fiction book by William Walker Atkinson, writing as Theron Q. Dumont * "The Master Mind" (1913), a Semi-Dual short story by John Ul ...
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Ken Thompson
Kenneth Lane Thompson (born February 4, 1943) is an American pioneer of computer science. Thompson worked at Bell Labs for most of his career where he designed and implemented the original Unix operating system. He also invented the B (programming language), B programming language, the direct predecessor to the C (programming language), C language, and was one of the creators and early developers of the Plan 9 from Bell Labs, Plan 9 operating system. Since 2006, Thompson has worked at Google, where he co-developed the Go (programming language), Go language. A recipient of the Turing award, he is considered one of the greatest computer programmers of all time. Other notable contributions included his work on regular expressions and early computer text editors QED (text editor), QED and ed (text editor), ed, the definition of the UTF-8 encoding, and his work on computer chess that included the creation of endgame tablebases and the chess machine Belle (chess machine), Belle. He won ...
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Donald Knuth
Donald Ervin Knuth ( ; born January 10, 1938) is an American computer scientist and mathematician. He is a professor emeritus at Stanford University. He is the 1974 recipient of the ACM Turing Award, informally considered the Nobel Prize of computer science. Knuth has been called the "father of the analysis of algorithms". Knuth is the author of the multi-volume work '' The Art of Computer Programming''. He contributed to the development of the rigorous analysis of the computational complexity of algorithms and systematized formal mathematical techniques for it. In the process, he also popularized the asymptotic notation. In addition to fundamental contributions in several branches of theoretical computer science, Knuth is the creator of the TeX computer typesetting system, the related METAFONT font definition language and rendering system, and the Computer Modern family of typefaces. As a writer and scholar, Knuth created the WEB and CWEB computer programming systems des ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions. It has applications in many fields of social science, and is used extensively in economics, logic, systems science and computer science. Initially, game theory addressed two-person zero-sum games, in which a participant's gains or losses are exactly balanced by the losses and gains of the other participant. In the 1950s, it was extended to the study of non zero-sum games, and was eventually applied to a wide range of Human behavior, behavioral relations. It is now an umbrella term for the science of rational Decision-making, decision making in humans, animals, and computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum games and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics. His paper was f ...
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Minimax
Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenario, worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ W ...
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Best, Worst And Average Case
In computer science, best, worst, and average cases of a given algorithm express what the resource usage is ''at least'', ''at most'' and ''on average'', respectively. Usually the resource being considered is running time, i.e. time complexity, but could also be memory or some other resource. Best case is the function which performs the minimum number of steps on input data of n elements. Worst case is the function which performs the maximum number of steps on input data of size n. Average case is the function which performs an average number of steps on input data of n elements. In real-time computing, the worst-case execution time is often of particular concern since it is important to know how much time might be needed ''in the worst case'' to guarantee that the algorithm will always finish on time. Average performance and worst-case performance are the most used in algorithm analysis. Less widely found is best-case performance, but it does have uses: for example, where th ...
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Morgan Kaufmann Publishers
Morgan Kaufmann Publishers is a Burlington, Massachusetts (San Francisco, California until 2008) based publisher specializing in computer science and engineering content. Since 1984, Morgan Kaufmann has been publishing contents on information technology, computer architecture, data management, computer networking, computer systems, human computer interaction, computer graphics, multimedia information and systems, artificial intelligence, computer security, and software engineering. Morgan Kaufmann's audience includes the research and development communities, information technology (IS/IT) managers, and students in professional degree programs. The company was founded in 1984 by publishers Michael B. Morgan and William Kaufmann and computer scientist Nils Nilsson. It was held privately until 1998, when it was acquired by Harcourt General and became an imprint of the Academic Press, a subsidiary of Harcourt. Harcourt was acquired by Reed Elsevier in 2001; Morgan Kaufmann is now ...
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Even And Odd Numbers
In mathematics, parity is the property of an integer of whether it is even or odd. An integer is even if it is divisible by 2, and odd if it is not.. For example, −4, 0, and 82 are even numbers, while −3, 5, 23, and 69 are odd numbers. The above definition of parity applies only to integer numbers, hence it cannot be applied to numbers with decimals or fractions like 1/2 or 4.6978. See the section "Higher mathematics" below for some extensions of the notion of parity to a larger class of "numbers" or in other more general settings. Even and odd numbers have opposite parities, e.g., 22 (even number) and 13 (odd number) have opposite parities. In particular, the parity of zero is even. Any two consecutive integers have opposite parity. A number (i.e., integer) expressed in the decimal numeral system is even or odd according to whether its last digit is even or odd. That is, if the last digit is 1, 3, 5, 7, or 9, then it is odd; otherwise it is even—as the last digit of any ...
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Mastermind (board Game)
''Mastermind'' or ''Master Mind'' () is a code-breaking game for two players invented in Israel. It resembles an earlier Paper-and-pencil game, pencil and paper game called Bulls and Cows that may date back a century. History Mastermind was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. After presenting the idea to major toy companies and showing it at the Nuremberg International Toy Fair, it was picked up by a plastics company, Invicta Plastics, based near Leicester, United Kingdom, UK. Invicta purchased all the rights to the game, and the founder, Edward Jones-Fenleigh, refined the game further. It was released in 1971–2. The game is based on a paper and pencil game called Bulls and cows, Bulls and Cows. A computer adaptation was run in the 1960s on University of Cambridge, Cambridge University’s Titan (1963 computer), Titan computer system, where it was called 'MOO'. This version was written by Frank King. Other versions wer ...
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Chieftain Products
Chieftain Products was a Canada-based toy and game company which released games such as Scrabble, Atmosfear, etc. Founded in 1972 by Edward J. Scott in Toronto, Ontario, this toy company was closed down in 1996 after the release of Atmosfear 4. It moved in 1980 to North York, Ontario. Products *Mastermind (board game) (1972) *True Dough Mania (1982) *Scrabble ''Scrabble'' is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a Board game, game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, re ... (1984) *Atmosfear (1991–1996) *paint and coloring books *crayons *pencils *pens *brushes and other applicators *children's books *games *cross-word and jigsaw puzzles *dolls *doll houses *doll furniture *doll clothing *hobby and craft sets *replica model kits *toy construction kits *hamburger game *Corking Set Tricotin knitting toy References SourcesVirtual Museum of C ...
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Pressman Toy Corporation
Pressman Toy Corporation is a toy manufacturer based in Richardson, Texas. Founded in 1922 by Jack Pressman, it currently focuses on family games and licensed products. History Jack Pressman founded the company in 1922 in Brooklyn, New York. Pressman brought in Max Eibitz as a partner in 1925, with Pressman doing sales and Eibitz managing the firm's Brooklyn factory.Company History
Pressman Toy Company. Accessed August 2, 2009.
One of the company's first hits was Chinese checkers, a game that Pressman acquired the rights to in 1928 after spotting the game on a trip to Colorado, and first marketed as "Hop Ching Checkers". The company was an innovator in licensing games and toys from popular media, such as the ''