OpenLLM-France/wikimedia huggingface dataset:
# Introduction to Game Theory/Matrix Notation

If you remember, the game we've looked at—the Prisoner's Dilemma—had to be explained with the use of a story. However this is not only very verbose and imprecise but also impossible to do for many games that are simply too complicated. One simple way of showing a game is by using a game matrix
This is really a table of utility. Utility is the amount of happiness an agent (player) gets from a particular outcome, or payoff.
In order to create a game matrix, we first need to work out the utility values. We assign the payoffs that are least attractive to a player low values and payoffs that are attractive to the player high payoffs. Initially, these are what we call "ordinal" utility values, not "cardinal" utility values. This means that a payoff of 10 isn't necessarily twice as good as one of 5. In fact, there is no difference between the two following utility values lists when talking about ordinal values:
| Setup 1 | Setup 2 |
| Event A = Utility of 1 Event B = Utility of 2 Event C = Utility of 3 | Event A = Utility of 1 Event B = Utility of 1,000,000 Event C = Utility of 230,000,000,000,000 |
It's just that the first list is far more concise. Remembering that we go from lowest level of attraction to highest, let's assign payoffs to the Prisoner's Dilemma game.
Now we can arrange a table that shows what happens when each player chooses different options.
| Prisoner's Dilemma | Prisoner's Dilemma | Player 2 | Player 2 |
| Prisoner's Dilemma | Prisoner's Dilemma | Confess | Stay Silent |
| Player 1 | Confess | (2,2) | (4,1) |
| Player 1 | Stay Silent | (1,4) | (3,3) |
It should be clear soon how to read this table. Player 1 has two rows, "Confess" and "Stay Silent", and Player 2 has two columns marked the same. Where a column and a row intersect are the payoffs. Thus when Player 1's "Confess" row and Player 2's "Stay Silent" column intersect (which means in terms of the game, when Player 1 confesses and Player 2 stays silent) the payoff (4,1) is awarded. This means that Player 1 (whose personal payoff comes first in the brackets) gets a payout of 4—his highest payoff—and Player 2 gets a payout of 1—the lowest.

## Notes

* ↑ Later when talking about expected utility we will treat these values as "cardinal".
← Prisoner's Dilemma · Battle of the sexes →
# About the book
## Foreword

This book is designed to teach people what Hypnosis is, how it works, and enable them to use it. You do not need any prior knowledge on the subject to understand this book's subject.

## Guide to Readers

This is a wikibook (en.wikibooks.org), as such you should be aware of what that implies.
The book is organized into different parts, but as this is a work that is always evolving, things may be missing or just not where they should be, you are free to become a writer and contribute to fix things up...

## Reader Comments

If you have comments about the technical accuracy, content, or organization of this document, please tell us (e.g. by using the "discussion" pages or by email). Be sure to include the section or the part title of the document with your comments and the date of your copy of the book. If you are really convinced of your point, information or correction then consider becoming a writer (at Wikibooks) and do it yourself.

## Guide to Writers

Everyone is welcome to use the material or contribute to this work. At Wikibooks they should register if intending to make non-anonymous contributions to the book and please try to follow the structure. If you have major ideas or big changes use the project discussion area.

### Conventions

    A set of conventions have been proposed and adopted at Wikibooks for this book, please read about them before you contributing to it.

## Copyright Notice
### Authors

The following people are authors to this book:
    Panic
You can verify who has contributed to this book by examining the history logs at Wikibooks (http://en.wikibooks.org/).
Acknowledgment is given for using some contents from other works like : Wikipedia and Complete Hypnotism: Mesmerism, Mind-Reading and Spiritualism by A. Alpheus
# Hypnosis/Appendix/Software

* HypnoStudio 1.0 (http://www.innerlab.com/cat/innerlab/hypnostudio), freeware for Windows only.
* Virtual Hypnotist (http://vhypno.sourceforge.net/), open source for Windows only, VisualBasic 6 SP6.
* SBaGen (http://uazu.net/sbagen/), binaural beat brain wave experimenter's lab. Open-source GPL software (C language). Available for Windows (including Windows CE), Linux, Mac OS X and others.
* Gnaural (http://gnaural.sourceforge.net/), open source programmable auditory binaural-beat generator, implementing the principle as described in the October 1973 Scientific American article "Auditory Beats in the Brain" by Gerald Oster.
* SHARM (Self-Hypnosis And Relaxation Machine) (http://www.thesharm.com/), commercial for Windows only (trail version available).
* Neuro-Programmer 3 (http://www.transparentcorp.com/products/np/), commercial for Windows only (trial version available).
* Mind WorkStation (http://www.transparentcorp.com/products/mindws/), it handles the entire process of creating professional brainwave entrainment sessions, offering a wide range of audio/visual effects, cutting edge neural stimulation methods, and easy integration with biofeedback and EEG devices. Commercial for Windows.
* Mind Stereo (http://www.transparentcorp.com/products/mindstereo/) a fully functional media center for your mind, allowing you to listen to musical playlists, Internet radio and watch mesmerizing visualizations while enjoying the many benefits of brainwave entrainment (changes the output in accordance to Neuro-Programmer 3 sessions). Commercial software for Windows.
* BrainWave Generator (http://www.bwgen.com/). Generates binaural beats. Commercial shareware for Windows, can be used for one month free.
* I-Doser (http://www.i-doser.com/). Commercial software for Windows, Mac and portable devices IPhone and Android, based on the audio technology of a GPL-licensed binaural beat generator, SBaGen. Some versions may be free but functionally limited.
See also Wikipedia's comparison of brainwave entrainment software.
# Scripts

In any script {{Pause=n}} equals to a n second delay on speech, never longer than 3 seconds unless required for observing or archiving a response or as intentional delay that the subject will be previously informed of. Fractions of seconds can also be used in decimal values. For example, a half second pause would be {{Pause=.5}}. Also if <name> is used it means the name of the subject listening to the script.
Like in computer programming why recreate the wheel every time, relating to the open-source movement most Hypnotist will share these information freely for all to improve and build upon. In any case most of the scripts would be to hard to have any claim authorship stick, since most are themselves derivations of previous scripts. As we will see scripts are mostly constituted by repetitions of simpler phrases and singe phrases can not be copyrighted.

## Induction

* Progressive relaxation

## Session

* Stop Smoking
* Confidence in Company
* End Depression Script
# Hypnosis/About the Book/Foreword
## Foreword

This book is designed to teach people what Hypnosis is, how it works, and enable them to use it. You do not need any prior knowledge on the subject to understand this book's subject.

## Guide to Readers

This is a wikibook (en.wikibooks.org), as such you should be aware of what that implies.
The book is organized into different parts, but as this is a work that is always evolving, things may be missing or just not where they should be, you are free to become a writer and contribute to fix things up...

## Reader Comments

If you have comments about the technical accuracy, content, or organization of this document, please tell us (e.g. by using the "discussion" pages or by email). Be sure to include the section or the part title of the document with your comments and the date of your copy of the book. If you are really convinced of your point, information or correction then consider becoming a writer (at Wikibooks) and do it yourself.

## Guide to Writers

Everyone is welcome to use the material or contribute to this work. At Wikibooks they should register if intending to make non-anonymous contributions to the book and please try to follow the structure. If you have major ideas or big changes use the project discussion area.

### Conventions

    A set of conventions have been proposed and adopted at Wikibooks for this book, please read about them before you contributing to it.
# Other resources

* in Applied History of Psychology/Pseudoscientific Schools of Thought on Franz Anton Mesmer.
* Animal magnetism at Wikipedia.
* Lucid Dreaming Wikibook.
* Hypnosis, by Scott Adams July 07, 2007.
* Hypnosis Information
* The Australian Academy of Hypnosis
* Council of Clinical Hypnotherapists (Australia)
* The Australian Society of Clinical Hypnotherapists
* The Professional Hypnotists of WA Incorporated (PHWA)
* Australian Hypnotherapists' Association
* Master Hypnotist and Hypnotist Trainer Wayne F. Perkins
# Hypnosis/About the Book/Authors
## Copyright Notice
### Authors

The following people are authors to this book:
    Panic
You can verify who has contributed to this book by examining the history logs at Wikibooks (http://en.wikibooks.org/).
Acknowledgment is given for using some contents from other works like : Wikipedia and Complete Hypnotism: Mesmerism, Mind-Reading and Spiritualism by A. Alpheus
# Hypnosis/Appendix/People

This is a alphabetical listing of Wikipedias' articles about people involved with hypnosis.
# IB/Group 4

The Group 4 (or Experimental Sciences) subjects of the International Baccalaureate Diploma Programme comprise the main scientific emphasis of this internationally recognized high school programme.

## Subjects

Computer Science
Physics
Chemistry
Biology
Group 4 Project
# IB/Group 4/Computer Science

Computer Science is an experimental science that offers a rigorous and practical problem-solving discipline, which, as a methodology, can be applied to all walks of life.

## Table of Contents
### Standard Level

Topic 1 - System Fundamentals
Topic 2 - Computer Organisation
Topic 3 - Networks
Topic 4 - Computational Thinking, Problem-Solving, and Programming

### Higher Level

Topic 5 - Abstract Data Structures
Topic 6 - Resource Management
Topic 7 - Control

### Options

Option A - Databases
Option B - Modelling and Simulation
Option C - Web Science
Option D - Object-Oriented Programming

### Outside the syllabus

Limitations of computing
Artificial Intelligence

### Extras

Extended Essay
Definitions

## About this Book

This wiki is in no way endorsed or a stem from the International Baccalaureate Organisation. It is, however, the result of particular lack of a solid textbook for the new 2014 course. These pages are, furthermore, derived from notes and knowledge of a student taking the course. This wiki will, hopefully, act as a course companion. You may find the Definitions page useful for revision.

### Syllabus

The syllabus is an ideal document that should be referred to on a regular basis, whilst reading this wiki or not. It provides extensive details regarding what should be learnt rather than the content itself, as this wiki hopes to provide the end to that need. Therefore, each objective has been specified above the content that it is associated with. For example:
X.Y.Z Assessment statement that the candidate must fulfil
The example aforementioned is self explanatory, however, the X.Y.Z refers to the topic, sub-topic and objective, respectively.
# IB/Group 4/Computer Science/Computer Organisation

The Computer Organisation can be viewed as layers building on top of each other, each layer adding some new abstraction.

# The Information Layer

2.1.9 Define the terms: bit, byte, binary, denary/decimal, hexadecimal.
2.1.10 Outline the way in which data is represented in the computer. (colors, music, images)
This subpage covers positional notation systems, including binary, hexadecimal, and octal. It explains the basics of binary, hexadecimal, and octal systems, conversion methods, and their applications in representing text, floating-point numbers, music, and images. It discusses encoding schemes like ASCII, Unicode, and UTF-8.

# The Hardware Layer

2.1.11 Define the Boolean operators: AND, OR, NOT, NAND, NOR and XOR.
2.1.12 Construct truth tables using the above operators.
2.1.13 Construct a logic diagram using AND, OR, NOT, NAND, NOR and XOR gates.
2.1.5 Identify the need for persistent storage.
The subpage covers a new layer of abstraction, over the information layer, starting with transistors and integrated circuits. It then dives into Boolean gates, explaining Boolean logic, gate construction using transistors, and methods for truth table and logic diagram construction. The discussion extends to logic components like adders, ALUs, and comparators, as well as memory components like latches, registers, and ROM. It also touches on primary and secondary memory, including storage devices.

# The Instruction Cycle Layer

2.1.1 Outline the architecture of the central processing unit (CPU) and the functions of the arithmetic logic unit (ALU) and the control unit (CU) and the registers within the CPU.
2.1.2 Describe primary memory.
2.1.3 Explain the use of cache memory.
2.1.4 Explain the machine instruction cycle.
The subpage covers a new layer of abstraction, over the Hardware Layer, starting with an overview of what a CPU is and how it operates through the fetch-decode-execute cycle. It covers components like the control unit, RAM, cache memory, and bus systems such as the data and address buses. Additionally, it discusses instructions, MDR, MAR, and provides examples of CPUs executing various programs. The Von Neumann Architecture is also introduced.

# The Operating System Layer

2.1.6 Describe the main functions of an operating system.
The subpage covers a new layer of abstraction, over the Instruction Cycle Layer, describing what operating systems (OS) are, covering their key functions like resource management, security, and memory management.

# The Application Layer

2.1.7 Outline the use of a range of application software.
2.1.8 Identify common features of applications.
The subpage covers a new layer of abstraction, over the Operating System Layer, describing common features of applications and their use.
# High School Biology/The Human Body

* Organization of the Human Body
* Homeostasis and Regulation
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Calculus
## Table of Contents

    Authors
* Functions, Limits, and Continuity
* Derivatives
* Applications of Derivatives
* Integration
* Applications of Definite Integrals
* Transcendental Functions
* Integration Techniques
* Infinite Series

## Resources

* PDF Version (info)
* Problem Solving (info)
* Common Errors (info)
* Teacher's Guide (info)
# High School Calculus/Applications of Definite Integrals

* Area Between Two Curves
* Volumes
* The Length of a Plane Curve
* Area of a Surface of Revolution
* Applications from Physics, Engineering, and Statistics
# High School Biology/Skeletal, Muscular, and Integumentary Systems

* Skeletal System
* Muscular System
* Integumentary System
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# Water's Role in Biology

Water (H$_2$O) makes up around 70% of the human body by mass. Water is a critical factor for the presence of life at both the cellular and organismal scales.

## Water is a polar molecule

Water is composed of an oxygen atom and two hydrogen atoms, fused together through covalent bonding. The unique circumstances of this bonding results in a dipole molecule, dipole meaning that the molecule has a distinct positive and negative region. The water molecule's distinct composition gives it several unique properties which allow it to easily serve several purposes in biology. Because it is a polar molecule, it allows other polar molecules to easily dissolve into it as well as interacting with water. Likewise, non-polar molecules don't interact easily with water will attempt to avoid it when possible, clustering together to avoid contact with water. These types of molecules are called hydrophilic (water loving) and hydrophobic (water fearing).

## Hydrogen bonding and its effects

Because of water being a polar molecule, it is also easily able to make hydrogen bonds within it's self. Because water molecules are able to attach to one another, water gains certain cohesive properties which allows for water's surface tension. Water's surface tension is what allows water to support the weight of small insects without the insect breaking through the surface and falling into the water. And because water molecules easily form hydrogen bonds, they can also form hydrogen bonds with other atoms. This gives water adhesive properties, which allows it to attach to other objects.
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Calculus/Area Between Two Curves
### Area Between Two Curves

The area between two curves can be more easily states as the area between two graphs.
In order to do this you must take the antiderivative of the two functions.
This is denoted by have a capital letter such as $F(x)\quad and\quad G(x)$
Let's take the graphs $f(x)=x^{2}$ and $g(x)=x^{3}$
Let us also take the area between 2 and 4 as denoted by $2\leq A\leq 4$
$\int _{2}^{4}x^{2}\,dx$
and
$F(x)=\left({\frac {1}{3}}\right)*x^{3}$
$G(x)=\left({\frac {1}{4}}\right)*x^{4}$
Now evaluate the antiderivatives from 2 to 4
$F(x)=[\left({\frac {1}{3}}\right)*4^{3}]-[\left({\frac {1}{3}}\right)*2^{3}]$
$F(x)=[\left({\frac {1}{3}}\right)*64]-[\left({\frac {1}{3}}\right)*8]$
$F(x)=[\left({\frac {64}{3}}\right)]-[\left({\frac {8}{3}}\right)]$
$F(x)=\left({\frac {56}{3}}\right)$
Now we will evaluate the antiderivative G(x)
$G(x)=[\left({\frac {1}{4}}\right)*4^{4}]-[\left({\frac {1}{4}}\right)*2^{4}]$
$G(x)=[\left({\frac {1}{4}}\right)*256]-[\left({\frac {1}{4}}\right)*16]$
$G(x)=[64]-[4]$
$G(x)=60$
Now we take F(x)-G(x) to find the area between the two curves
$\left({\frac {56}{3}}\right)-\left({\frac {180}{3}}\right)$
$\left(-{\frac {124}{3}}\right)$
Therefore, $2\leq A\leq 4$ between $f(x)=x^{2}$ and $g(x)=x^{3}$ is $\left(-{\frac {124}{3}}\right)$
# High School Biology/Populations

* Characteristics of Populations
* Population Dynamics
* Human Population Growth
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Biology/Reproductive System and Human Development

* Male Reproductive System
* Female Reproductive System
* Fertilization, Gestation, and Development
* Sexually Transmitted Diseases
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Biology/Principles of Ecology

* The Science of Ecology
* Flow of Energy
* Recycling Matter
This material was adapted from the original CK-12 book that can be found here. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License
# High School Calculus/Applications of Derivatives

* Related Rates
* Extrema and the Mean Value Theorem
* The First Derivative Test
* The Second Derivative Test
* Limits at Infinity
* Analyzing the Graph of a Function
* Optimization
* Approximation Errors
# Ict-innovation/LPI
## Table of Contents
### System Architecture (101)

* 101.1 Determine and Configure Hardware Settings
* 101.2 Boot the System
* 101.3 Runlevels, Rebooting & Shutting down the system

### Linux Installation and Package Management (102)

* 102.1 Design hard disk layout
* 102.2 Install a boot manager
* 102.3 Manage shared libraries
* 102.4 Debian Package Management
* 102.5 RPM and YUM Package Management

### GNU and Unix Commands (103)

* 103.1 Working on the Command Line
* 103.2 Process text streams using filters
* 103.3 Perform basic file management
* 103.4 Streams, Pipes and Re-directs
* 103.5 Create, Monitor and Kill Processes
* 103.6 Modify Process Execution Priorities
* 103.7 Using Regular Expressions
* 103.8 Using Vi

### Devices, Linux Filesystems, Filesystem Hierarchy Standard (104)

* 104.1 Create Partitions and Filesystems
* 104.2 Maintain the integrity of filesystems
* 104.3 Control mounting and unmounting of filesystems
* 104.4 Manage Disk Quotas
* 104.5 Manage File Permissions and Ownership
* 104.6 Create and change hard and symbolic links
* 104.7 Finding and Placing Files within the File Hierarchy Standard

### Shells, Scripting and Data Management (105)

* 105.1 Customize and use the shell environment
* 105.2 Customize or Write Simple Scripts
* 105.3 SQL Data Management

### User Interfaces and Desktops (106)

* 106.1 Install and Configure X11
* 106.2 Set Up a Display Manager
* 106.3 Accessibility

### Administrative Tasks (107)

* 107.1 Manage User and Group Accounts
* 107.2 Automate System Administration Tasks
* 107.3 Localization and Internationalization

### Essential System Services (108)

* 108.1 Maintain System Time
* 108.2 System Logging
* 108.3 Mail Transfer Agent (MTA) basics
* 108.4 Managing Printers and Printing

### Networking Fundamentals (109)

* 109.1 Fundamentals of Internet Protocols
* 109.2 Basic Network Configuration
* 109.3 Basic Network Troubleshooting
* 109.4 Configure client-side DNS

### Security (110)

* 110.1 Perform Security Administration Tasks
* 110.2 Setting Up Host Security
* 110.3 Securing data with encryption