Go and Go-Moku

Go and Go-Moku
Author: Edward Lasker
Publisher: Courier Corporation
Total Pages: 258
Release: 2012-09-11
Genre: Games & Activities
ISBN: 048614304X


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Best introduction in English to a great Japanese game. Detailed instructions provide valuable information on basic patterns, strategy, tactics, analyzed games. Used as text by generations of Americans, Japanese. 72 diagrams.

Time for Go Moku

Time for Go Moku
Author: Go Moku Publishing
Publisher:
Total Pages: 120
Release: 2020-03-18
Genre:
ISBN:


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A 120-page Go Moku Journal that features: 120 wide-ruled lined pages 6 x 9 inches in size smooth white-color paper a black matte-finish cover The (Time For Go Moku) journal can be used however you wish. This Go Moku journal makes a wonderful present!

The Game of Go

The Game of Go
Author: Arthur Smith
Publisher: BookRix
Total Pages: 179
Release: 2014-06-02
Genre: Games & Activities
ISBN: 3736814208


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The Game of Go by Arthur Smith (1870-1929), first published in 1908. This book is intended as a practical guide to the game of Go. It is especially designed to assist students of the game who have acquired a smattering of it in some way and who wish to investigate it further at their leisure. Go (Chinese: weiqi, Japanese: igo, Korean: baduk, Vietnamese: cờ vây, common meaning: "encircling game") is a board game for two players that originated in China more than 2,500 years ago. The game is noted for being rich in strategy despite its relatively simple rules. According to chess master Emanuel Lasker: "The rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go."

Game of Go

Game of Go
Author: Arthur Smith
Publisher: Tuttle Publishing
Total Pages: 254
Release: 2011-07-12
Genre: Games & Activities
ISBN: 146290047X


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Passing from China, where it was developed over 3,000 years ago, to Japan, where it today commands a vast and enthusiastic following, Go is probably the oldest intellectual game in the world. Similar to chess, it leaves nothing to chance, requiring great strategy and carefully plotted campaigns to achieve an impregnable position, block enemies from lines of communication and win a series of battles. To penetrate this complicated, challenging game requires a great guide— and this is it. Unsurpassable in its clarity and comprehensiveness, The Game of Go has been the classic guide to the game since it was first published in 1956.

The First 20 Hours

The First 20 Hours
Author: Josh Kaufman
Publisher: Penguin
Total Pages: 290
Release: 2013
Genre: Expertise
ISBN: 1591845556


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Kaufman offers a systematic approach for acquiring new skills quickly with a small amount of practice each day. He shows how to deconstruct complex skills, maximize productive practice, and remove common learning barriers.

Board Games in 100 Moves

Board Games in 100 Moves
Author: Ian Livingstone
Publisher: Penguin
Total Pages: 178
Release: 2019-09-17
Genre: Games & Activities
ISBN: 1465498710


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Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.

A Book of Historic Board Games

A Book of Historic Board Games
Author: Damian Gareth Walker
Publisher: Lulu.com
Total Pages: 235
Release: 2014
Genre: Crafts & Hobbies
ISBN: 1326066951


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Board games have been played throughout the world for thousands of years. Many times, in many different cultures, people have amused themselves by devising mock races, battles and hunts, played in miniature on a small surface. The rules and the level of sophistication has changed through the ages, but the general idea has remained the same. Some of the oldest games, like backgammon, chess and draughts, are still popular today. This book looks at twelve different games taken from various periods of history. Most will not be recognised by the general public, but deserve to be better known. They are pachisi, halma, agon, tâb, fanorona, nine men's morris, wari, konane, xiang qi, tablut, asalto and renju. Each game has a whole chapter to itself, which includes a history, the rules, and a section on strategy and tactics. It is the author's intention that the reader will gain appreciation and enthusiasm for these wonderful old games, and be entertained by them for years to come.

Machines that Learn to Play Games

Machines that Learn to Play Games
Author: Johannes Fürnkranz
Publisher: Nova Publishers
Total Pages: 318
Release: 2001
Genre: Computers
ISBN: 9781590330210


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The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.

Complex Problem Solving

Complex Problem Solving
Author: Robert J. Sternberg
Publisher: Psychology Press
Total Pages: 432
Release: 2014-01-14
Genre: Education
ISBN: 1317783867


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Although complex problem solving has emerged as a field of psychology in its own right, the literature is, for the most part, widely scattered, and often so technical that it is inaccessible to non-experts. This unique book provides a comprehensive, in-depth, and accessible introduction to the field of complex problem solving. Chapter authors -- experts in their selected domains -- deliver systematic, thought-provoking analyses generally written from an information-processing point of view. Areas addressed include politics, electronics, and computers.

Five-in-a-row, Renju

Five-in-a-row, Renju
Author: Gorō Sakata
Publisher:
Total Pages: 170
Release: 1981
Genre: Gomoku
ISBN:


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