Tsume Shogi: 1-Move Checkmate 111 Problems


Book Description

The goal of the shogi game is to capture the opponent's kings. For this objective, I will recommend you solve Tsume Shogi. By solving it, you will acquire the following skills. Understand how to make good use of each piece. Be able to find a simple checkmate during a game. Be able to attack while paying attention to the opponent's defense. Tsume Shogi is a puzzle that helps you learn the various ways to capture a king. It is useful for both beginners and advanced players. In this book, I provide 111 problems of 1-move Tsume Shogi for beginners. I hope this training will help you do well in the endgame!




The East


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A World of Chess


Book Description

With more than 400 illustrations, and detailed maps, this immense and deeply researched account of the history of chess covers not only the modern international game, derived from Persian and Arab roots, but a broad spectrum of variants going back 1500 years, some of which are still played in various parts of the world. The evolution of strategic board games, especially in India, China and Japan, is discussed in detail. Many more recent chess variants (board sizes, new pieces, 3-D, etc.) are fully covered. Instructions for play are provided, with historical context, for every game presented.




Shogi for Beginners


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Habu's Words


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Advances in Computer Games


Book Description

1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.




Machines that Learn to Play Games


Book Description

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.




Five Hundred and One Tesuji Problems


Book Description

Tesujis are skillful moves that accomplish some clear tactical objective, such as capturing stones, rescuing one of your own groups, linking up your stones, separating your opponent's stones, making good shape, etc. There are about 45 different kinds of moves that make up tesujis. In this book, examples of every kind of tesuji are presented




A Gamut of Games


Book Description

An expert on game history selects 38 of his favorite amusements, all of which can be played by children or adults with common items such as cards, dice, checkerboards, and pencil and paper.




The Ancient Hebrew Language and Alphabet


Book Description

The Hebrew Bible, called the "Tenach" by Jews and "Old Testament" by Christians, was originally written in the Hebrew language using an ancient pictographic, or paleo-Hebrew, script. Through the study of this ancient language and script the words of the Bible will come alive to the reader in a way never seen before. This book will examine the origins and history of the ancient Hebrew language and script and their close relationship to the culture of the ancient Hebrews. Included are detailed charts of the evolution of the ancient Hebrew script as well as many other related Semitic and non-Semitic scripts. Also included are the details of the root system of the Hebrew language, and a lexicon of ancient Hebrew roots to assist the reader of the Bible with finding the original cultural context for many Hebrew words.