Do you want to do the same chess homework that world-famous grandmasters Fabiano Caruana, Robert Hess and Peter Heine Nielsen did in their formative years as chess players? This book will test you with hundreds of positions created by their coach Miron Sher (1952-2020). Just like Fabiano, Robert and Peter, you are not supposed to stop after the first move. You have to find the last move of the solution! Miron Sher is one of those legendary coaches who got their chess education in the Soviet Union and in later years spread their knowledge in Western Europe and the United States. He was born in Ukraine, studied in Moscow, coached the Russian national team and emigrated to New York in 1997. There he taught at various schools and worked privately with dozens of students. Dream Moves focuses on five themes that Sher considered important for chess improvement. •An unprotected piece – the trigger to start thinking tactics! •In-between moves – they help you spring a surprise on your opponent •Open files – a fundamental element of chess strategy •The 20% Rule – if your pawn has advanced to the 5th or 6th rank, moving it forward is quite often your best option •Dream Move – dream about the final, decisive move, and you will find the way there The book contains close to one hundred illustrated games and more than three hundred puzzles. Do as the legends did - and use these puzzles to sharpen your tactical skills and improve your understanding of chess.
The description of a method for the notation and analysis of the creative process in design, drawing on insights from design practice and cognitive psychology. This book presents linkography, a method for the notation and analysis of the design process. Developed by Gabriela Goldschmidt in an attempt to clarify designing, linkography documents how designers think, generate ideas, put them to the test, and combine them into something meaningful. With linkography, Goldschmidt shows that there is a logic to the creative process—that it is not, as is often supposed, pure magic. Linkography draws on design practice, protocol analysis, and insights from cognitive psychology. Goldschmidt argues that the generation of ideas (and their inspection and adjustment) evolves over a large number of small steps, which she terms design moves. These combine in a network of moves, and the patterns of links in the networks manifest a “good fit,” or congruence, among the ideas. Goldschmidt explains what parts of the design process can be observed and measured in a linkograph, describing its features and notation conventions. The most significant elements in a linkograph are critical moves, which are particularly rich in links. Goldschmidt presents studies that show the importance of critical moves in design thinking; describes cases that demonstrate linkography's effectiveness in studying the creative process in design (focusing on the good fit); and offers thirteen linkographic studies conducted by other researchers that show the potential of linkography in design thinking research and beyond. Linkography is the first book-length treatment of an approach to design thinking that has already proved influential in the field.
This collection of brilliant ideas from real tournaments is not just regular combinations or tactical swindles, but moves of stunning originality. Schiller has selected one hundred awesome moves, and through game positions, examples, and clearly explained concepts, shows players how to improve their grasp of deep positional understandings and swashbuckling tactics. You'll learn how to reinforce your gut instincts, to not just reach for the best move, but the inspired one. 288 pages.
Computer Chess deals with the history of computer chess games and the programming of computer chess. Topics covered include chess programs such as the one initiated by Richard Greenblatt and those launched by the United States and the USSR in 1966-1967. The United States Computer Chess Championships from 1970 to 1973 are also discussed. Comprised of 10 chapters, this book begins with a historical overview of the basic ideas underlying computer chess and several of the earliest computer games. The next chapter deals with the chess match held in 1966 pitting the Kotok-McCarthy Chess Program of the United States and the ITEP (Institute of Theoretical and Experimental Physics) Chess Program of the Soviet Union. The reader is then introduced to Greenblatt's program, named Mac Hack Six, the first chess program to compete respectably against humans in tournament play. Subsequent chapters focus on the U.S. Computer Chess Championships, from its first edition in New York in 1970 to the fourth, held in Atlanta in 1973. Russia's chess program called KAISSA, an improved version of the ITEP Chess Program, is also described. The final chapter is devoted to OSTRICH, a chess-playing program written by George Arnold in the Digital Computer Laboratory of Columbia University's Department of Electrical Engineering and Computer Science in 1971. This monograph will be of value to computer science and those interested in computer chess programs and in the broader field of artificial intelligence.
This monograph proposes a new way of implementing interaction in logic. It also provides an elementary introduction to Constructive Type Theory (CTT). The authors equally emphasize basic ideas and finer technical details. In addition, many worked out exercises and examples will help readers to better understand the concepts under discussion. One of the chief ideas animating this study is that the dialogical understanding of definitional equality and its execution provide both a simple and a direct way of implementing the CTT approach within a game-theoretical conception of meaning. In addition, the importance of the play level over the strategy level is stressed, binding together the matter of execution with that of equality and the finitary perspective on games constituting meaning. According to this perspective the emergence of concepts are not only games of giving and asking for reasons (games involving Why-questions), they are also games that include moves establishing how it is that the reasons brought forward accomplish their explicative task. Thus, immanent reasoning games are dialogical games of Why and How.
The Iliad and the Odyssey are emotional powerhouses largely because of their extensive use of direct speech. Yet this characteristic of the Homeric epics has led scholars to underplay the poems’ use of non-direct speech, the importance of speech represented by characters, and the overall sophistication of Homeric narrative as measured by its approach to speech representation. In this pathfinding study by contrast, Deborah Beck undertakes the first systematic examination of all the speeches presented in the Homeric poems to show that Homeric speech presentation is a unified system that includes both direct quotation and non-direct modes of speech presentation. Drawing on the fields of narratology and linguistics, Beck demonstrates that the Iliad and the Odyssey represent speech in a broader and more nuanced manner than has been perceived before, enabling us to reevaluate our understanding of supposedly “modern” techniques of speech representation and to refine our idea of where Homeric poetry belongs in the history of Western literature. She also broadens ideas of narratology by connecting them more strongly with relevant areas of linguistics, as she uses both to examine the full range of speech representational strategies in the Homeric poems. Through this in-depth analysis of how speech is represented in the Homeric poems, Beck seeks to make both the process of their composition and the resulting poems themselves seem more accessible, despite pervasive uncertainties about how and when the poems were put together.
This book takes stock of current research into computer learner corpora conducted both by ELT and SLA specialists. It should be of particular interest to researchers looking to assess its relevance to SLA theory and ELT practice. Throughout the volume, emphasis is also placed on practical, methodological aspects of computer learner corpus research, in particular the contribution of technology to the research process. The advantages and disadvantages of automated and semi-automated approaches are analyzed, the capabilities of linguistic software tools investigated, the corpora (and compilation processes) described in detail. In this way, an important function of the volume is to give practical insight to researchers who may be considering compiling a corpus of learner data or embarking on learner corpus research.The volume is divided into three main sections: • Section 1 gives a general overview of learner corpus research; • Section 2 illustrates a range of corpus-based approaches to interlanguage analysis; • Section 3 demonstrates the direct pedagogical relevance of learner corpus work.
The Mojave Desert occupies over 35,000 square miles. Within its boundaries thrive at least 100 species of rare plants and creatures. This volume shows America's most dramatic desert, Death Valley, and the vast area of the Mojave Desert surrounding it, seen in colour with spring and fall flowers blooming. To accompany Jack Dykinga's colour photographs, Janice Emily Bowers, a desert botanist, provides a text about the plants, animals and feel of the desert.