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  2. Elinor Goldschmied - Wikipedia

    en.wikipedia.org/wiki/Elinor_Goldschmied

    Goldschmied developed the concept of the "treasure basket" (TB) containing safe, multi-sensory household items in a low, open basket, for children able to sit and explore independently without physical adult intervention. The concept of "heuristic play" (HP) grew out of the TB as a means of autonomous play for babies under the age of two.

  3. Heuristics and sports - Wikipedia

    en.wikipedia.org/wiki/Heuristics_and_sports

    Heuristics are simple strategies for decision making that are used to achieve a specific goal quickly and efficiently, and are commonly implemented in sports.Many sports require the ability to make fast decisions under time pressure, and the proper use of heuristics is essential for many of these decisions.

  4. Heuristic (psychology) - Wikipedia

    en.wikipedia.org/wiki/Heuristic_(psychology)

    Heuristics (from Ancient Greek εὑρίσκω, heurískō, "I find, discover") is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, [1] [2] [3] organizations, [4] and even machines [5] use to quickly form judgments, make decisions, and find solutions to complex problems.

  5. Games on AOL.com: Free online games, chat with others in real ...

    www.aol.com/games/play/alawar-entertainment/the...

    Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.

  6. Killer heuristic - Wikipedia

    en.wikipedia.org/wiki/Killer_heuristic

    In competitive two-player games, the killer heuristic is a move-ordering method based on the observation that a strong move or small set of such moves in a particular position may be equally strong in similar positions at the same move (ply) in the game tree. Retaining such moves obviates the effort of rediscovering them in sibling nodes.

  7. 15 puzzle - Wikipedia

    en.wikipedia.org/wiki/15_puzzle

    The transformations of the 15 puzzle form a groupoid (not a group, as not all moves can be composed); [12] [13] [14] this groupoid acts on configurations.. Because the combinations of the 15 puzzle can be generated by 3-cycles, it can be proved that the 15 puzzle can be represented by the alternating group. [15]

  8. Take-the-best heuristic - Wikipedia

    en.wikipedia.org/wiki/Take-the-best_heuristic

    The task is to infer which of two alternatives has the higher criterion value. An example is which of two NBA teams will win the game, based on cues such as home match and who won the last match. The take-the-best heuristic entails three steps to make such an inference: [9] Search rule: Look through cues in the order of their validity.

  9. Rules of Play - Wikipedia

    en.wikipedia.org/wiki/Rules_of_Play

    Rules of Play expresses the perspective that a theoretical framework for interactive design has not yet been established. This is not the first time this has been recognized or explored, but is explored in a fresh way in great detail - with one review stating that: "the book manages to bridge the emerging field of game studies methodologies and design theory".