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The 18th century was a wealth of knowledge, exploration and rapidly growing technology and expanding record-keeping made possible by advances in the printing press. In its determination to preserve the century of revolution, Gale initiated a revolution of its own: digitization of epic proportions to preserve these invaluable works in the largest archive of its kind. Now for the first time these high-quality digital copies of original 18th century manuscripts are available in print, making them highly accessible to libraries, undergraduate students, and independent scholars. The eighteenth-century fascination with Greek and Roman antiquity followed the systematic excavation of the ruins at Pompeii and Herculaneum in southern Italy; and after 1750 a neoclassical style dominated all artistic fields. The titles here trace developments in mostly English-language works on painting, sculpture, architecture, music, theater, and other disciplines. Instructional works on musical instruments, catalogs of art objects, comic operas, and more are also included. ++++ The below data was compiled from various identification fields in the bibliographic record of this title. This data is provided as an additional tool in helping to insure edition identification: ++++ British Library T056267 London: printed for J. Brindley, 1745. xxiv,74;[2],115, [1]p., fold.plate; 8°
A surprising, charming, and ever-fascinating history of the seemingly simple game that has had a profound effect on societies the world over. Why has one game, alone among the thousands of games invented and played throughout human history, not only survived but thrived within every culture it has touched? What is it about its thirty-two figurative pieces, moving about its sixty-four black and white squares according to very simple rules, that has captivated people for nearly 1,500 years? Why has it driven some of its greatest players into paranoia and madness, and yet is hailed as a remarkably powerful intellectual tool? Nearly everyone has played chess at some point in their lives. Its rules and pieces have served as a metaphor for society, influencing military strategy, mathematics, artificial intelligence, and literature and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by other popes, rabbis, and imams. Marcel Duchamp was so absorbed in the game that he ignored his wife on their honeymoon. Caliph Muhammad al-Amin lost his throne (and his head) trying to checkmate a courtier. Ben Franklin used the game as a cover for secret diplomacy.In his wide-ranging and ever-fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the aesthetic of modernism in twentieth-century art, to its twenty-first-century importance in the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization. Indeed, as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may be for individuals what it has been for civilization: a virus that makes us smarter.
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Chess is one of the most challenging - and enjoyable - games that has ever been played. It has a history that goes back over a thousand years, and there is some evidence that perhaps it is even older than that. The Rules of Chess is a free book, in electronic format, that will teach young and old how to play the “Royal Game.” Written by one of the great instructors of the modern era, Bruce Pandolfini, it is in fact a small excerpt from his extremely popular book Let’s Play Chess (2nd edition). After the material is presented, there is a section listing and describing the chess books published by Russell Enterprises, Inc. which are also available in electronic format. In the meantime, we hope you enjoy The Rules of Chess by Bruce Pandolfini...
Classic introduction offers superb coverage of all aspects, especially Middle Game, combination play. Hundreds of games analyzed. Over 340 diagrams.
An exploration of the history of a mathematical board game played in medieval and Renaissance Europe
"In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain." --Book Jacket.