Anthony Irwin "Tony" Kornheiser is a former sportswriter and columnist, as well as a podcast and television talk show host and restaurateur. He is best known for his endeavors in three forms of media: as a longtime writer for The Washington Post, as a co-host of ESPN's Emmy Award-winning sports debate show Pardon the Interruption since 2001, as the host of The Tony Kornheiser Show, a radio show and podcast. Longtime ESPN executive John Walsh once declared that "in the history of sports media, is the most multitalented person ever." Kornheiser was raised in Lynbrook, New York, on Long Island. He is the only child of Estelle Kornheiser, his father was a dress cutter. During his youth, Kornheiser spent his summers at Camp Keeyumah in Pennsylvania. One of his counselors was NBA basketball coach Larry Brown. Kornheiser attended George W. Hewlett High School, where he was the sports editor of the school newspaper. After graduating from high school, Kornheiser enrolled at Harpur College, where he began his journalism career at the Colonial News.
He graduated with a degree in English in 1970. Kornheiser has spoken positively of his college years. For a brief period of time after college, he worked with children with disabilities. Kornheiser began his career in New York City, where he wrote for Newsday between 1970 and 1976, his first work at Newsday consisted of covering high school sports. Kornheiser moved to The New York Times, where he wrote between 1976 and 1979. In 1979, George Solomon recruited Kornheiser to join The Washington Post as a general assignment reporter in Style and Sports. In 1980, Kornheiser authored a profile of Nolan Ryan that served as the cover story for the charter issue of Inside Sports, he became a full-time sports columnist at the Post in 1984. He began writing columns for the Post's Style Section on November 12, 1989. In the 1990s, Kornheiser wrote three columns per week, which were a Tuesday column and a Thursday column in the Sports Section and a Sunday column in the Style Section, he started working for ESPN Radio in 1997 and kept his column at the Post.
As part of his ESPN Radio contract, Kornheiser wrote columns called "Parting Shots" for ESPN The Magazine between 1998 and 2000. Kornheiser's columns were sarcastic with touches of humor; the most distinct style of his columns was that he used an alter ego in italics to question his points of views for self-deprecation, like "Excuse me, Tony..." At times, he would use exaggeration for the sake of humor. According to Stephanie Mansfield of Sports Illustrated, Kornheiser was regarded by many as "the wittiest columnist" in American newspapers. Robert Weintraub of the Columbia Journalism Review praised him, in retrospect, for his "blend of beauty and precision." Kornheiser was capable of being "deadly serious" when need be. In 1991, Kornheiser created a string of now-famous Bandwagon columns to describe the Washington Redskins' Super Bowl run that year, he first came up with the idea when the Redskins trounced the Detroit Lions, 45–0, in the opening game of the season. He unveiled the first "Bandwagon" column when the team had an undefeated 4–0 record.
From on, the Bandwagon column appeared every Tuesday, celebrating "the fun and hilarity of sports." As the season progressed and the team's performances improved, a growing number of fans read the Bandwagon column in earnest. When the Redskins advanced to Super Bowl XXVI, Kornheiser and his Post colleagues Jeanne McManus and Norman Chad drove in a 38-foot recreational vehicle decorated as the Bandwagon for a 1,200-mile journey to Minneapolis, Minnesota. Kornheiser described the Bandwagon columns as "the most fun I had as a writer." In the early 2000s – because of his work on both radio and Pardon the Interruption – Kornheiser stopped writing Style Section columns and only wrote one column a week. His last Style Section column was published on September 30, 2001. Three of his books – Pumping Irony, Bald as I Wanna Be, I'm Back for More Cash – are compilations of his Style Section columns. In 2005, Kornheiser started to write short columns called A Few Choice Words with his photo in the Post's Sports Section.
These short, sports-related columns appeared on the second page of the Post's Sports section and were much shorter than the full-length columns Kornheiser used to write for the paper. This was the first time, he called these short columns "columnettes," writing three per week. He did not write columns between April 26, 2006, August 7, 2006, to prepare as an analyst of ESPN's Monday Night Football. Starting August 8, 2006, he wrote columns called Monday Night Diary to describe his adventures on Monday Night Football, his short-column space was replaced by Dan Steinberg's D. C. Sports Bog. On May 14, 2008, it was announced. "I love the paper. They were great to me every day that I was there," he told Reuters. "But I don't do much for the paper anymore." Kornheiser had not written a regular column for the paper's print edition since 2006. However and Wilbon continued to tape a "Talking Points" mini online TV feature for the Washington Post until June 2, 2009, when an installment termed the final one was posted on the Post's site.
In it Wilbon says he thinks there will be further installments while Kornheiser seems certain it is a permanent decision management has made. On May 20, 2010, Kornheiser said on his radio show that in fact he was fired by the Washington Post, saying "they fired me in a despicable way." On September 11, 2013, Kornheiser repeated his account: "Raju N
Game theory is the study of mathematical models of strategic interaction between rational decision-makers. It has applications in all fields of social science, as well as in computer science, it addressed zero-sum games, in which one person's gains result in losses for the other participants. Today, game theory applies to a wide range of behavioral relations, is now an umbrella term for the science of logical decision making in humans and computers. Modern game theory began with the idea regarding the existence 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 followed by the 1944 book Theory of Games and Economic Behavior, co-written with Oskar Morgenstern, which considered cooperative games of several players. The second edition of this book provided an axiomatic theory of expected utility, which allowed mathematical statisticians and economists to treat decision-making under uncertainty.
Game theory was developed extensively in the 1950s by many scholars. It was explicitly applied to biology in the 1970s, although similar developments go back at least as far as the 1930s. Game theory has been recognized as an important tool in many fields; as of 2014, with the Nobel Memorial Prize in Economic Sciences going to game theorist Jean Tirole, eleven game theorists have won the economics Nobel Prize. John Maynard Smith was awarded the Crafoord Prize for his application of game theory to biology. Early discussions of examples of two-person games occurred long before the rise of modern, mathematical game theory; the first known discussion of game theory occurred in a letter written by Charles Waldegrave, an active Jacobite, uncle to James Waldegrave, a British diplomat, in 1713. In this letter, Waldegrave provides a minimax mixed strategy solution to a two-person version of the card game le Her, the problem is now known as Waldegrave problem. In his 1838 Recherches sur les principes mathématiques de la théorie des richesses, Antoine Augustin Cournot considered a duopoly and presents a solution, a restricted version of the Nash equilibrium.
In 1913, Ernst Zermelo published Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels. It proved that the optimal chess strategy is determined; this paved the way for more general theorems. In 1938, the Danish mathematical economist Frederik Zeuthen proved that the mathematical model had a winning strategy by using Brouwer's fixed point theorem. In his 1938 book Applications aux Jeux de Hasard and earlier notes, Émile Borel proved a minimax theorem for two-person zero-sum matrix games only when the pay-off matrix was symmetric. Borel conjectured that non-existence of mixed-strategy equilibria in two-person zero-sum games would occur, a conjecture, proved false. Game theory did not exist as a unique field until John von Neumann published the paper On the Theory of Games of Strategy in 1928. Von Neumann's original proof used Brouwer's fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics, his paper was followed by his 1944 book Theory of Games and Economic Behavior co-authored with Oskar Morgenstern.
The second edition of this book provided an axiomatic theory of utility, which reincarnated Daniel Bernoulli's old theory of utility as an independent discipline. Von Neumann's work in game theory culminated in this 1944 book; this foundational work contains the method for finding mutually consistent solutions for two-person zero-sum games. During the following time period, work on game theory was focused on cooperative game theory, which analyzes optimal strategies for groups of individuals, presuming that they can enforce agreements between them about proper strategies. In 1950, the first mathematical discussion of the prisoner's dilemma appeared, an experiment was undertaken by notable mathematicians Merrill M. Flood and Melvin Dresher, as part of the RAND Corporation's investigations into game theory. RAND pursued the studies because of possible applications to global nuclear strategy. Around this same time, John Nash developed a criterion for mutual consistency of players' strategies, known as Nash equilibrium, applicable to a wider variety of games than the criterion proposed by von Neumann and Morgenstern.
Nash proved that every n-player, non-zero-sum non-cooperative game has what is now known as a Nash equilibrium. Game theory experienced a flurry of activity in the 1950s, during which time the concepts of the core, the extensive form game, fictitious play, repeated games, the Shapley value were developed. In addition, the first applications of game theory to philosophy and political science occurred during this time. In 1979 Robert Axelrod tried setting up computer programs as players and found that in tournaments between them the winner was a simple "tit-for-tat" program that cooperates on the first step on subsequent steps just does whatever its opponent did on the previous step; the same winner was often obtained by natural selection. In 1965, Reinhard Selten introduced his solution concept of subgame perfect equilibria, which further refined the Nash equilibrium. In 1994 Nash and Harsanyi became Economics Nobel Laureates for their contributi
Economics is the social science that studies the production and consumption of goods and services. Economics focuses on the behaviour and interactions of economic agents. Microeconomics analyzes basic elements in the economy, including individual agents and markets, their interactions, the outcomes of interactions. Individual agents may include, for example, firms and sellers. Macroeconomics analyzes the entire economy and issues affecting it, including unemployment of resources, economic growth, the public policies that address these issues. See glossary of economics. Other broad distinctions within economics include those between positive economics, describing "what is", normative economics, advocating "what ought to be". Economic analysis can be applied throughout society, in business, health care, government. Economic analysis is sometimes applied to such diverse subjects as crime, the family, politics, social institutions, war and the environment; the discipline was renamed in the late 19th century due to Alfred Marshall, from "political economy" to "economics" as a shorter term for "economic science".
At that time, it became more open to rigorous thinking and made increased use of mathematics, which helped support efforts to have it accepted as a science and as a separate discipline outside of political science and other social sciences. There are a variety of modern definitions of economics. Scottish philosopher Adam Smith defined what was called political economy as "an inquiry into the nature and causes of the wealth of nations", in particular as: a branch of the science of a statesman or legislator a plentiful revenue or subsistence for the people... to supply the state or commonwealth with a revenue for the publick services. Jean-Baptiste Say, distinguishing the subject from its public-policy uses, defines it as the science of production and consumption of wealth. On the satirical side, Thomas Carlyle coined "the dismal science" as an epithet for classical economics, in this context linked to the pessimistic analysis of Malthus. John Stuart Mill defines the subject in a social context as: The science which traces the laws of such of the phenomena of society as arise from the combined operations of mankind for the production of wealth, in so far as those phenomena are not modified by the pursuit of any other object.
Alfred Marshall provides a still cited definition in his textbook Principles of Economics that extends analysis beyond wealth and from the societal to the microeconomic level: Economics is a study of man in the ordinary business of life. It enquires how he uses it. Thus, it is on the one side, the study of wealth and on the other and more important side, a part of the study of man. Lionel Robbins developed implications of what has been termed "erhaps the most accepted current definition of the subject": Economics is a science which studies human behaviour as a relationship between ends and scarce means which have alternative uses. Robbins describes the definition as not classificatory in "pick out certain kinds of behaviour" but rather analytical in "focus attention on a particular aspect of behaviour, the form imposed by the influence of scarcity." He affirmed that previous economists have centred their studies on the analysis of wealth: how wealth is created and consumed. But he said that economics can be used to study other things, such as war, that are outside its usual focus.
This is because war has as the goal winning it, generates both cost and benefits. If the war is not winnable or if the expected costs outweigh the benefits, the deciding actors may never go to war but rather explore other alternatives. We cannot define economics as the science that studies wealth, crime and any other field economic analysis can be applied to; some subsequent comments criticized the definition as overly broad in failing to limit its subject matter to analysis of markets. From the 1960s, such comments abated as the economic theory of maximizing behaviour and rational-choice modelling expanded the domain of the subject to areas treated in other fields. There are other criticisms as well, such as in scarcity not accounting for the macroeconomics of high unemployment. Gary Becker, a contributor to the expansion of economics into new areas, describes the approach he favours as "combin assumptions of maximizing behaviour, stable preferences, market equilibrium, used relentlessly and unflinchingly."
One commentary characterizes the remark as making economics an approach rather than a subject matter but with great specificity as to the "choice process and the type of social interaction that analysis involves." The same source reviews a range of definitions included in principles of economics textbooks and concludes that the lack of agreement need not affect the subject-matter that the texts treat. A
A game is a structured form of play undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, carried out for remuneration, from art, more an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, many games are considered to be work or art. Games are sometimes played purely sometimes for achievement or reward as well, they can be played alone, in online. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Part of the entertainment for children playing a game is deciding, part of their audience and, a player. Key components of games are goals, rules and interaction. Games involve mental or physical stimulation, both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Mancala are some of the oldest known games. Ludwig Wittgenstein was the first academic philosopher to address the definition of the word game. In his Philosophical Investigations, Wittgenstein argued that the elements of games, such as play and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances; as the following game definitions show, this conclusion was not a final one and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem. French sociologist Roger Caillois, in his book Les jeux et les hommes, defined a game as an activity that must have the following characteristics: fun: the activity is chosen for its light-hearted character separate: it is circumscribed in time and place uncertain: the outcome of the activity is unforeseeable non-productive: participation does not accomplish anything useful governed by rules: the activity has rules that are different from everyday life fictitious: it is accompanied by the awareness of a different reality Computer game designer Chris Crawford, founder of The Journal of Computer Game Design, has attempted to define the term game using a series of dichotomies: Creative expression is art if made for its own beauty, entertainment if made for money.
A piece of entertainment is a plaything. Movies and books are cited as examples of non-interactive entertainment. If no goals are associated with a plaything, it is a toy. If it has goals, a plaything is a challenge. If a challenge has no "active agent against whom you compete", it is a puzzle. If the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. However, if attacks are allowed the conflict qualifies as a game. Crawford's definition may thus be rendered as: an interactive, goal-oriented activity made for money, with active agents to play against, in which players can interfere with each other. "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." "A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal." According to this definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land, War are not technically games any more than a slot machine is.
"A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." "At its most elementary level we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome." "A game is a form of play with goals and structure." "to play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, where the sole reason for accepting such limitation is to make possible such activity." "When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, voluntary participation." Games can be characterized by "what the player does". This is referred to as gameplay.
Major key elements identified in this context are tools and rules that define the overall context of game. Games are classified by the com
Linear programming is a method to achieve the best outcome in a mathematical model whose requirements are represented by linear relationships. Linear programming is a special case of mathematical programming. More formally, linear programming is a technique for the optimization of a linear objective function, subject to linear equality and linear inequality constraints, its feasible region is a convex polytope, a set defined as the intersection of finitely many half spaces, each of, defined by a linear inequality. Its objective function is a real-valued affine function defined on this polyhedron. A linear programming algorithm finds a point in the polyhedron where this function has the smallest value if such a point exists. Linear programs are problems that can be expressed in canonical form as Maximize c T x subject to A x ≤ b and x ≥ 0 where x represents the vector of variables, c and b are vectors of coefficients, A is a matrix of coefficients, T is the matrix transpose; the expression to be maximized or minimized is called the objective function.
The inequalities Ax ≤ b and x ≥ 0 are the constraints which specify a convex polytope over which the objective function is to be optimized. In this context, two vectors are comparable. If every entry in the first is less-than or equal-to the corresponding entry in the second it can be said that the first vector is less-than or equal-to the second vector. Linear programming can be applied to various fields of study, it is used in mathematics, to a lesser extent in business and for some engineering problems. Industries that use linear programming models include transportation, telecommunications, manufacturing, it has proven useful in modeling diverse types of problems in planning, scheduling and design. The problem of solving a system of linear inequalities dates back at least as far as Fourier, who in 1827 published a method for solving them, after whom the method of Fourier–Motzkin elimination is named. In 1939 a linear programming formulation of a problem, equivalent to the general linear programming problem was given by the Soviet economist Leonid Kantorovich, who proposed a method for solving it.
It is a way he developed, during World War II, to plan expenditures and returns in order to reduce costs of the army and to increase losses imposed on the enemy. Kantorovich's work was neglected in the USSR. About the same time as Kantorovich, the Dutch-American economist T. C. Koopmans formulated classical economic problems as linear programs. Kantorovich and Koopmans shared the 1975 Nobel prize in economics. In 1941, Frank Lauren Hitchcock formulated transportation problems as linear programs and gave a solution similar to the simplex method. Hitchcock had died in 1957 and the Nobel prize is not awarded posthumously. During 1946–1947, George B. Dantzig independently developed general linear programming formulation to use for planning problems in US Air Force. In 1947, Dantzig invented the simplex method that for the first time efficiently tackled the linear programming problem in most cases; when Dantzig arranged a meeting with John von Neumann to discuss his simplex method, Neumann conjectured the theory of duality by realizing that the problem he had been working in game theory was equivalent.
Dantzig provided formal proof in an unpublished report "A Theorem on Linear Inequalities" on January 5, 1948. In the post-war years, many industries applied it in their daily planning. Dantzig's original example was to find the best assignment of 70 people to 70 jobs; the computing power required to test all the permutations to select the best assignment is vast. However, it takes only a moment to find the optimum solution by posing the problem as a linear program and applying the simplex algorithm; the theory behind linear programming drastically reduces the number of possible solutions that must be checked. The linear programming problem was first shown to be solvable in polynomial time by Leonid Khachiyan in 1979, but a larger theoretical and practical breakthrough in the field came in 1984 when Narendra Karmarkar introduced a new interior-point method for solving linear-programming problems. Linear programming is a used field of optimization for several reasons. Many practical problems in operations research can be expressed as linear programming problems.
Certain special cases of linear programming, such as network flow problems and multicommodity flow problems are considered important enough to have generated much research on specialized algorithms for their solution. A number of algorithms for other types of optimization problems work by solving LP problems as sub-problems. Ideas from linear programming have inspired many of the central concepts of optimization theory, such as duality and the importance of convexity and its generalizations. Linear programming was used in the early formation o
Nonzero: The Logic of Human Destiny
Nonzero: The Logic of Human Destiny is a 1999 book by Robert Wright, in which the author argues that biological evolution and cultural evolution are shaped and directed first and foremost by "non-zero-sumness" i.e. the prospect of creating new interactions that are not zero-sum. The principal argument of Nonzero is to demonstrate that natural selection results in increasing complexity within the world and greater rewards for cooperation. Since, as Wright puts it, the realization of such prospects is dependent upon increased levels of globalization, communication and trust, what is thought of as human intelligence is just a long step in an evolutionary process of organisms getting better at processing information. Through this lens, an overview of human and global history, Wright typifies the argument against the views of noted paleontologist Stephen Jay Gould. Gould wrote that "Humans are here by the luck of the draw." Wright acknowledges one aspect of Gould's argument—that the evolutionary process was not such that it would create humans as we know them today but that evolution would certainly result in the creation of intelligent, communicating organisms, who would in turn develop tools and advanced technologies.
Evidence for natural selection driving improvements in information processing is given throughout, including the case of the bombardier beetle, an insect that developed the ability to spray its attackers with harsh chemicals. This, in turn, favored predators via natural selection; as Wright puts it, "complexity breeds complexity." This is the referred to evolutionary phenomenon of the "arms race," wherein competing organisms stack up their developments in competition with one another. Via this increasing complexity, according to Nonzero, higher intelligence was thus destined to happen even "inevitable". Though the stated thesis is that evolution is headed in the direction of "non-zero-sumness," Wright argues that the realization of such prospects is dependent upon improvements in information processing, thus neatly carving out a reason for the creation and cultural evolution of the human species. Wright argues that as complexity in human society increases, the ability to reap "non-zero-sum gains" increases.
For example, electronic communications enable trade at a global level, allow various societies to trade in items they could not produce or obtain otherwise, resulting in benefits for everyone: new goods. Global governments allow global solutions to common problems. Were aliens to attack, or the Arctic glaciers to melt, the world would be able to use its communicative technologies to band societies together and defend itself at large. In fact, this view of the world as an organic entity itself is touched upon in the penultimate chapter of the book, is similar to that of Gaia theory. Of course, when societies band together to fight a common enemy, that enemy is not always an Arctic glacier, but rather, other human societies. Wright discusses this as well, arguing that war between nations resulted in technological and cultural evolution. For example, World War II spurred the development of the Manhattan Project and, in turn, nuclear power and related research—a technology that may benefit the world at large.
Further, societies with advanced governments were more to succeed in war, spreading government systems as a technology in and of itself. The book is composed in three sections, each one more or less independent, but contributing to the development of his overall thesis; this section is a sound summary of human cultural development conventional, except for his references to game theory and the occasional interjection of metaphysical speculation. This section is again a broadly conventional overview of current understanding of the development of life on earth, he argues from game-theory that increasing complexity is going to result from the operation of evolution by natural selection. More controversially, he argues that intelligence, social co-operation and cultural development are bound to emerge sooner or later; this brief section is the most controversial part of the book, which he admits is speculative and presents with a degree of humility. The main thrust of his argument is that we may be on the threshold of a new phase of development involving the creation of a unified global consciousness, along the lines suggested in the writings of Jesuit Pierre Teilhard de Chardin.
The development of weapons systems themselves left him open to criticism, put into words by Steven Pinker, a linguist/cognitive scientist specializing in evolutionary psychology: "Natural selection has the "goal" of enhancing replication, period. An increase in complexity and cooperation is just one of many subgoals that help organisms attain that ultimate goal. Other subgoals include increases in size, motor coordination, energy efficiency, perceptual acuity, parental care, so on. All have increased over evolutionary time, but none is the "natural end" of the evolutionary process. Would anyone single out lethal weaponry as "highly likely" or our "destiny," just because weapons have become more lethal over organic and human history?" -Steven Pinker, from Nonzero, Slate.com. The idea of greater and greater non-zero-sum gains benefitting the world at large is debated, as such technologies allow the injury of larger numbers of people. While Wright believes that the goal of natural selection is increasing non-zero-sum gains, it is clear that these gains might not benefit everyone
Princeton University Press
Princeton University Press is an independent publisher with close connections to Princeton University. Its mission is to disseminate scholarship within society at large; the press was founded by Whitney Darrow, with the financial support of Charles Scribner, as a printing press to serve the Princeton community in 1905. Its distinctive building was constructed in 1911 on William Street in Princeton, its first book was a new 1912 edition of John Witherspoon's Lectures on Moral Philosophy. Princeton University Press was founded in 1905 by a recent Princeton graduate, Whitney Darrow, with financial support from another Princetonian, Charles Scribner II. Darrow and Scribner purchased the equipment and assumed the operations of two existing local publishers, that of the Princeton Alumni Weekly and the Princeton Press; the new press printed both local newspapers, university documents, The Daily Princetonian, added book publishing to its activities. Beginning as a small, for-profit printer, Princeton University Press was reincorporated as a nonprofit in 1910.
Since 1911, the press has been headquartered in a purpose-built gothic-style building designed by Ernest Flagg. The design of press’s building, named the Scribner Building in 1965, was inspired by the Plantin-Moretus Museum, a printing museum in Antwerp, Belgium. Princeton University Press established a European office, in Woodstock, north of Oxford, in 1999, opened an additional office, in Beijing, in early 2017. Six books from Princeton University Press have won Pulitzer Prizes: Russia Leaves the War by George F. Kennan Banks and Politics in America from the Revolution to the Civil War by Bray Hammond Between War and Peace by Herbert Feis Washington: Village and Capital by Constance McLaughlin Green The Greenback Era by Irwin Unger Machiavelli in Hell by Sebastian de Grazia Books from Princeton University Press have been awarded the Bancroft Prize, the Nautilus Book Award, the National Book Award. Multi-volume historical documents projects undertaken by the Press include: The Collected Papers of Albert Einstein The Writings of Henry D. Thoreau The Papers of Woodrow Wilson The Papers of Thomas Jefferson Kierkegaard's WritingsThe Papers of Woodrow Wilson has been called "one of the great editorial achievements in all history."
Princeton University Press's Bollingen Series had its beginnings in the Bollingen Foundation, a 1943 project of Paul Mellon's Old Dominion Foundation. From 1945, the foundation had independent status and providing fellowships and grants in several areas of study, including archaeology and psychology; the Bollingen Series was given to the university in 1969. Annals of Mathematics Studies Princeton Series in Astrophysics Princeton Series in Complexity Princeton Series in Evolutionary Biology Princeton Series in International Economics Princeton Modern Greek Studies The Whites of Their Eyes: The Tea Party's Revolution and the Battle over American History, by Jill Lepore The Meaning of Relativity by Albert Einstein Atomic Energy for Military Purposes by Henry DeWolf Smyth How to Solve It by George Polya The Open Society and Its Enemies by Karl Popper The Hero With a Thousand Faces by Joseph Campbell The Wilhelm/Baynes translation of the I Ching, Bollingen Series XIX. First copyright 1950, 27th printing 1997.
Anatomy of Criticism by Northrop Frye Philosophy and the Mirror of Nature by Richard Rorty QED: The Strange Theory of Light and Matter by Richard Feynman The Great Contraction 1929–1933 by Milton Friedman and Anna Jacobson Schwartz with a new Introduction by Peter L. Bernstein Military Power: Explaining Victory and Defeat in Modern Battle by Stephen Biddle Banks, Eric. "Book of Lists: Princeton University Press at 100". Artforum International. Staff of Princeton University Press. A Century in Books: Princeton University Press, 1905–2005. ISBN 9780691122922. CS1 maint: Uses authors parameter Official website Princeton University Press: Albert Einstein Web Page Princeton University Press: Bollingen Series Princeton University Press: Annals of Mathematics Studies Princeton University Press Centenary Princeton University Press: New in Print