How to Win 808 Chess Against the Chess Computers of Top Level


Book Description

In order to win against the chess computers of top level, you must do many sacrifices; without that, it's almost impossible to win against them. Look at these 808 winning chess to understand that reality. Full description with the pictures of the pieces and user's guide included in this book. The author has win 808 games against the chess computers of top level; 428 with the white pieces and 380 with the black pieces. At chess, the russian empire in on the wane ! Table of contents Replay 809 Winning Chess - 380 With the Black Pieces High Chess Software: 0 Human: 808 Algebraic positions Initial position of the pieces Symbols Nature and objective of chess Chessboard pieces form Chessboard Topography Chessboard pieces Algebraic notation without drawing Algebraic notation with drawing Pawns Exception if "prise en passant" (e.p). Prise en passant (e.p) The result if «prise en passant» Let's suppose that it eliminates the Knight in f6. Promotion of a white pawn Imminent promotion of the pawn c7 Promotion of the pawn c7 Imminent promotion Promotion of the pawn e7 in Knight, and checkmate. Rooks The Bishops The Knights The King King's side castle - white and Black pieces Before King's side castle King's side castle for Whites and Blacks pieces King's side castle forbidden for the whites pieces Other King's side castle forbidden for the white pieces Still King's side castle forbidden for the white pieces Queen's side castle Before Queen's side castle Queen's side castle -black and white pieces Queen's side castle forbidden for the white pieces Other Queen's side castle forbidden for the white pieces Again Queen's side castle forbidden for the white pieces Absolute value of pieces Finales bringing draw Finales bringing victory The draw games Stalemate If the same position 3 times in succession is got: draw. Perpetual check Checkmate with only one Rook Checkmate with 2 Bishops Checkmate with 1 Bishop and 1 Knight Here are some basic notions to be known. The square of the pawn Notions of opposition The bigger 5 types of opening Questions often asked by the pupils Some technical considerations 10 main principles of chess Glossary Bibliography Symbols The white pieces win the 428 following chess against the chess computers of top level GAME 10 GAME 25 GAME 40 GAME 55 GAME 70 GAME 85 GAME 100 GAME 110 GAME 125 GAME 140 GAME 155 GAME 170 GAME 185 GAME 200 GAME 210 GAME 225 GAME 240 GAME 255 GAME 270 GAME 285 GAME 300 GAME 315 GAME 325 GAME 340 GAME 355 GAME 370 GAME 385 GAME 400 GAME 415 GAME 425 The black pieces win the 381 following chess against the chess computers of top level GAME 10 GAME 25 GAME 40 GAME 55 GAME 70 GAME 85 GAME 100 GAME 110 GAME 125 GAME 140 GAME 155 GAME 170 GAME .185 GAME 200 GAME 210 GAME 225 GAME 240 GAME 255 GAME 270 GAME 285 GAME 300 GAME 310 GAME 325 GAME 340 GAME 355 GAME 370




Chess Life


Book Description




The Most Instructive Games of Chess Ever Played


Book Description

One of the game's most admired and respected writers guides you through 62 masterly demonstrations of the basic strategies of winning at chess. Each game provides a classic example of a fundamental problem and its best resolution, described with chess diagrams and Chernev's lively and illuminating notes. The games – by chess greats such as Capablanca, Tarrasch, Fischer, Alekhine, Lasker and Petrosian – are instructive for chess players of all levels. The games turn theory into practice, showing the reader how to attack and manoeuvre to control the board. Chernev runs through the winning strategies, suggests alternative tactics and celebrates the finesse of winning play. This is not only a book of 62 instructive chess games, but also 62 beautiful games to cherish.




The Rating of Chess Players, Past and Present


Book Description

One of the most extraordinary books ever written about chess and chessplayers, this authoritative study goes well beyond a lucid explanation of how todays chessmasters and tournament players are rated. Twenty years' research and practice produce a wealth of thought-provoking and hitherto unpublished material on the nature and development of high-level talent: Just what constitutes an "exceptional performance" at the chessboard? Can you really profit from chess lessons? What is the lifetime pattern of Grandmaster development? Where are the masters born? Does your child have master potential? The step-by-step rating system exposition should enable any reader to become an expert on it. For some it may suggest fresh approaches to performance measurement and handicapping in bowling, bridge, golf and elsewhere. 43 charts, diagrams and maps supplement the text. How and why are chessmasters statistically remarkable? How much will your rating rise if you work with the devotion of a Steinitz? At what age should study begin? What toll does age take, and when does it begin? Development of the performance data, covering hundreds of years and thousands of players, has revealed a fresh and exciting version of chess history. One of the many tables identifies 500 all-time chess greatpersonal data and top lifetime performance ratings. Just what does government assistance do for chess? What is the Soviet secret? What can we learn from the Icelanders? Why did the small city of Plovdiv produce three Grandmasters in only ten years? Who are the untitled dead? Did Euwe take the championship from Alekhine on a fluke? How would Fischer fare against Morphy in a ten-wins match? 1t was inevitable that this fascinating story be written, ' asserts FIDE President Max Euwe, who introduces the book and recognizes the major part played by ratings in today's burgeoning international activity. Although this is the definitive ratings work, with statistics alone sufficient to place it in every reference library, it was written by a gentle scientist for pleasurable reading -for the enjoyment of the truths, the questions, and the opportunities it reveals.




Attacking Chess


Book Description

Josh Waitzkin combines personal anecdotes with solid instruction in this unique introduction to the game of chess. Concentrating on teaching young or new players how to beef up their attacks, Waitzkin presents 40 different chess challenges. He introduces each problem with a brief description of the game from which it was drawn. 50 line drawings.




Chess


Book Description

Win at chess with practical instruction from one of the world's leading teachers! With clever strategies for more than 5000 situations and clear diagrams, Chess is for the enthusiastic novice as well as the competitor taking the game to the next level. Chess takes you through more than 5,000 unique instructional situations, many taken from actual matches, including 306 problems for checkmate in one move, 3,412 mates in two moves, 744 mates in three moves, 144 simple endgames, and 128 tournament game combinations. Organized by problem type, each combination, or game is keyed to an easy-to-follow solution at the back of the book.. More than 6,000 illustrations make it easy to see the possibilities regardless of where your pieces are on the board. The book also includes the basic rules of the game and an international bibliography. Chess is the ultimate book on winning the game.




The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies


Book Description

The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").




808 Winning Chess Games Against the Chess Computers of Very High Level


Book Description

The author has win 808 chess games against the chess computers of very high level; 428 with the Whites, 380 with the Blacks. This book contents these chess games.




Scientific American


Book Description




Code


Book Description

The classic guide to how computers work, updated with new chapters and interactive graphics "For me, Code was a revelation. It was the first book about programming that spoke to me. It started with a story, and it built up, layer by layer, analogy by analogy, until I understood not just the Code, but the System. Code is a book that is as much about Systems Thinking and abstractions as it is about code and programming. Code teaches us how many unseen layers there are between the computer systems that we as users look at every day and the magical silicon rocks that we infused with lightning and taught to think." - Scott Hanselman, Partner Program Director, Microsoft, and host of Hanselminutes Computers are everywhere, most obviously in our laptops and smartphones, but also our cars, televisions, microwave ovens, alarm clocks, robot vacuum cleaners, and other smart appliances. Have you ever wondered what goes on inside these devices to make our lives easier but occasionally more infuriating? For more than 20 years, readers have delighted in Charles Petzold's illuminating story of the secret inner life of computers, and now he has revised it for this new age of computing. Cleverly illustrated and easy to understand, this is the book that cracks the mystery. You'll discover what flashlights, black cats, seesaws, and the ride of Paul Revere can teach you about computing, and how human ingenuity and our compulsion to communicate have shaped every electronic device we use. This new expanded edition explores more deeply the bit-by-bit and gate-by-gate construction of the heart of every smart device, the central processing unit that combines the simplest of basic operations to perform the most complex of feats. Petzold's companion website, CodeHiddenLanguage.com, uses animated graphics of key circuits in the book to make computers even easier to comprehend. In addition to substantially revised and updated content, new chapters include: Chapter 18: Let's Build a Clock! Chapter 21: The Arithmetic Logic Unit Chapter 22: Registers and Busses Chapter 23: CPU Control Signals Chapter 24: Jumps, Loops, and Calls Chapter 28: The World Brain From the simple ticking of clocks to the worldwide hum of the internet, Code reveals the essence of the digital revolution.