We have regained the rights to our 2011 book, The Guide to Computer Simulations and Games, originally published by Wiley.
We are in the process of updating it for a new edition, but in the meantime we are releasing the first edition on LeanPub (e-versions only; no print versions).
This re-released first edition is available NOW!
For the remainder of the summer, this 1.1 edition is available at a discount as all the proofing is not complete. We’re hoping to crowdsource some of the proofing so feel free to contact us if you find any errors or omissions. Note that when you purchase a book on LeanPub you will be eligible for ALL updates to that edition. In other words you will be able to download the updated version of this book for no additional cost.
So please, let us know about any errors, typos, formatting issues, etc. and we’ll fix them!
The first computer simulation book for anyone designing or building a game. Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations.The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded.
- Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist
- Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon
- Breaks down simulation vs. modeling and traditional vs. computer simulations
- Examines verification and validation and discusses simulation tools.
Whether you need to learn how simulations work or it’s something you’ve always been curious about but couldn’t find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.
Learn more here:
Part 1: Context
Here’s were we will put color versions of the images, updates, and other extras.
1: Spoilers
2: Fundamentals
3: Going Digital
4: How Programs Work
Part 2: It’s About Time: Simulation Technicalities
This section forms the heart of the book, and covers the technical details of simulations. It provides an overview of the kinds of simulations that exist and then focuses on that subclass of simulations, namely discrete-event simulations, of which almost all educational computer simulations and games are a part. Towards the end of the section we talk about how simulations can be assessed so it is possible have some confidence in the accuracy/efficacy of the experience that comes out of using a sim or game in a learning situation.
5. The Stuff of Which Simulations are Made
6. Randomness
7. Example: Single Server Queuing System
8. Visualization
9. Verification & Validation
10. Simulations and Games for Learning
Part 3: Designing & Building Simulations
This Section Will Develop A Few Simulations Using Some Of The Tools Described. It is intended to pull together what has been presented in the previous sections so we can see how a simulation might be designed and built. In includes some of the tools available for building simulations that do not require programming experience, and then works through several examples, the last one of which is a game.
Each example will be developed using the same (classic computer simulation) approach:
System Analysis – define the system’s important components, interactions, relationships, and behaviors
System Synthesis – organize the model, figure out what data are needed, and collect those data
Verification – compare the model’s responses with those we would have expected if indeed the model was built as it should have been
Validation – this is where we compare the actual output with actual observations
11. Simulation Tools
12. Example 1: A Hospital Emergency Department (Single Server Queuing System II)
13. Example 2: Boarding a Passenger Airliner (Decision Making)
14. Example 3: Cooking Simulation and Food Safety (Compliance Training)
15. Example 4: Stock Trading (Serious Game)
Summary
