Which game is mathematical, Acronymble or Rithmomachy?
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Acronymble Acronymble is a board game that came on the market in 1991. It challenges players to create funny acronyms (known as "noodles") from a random sequence of letters.
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Rithmomachy Rithmomachy (or Rithmomachia, also Arithmomachia, Rythmomachy, Rhythmomachy, or sundry other variants; sometimes known as The Philosophers' Game) is a highly complex, early European mathematical board game. The earliest known description of it dates from the eleventh century. A literal translation of the name is "The Battle of the Numbers". The game is much like chess, except most methods of capture depend on the numbers inscribed on each piece.
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Młynek (game) Mlýnek is thus an abstract strategy game of the blockade family which include Mū Tōrere, Pong Hau K'i, Umul Gonu, and Pat Gonu.
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Eleusis (card game) Eleusis is a multi-genre card game where one player chooses a secret rule to determine which cards can be played on top of others, and the other players attempt to determine the rule using inductive logic.
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Descriptive notation Descriptive notation is a notation for recording chess games, and at one time was the most popular notation in English- and Spanish-speaking countries . It was used in Europe until it was superseded by algebraic notation, introduced by Philipp Stamma in 1737. Algebraic notation is more concise and requires less effort to avoid ambiguity, but much older literature uses descriptive notation. Descriptive notation exists in many language-based variants, the most prevalent being English descriptive notation and Spanish descriptive notation. Natural language was generally used to describe moves in early chess literature and is the ultimate source of all forms of descriptive notation. Over time, abbreviations became common, and a system of notation gradually evolved. By the time of Howard Staunton's "The Chess-Player's Handbook" (1847), a common first move for White was recorded as "P. to K's 4th.", which was later reduced to "P-K4". Notably, in the back of the book, Staunton offers brief descriptions of long algebraic notation, noting its adoption by "Alexandre, Jaenisch, the 'Handbuch,' and in Germany generally" , and of "Koch's Notation" , now generally known as ICCF numeric notation.
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Number Scrabble Number Scrabble (also known as Pick15 or 3 to 15) is a mathematical game where players take turns to select numbers from 1 to 9 without repeating any numbers previously used, and the first player to amass a personal total of exactly 15 wins the game. The game is isomorphic to tic-tac-toe, as can be seen if the game is mapped onto a magic square.
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Puzzle video game Puzzle video games are a genre of video games that emphasize puzzle solving. The types of puzzles can test many problem-solving skills including logic, pattern recognition, sequence solving, and word completion. The player may have unlimited time or attempts to solve a puzzle, or there may be simple puzzles made difficult by having to complete them in real-time, as in "Tetris".
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Fibonacci nim Fibonacci nim is a mathematical game, a variant of the game of nim. The game was first described by Michael J. Whinihan in 1963, who credits its invention to Robert E. Gaskell. It is called Fibonacci nim because the Fibonacci numbers feature heavily in its analysis.
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Crosstrack Crosstrack, the "unique track switching game", is an abstract strategy game created by Shoptaugh Games in 1994. Players place special track pieces onto an irregular octagon board, winning by being the first to create an unbroken path between two opposite sides.
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Infinity (LPMud) Infinity is a MUD, a text-based online role-playing game, founded in 1992 by Peter William "Django" Friedman and Bill "Mutara" Mackiewicz.
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Accelerated Math Accelerated Math is a daily, progress-monitoring software tool that monitors and manages mathematics skills practice, from preschool math through calculus. It is primarily used by primary and secondary schools, and it is published by Renaissance Learning, Inc. Currently, there are five versions: a desktop version and a web-based version in Renaissance Place, the company's web software for Accelerated Math and a number of other software products (e.g. Accelerated Reader). In Australia and the United Kingdom, the software is referred to as "Accelerated Maths".
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List of Martin Gardner Mathematical Games columns Over a period of 24 years (January 1957 – December 1980), Martin Gardner wrote 288 consecutive "Mathematical Games" columns for "Scientific American" magazine. Subsequently, he alternated with other authors, producing 9 more columns under that title (February 1981 – June 1986), for a total of 297. These are listed in chronological order below.
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MASH (game) MASH is a two-player paper-and-pencil game, commonly played by children intended to predict one's future. The name is an acronym of "Mansion, Apartment, Shack/Street/Shed/Sewers/Swamp, and House". The game can be expanded to "DMASH" (the D standing for Dome) or "MASHO" (O standing for outhouse) or "MASH-IT" (the I standing for igloo and the T for tent) or "SMASH" (the S standing for School bus).
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MyMathLab MyMathLab is an online interactive and educational system designed by Pearson Education to accompany its published math textbooks. It covers courses from basic math through calculus and statistics, as well as math for business, engineering and future educators. Pearson designed "MyMathLab" to respond to the needs of instructors and students who wanted more opportunity for practice, immediate feedback, and automated grading.
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MathML Mathematical Markup Language (MathML) is a mathematical markup language, an application of XML for describing mathematical notations and capturing both its structure and content. It aims at integrating mathematical formulae into World Wide Web pages and other documents. It is part of HTML5 and an ISO standard ISO/IEC DIS 40314 since 2015.
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PySol PySol is an open source (GPL) and platform independent computer game that incorporates around 1,000 solitaire games, including card games and other types of single-player games. The game achieved broad usage in the open-source gaming domain and was ported to other platforms, including Windows, Mac and the OpenPandora gaming handheld.
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Mathematical model A mathematical model is a description of a system using mathematical concepts and language. The process of developing a mathematical model is termed mathematical modeling. Mathematical models are used in the natural sciences (such as physics, biology, Earth science, meteorology) and engineering disciplines (such as computer science, artificial intelligence), as well as in the social sciences (such as economics, psychology, sociology, political science). Physicists, engineers, statisticians, operations research analysts, and economists use mathematical models most extensively . A model may help to explain a system and to study the effects of different components, and to make predictions about behaviour.
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Mathematical optimization In mathematics, computer science and operations research, mathematical optimization or mathematical programming, alternatively spelled "optimisation", is the selection of a best element (with regard to some criterion) from some set of available alternatives.
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Game of the Amazons The Game of the Amazons (in Spanish, "El Juego de las Amazonas;" often called Amazons for short) is a two-player abstract strategy game invented in 1988 by Walter Zamkauskas of Argentina. It is a member of the territorial game family, a distant relative of Go and chess. "El Juego de las Amazonas" (The Game of the Amazons) is a trademark of Ediciones de Mente.
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Indian National Mathematical Olympiad The Indian National Mathematical Olympiad (INMO) is a high school mathematics competition held annually in India since 1989. It is the second tier in the Indian team selection procedure for the International Mathematical Olympiad and is conducted by the Homi Bhabha Centre for Science Education (HBCSE) under the aegis of the National Board of Higher Mathematics (NBHM).
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L – A Mathemagical Adventure L – A Mathemagical Adventure is an educational adventure game that was created for the BBC/Acorn class of computers in 1984. It was written by members of the Association of Teachers of Mathematics and found its way into school computers, predominantly in the UK. The game is controlled by a contemporaneous two-word input system in the form of "«a href="verb">verb</a» «a href="noun">noun</a»", e.g. "get book", and includes several mathematical and logical puzzles. The target audience for L is mid-late primary (elementary) school children, and the puzzles are based on this level of critical thinking.
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History of Go The game of Go () originated in China in ancient times. It was considered one of the four essential arts of a cultured Chinese scholar in antiquity and is described as a worthy pastime for a gentleman in the "Analects of Confucius". It reached Korea by the 5th century, in the 7th century it had reached Japan. The game was described by Thomas Hyde in 1694, but it did not become popular in the West until the late 19th century.