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Provides rules, strategies, and odds for card, indoor, and computer games.
Improve your game with tips from the former Unrestricted World Checker Champion! More than 100 detailed questions and answers discuss basic principles, standard openings and end games, and other maneuvers.
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Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion
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.