9.9 Operations research, including linear programming A Strategy for a Class of Games, R. S. Pierce, 2:2, 1971, 55-62 A Coin Game, Thomas P. Dence, 8:4, 1977, 244-246, 5.4.2, 9.10 The Mathematics of Tucker: A Sampler, Albert W. Tucker, 14:3, 1983, 228-232, 4.1, 9.10 Three Person Winner-Take-All Games with McCarthy's Revenge Rule, Philip D. Straffin, Jr., 16:5, 1985, 386-394 A Division Game: How Far Can You Stretch Mathematical Induction?, William H. Ruckle, 18:3, 1987, 212-218, 0.9, 3.2 The Simplex Method of Linear Programming on Microcomputer Spreadsheets, Frank S. T. Hsiao, 20:2, 1989, 153-160, 1.2 A Tool for Teaching Linear Programming within MATLAB, David R. Hill, 21:1, 1990, 55-56, C, 4.1 Optimal Locations, Bennett Eisenberg and Samir Khabbaz, 23:4, 1992, 282-289, 0.4, 3.1 Integer Programming, Joe F. Wampler and Stephen E. Newman, 27:2, 1996, 95-100 Presenting the Kuhn-Tucker Conditions Using a Geometric Approach, Patrick J. Driscoll and William P. Fox, 27:2, 1996, 101-108, 5.7.1 How to Pump a Swing, Stephen Wirkus and Richard Rand and Andy Ruina, 29:4, 1998, 266-275, 6.6 The Bus DriverŐs Sanity Problem, Todd G. Will, 30:3, 1999, 187-194 FFF #226. BraessŐ Paradox, Eva Tardos, 35:4, 2004, 297, F Win, Lose, or Draw: A Markov Chain Analysis of Overtime in the National Football League, Michael A. Jones, 35:5, 2004, 330-336 An Introduction to Simulated Annealing, Brian Albright, 38:1, 2007, 37-42, 5.1.4 Tennis with Markov, Roman Wong and Megan Zigarovich, 38:1, 2007, 53-55, C, 4.5, 7.2, 9.10