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For beginners to chess master. Guess 100 checkmate tests of 5 moves or less against the chess game software of top level. Full description of these 100 checkmate tests with diagrams, pictures of the pieces and all the chess game rules with full of diagrams in order to illustrate these chess game rules are included in this chess book. In order to win against the chess game software of top level, you must make many sacrifices; without that, it's almost impossible to win against. Guess these 100 checkmate tests against the chess game software of top level and you will understand that reality ! At the chess game, the russian empire is on the wane ! The author is the winner of 809 chess against the chess game software of top level.
Explains all legal chess moves, and discusses the regulations governing tournaments, lifetime rankings, and tournament director certification.
Swedish chess Grandmaster Axel Smith returns with a sequel to his colossal bestseller, The Woodpecker Method, which was on the tactics of the World Champions. For The Woodpecker Method 2, he has found 1002 foundational positional exercises and prepared them for 'woodpecking' - solve the puzzles repeatedly, and boost your positional intuition. The quick explanation of the Woodpecker Method is that you need to solve a large number of puzzles in a row; then solve the same puzzles again and again, only faster. It's not a lazy shortcut to success - hard work is required. But the reward can be re-programming your unconscious mind.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
A collection of the 60 best games of Bobby Fischer, analyzed by himself. The games are reset by John Nunn into modern algebraic notation, providing an insight into the methods and thought processes of one of the greatest chess champions.
Grandmaster Johan Hellsten is convinced that mastering chess strategy - just like chess tactics - requires practice, practice and yet more practice! This outstanding book is a product of his many years' work as a full-time chess teacher, and is specifically designed as part of a structured training programme to improve strategic thinking. It focuses on a wide range of key subjects and provides a basic foundation for strategic play. Furthermore, in addition to the many examples, there's an abundance of carefully selected exercises which allow readers to monitor their progress and put into practice what they have just learned. Following such a course is an ideal way for players of all standards to improve. Although designed mainly for students, this book is also an excellent resource for chess teachers and trainers. An essential course in chess strategyContains over 400 pages of Grandmaster adviceIncludes more than 350 training exercises
The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").
A famed writer, speaker, player and international master has created the one and only endgame book chess enthusiasts need as they move up the ladder from beginner to tournament player to possession of the coveted master title.
This book describes a new computational approach to creativity. With chess as the domain of investigation, the authors show experimentally how a computer can be imbued with the 'spark' of creativity that enables it to compose chess problems or puzzles that are both challenging and aesthetically appealing to humans. This new approach called the Digital Synaptic Neural Substrate (DSNS) mimics the brain's ability to combine fragments of seemingly unrelated information from different domains (such as chess, photographs and music) to inspire itself to create new objects in any of them. Representing the cutting edge in computational creativity research, this book will be useful to students, educators and researchers in the field as well as artificial intelligence (AI) practitioners, in general.