What happens when a computer sees what no human player would ever consider? In Kingsrow Knows It Better, you are taken into a fascinating world where draughts programs expose winning ideas that even grandmasters - and world champions - have missed. Time and again, computer programs such as Kingsrow, Flits, Truus, Scan, Damage and Moby Dam uncover moves that look absurd or impossible at first glance, yet turn out to be strong and decisive. The book opens with the striking story of a seemingly ridiculous move that no human would seriously contemplate, but which a computer immediately recognizes as winning. From there, the reader is guided through 500 carefully selected positions from real games. Some examples feature spectacular combinations. Others reveal subtle sacrifices, 'quiet' or 'impossible' moves or forcings that quickly or slowly but surely decide the game. These are not textbook combinations from classical collections. They are ideas born from computer logic - different, unexpected, and often unsettling. Each position is graded by difficulty using smileys.
"synopsis" may belong to another edition of this title.
What happens when a computer sees
what no human player would ever
consider?
In Kingsrow Knows It Better, you are taken
into a fascinating world where draughts
programs expose winning ideas that even
grandmasters - and world champions -
have missed. Time and again, computer
programs such as Kingsrow, Flits, Truus,
Scan, Damage and Moby Dam uncover
moves that look absurd or impossible at
first glance, yet turn out to be strong and
decisive.
The book opens with the striking story of
a seemingly ridiculous move that no
human would seriously contemplate, but
which a computer immediately recognizes
as winning. From there, the reader is
guided through 500 carefully selected
positions from real games. Some
examples feature spectacular
combinations. Others reveal subtle
sacrifices, 'quiet' or 'impossible' moves or
forcings that quickly or slowly but surely
decide the game.
These are not textbook combinations
from classical collections. They are ideas
born from computer logic - different,
unexpected, and often unsettling. Each
position is graded by difficulty using
smileys.
"About this title" may belong to another edition of this title.
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -What happens when a computer sees what no human player would ever consider In Kingsrow Knows It Better, you are taken into a fascinating world where draughts programs expose winning ideas that even grandmasters - and world champions - have missed. Time and again, computer programs such as Kingsrow, Flits, Truus, Scan, Damage and Moby Dam uncover moves that look absurd or impossible at first glance, yet turn out to be strong and decisive.The book opens with the striking story of a seemingly ridiculous move that no human would seriously contemplate, but which a computer immediately recognizes as winning. From there, the reader is guided through 500 carefully selected positions from real games. Some examples feature spectacular combinations. Others reveal subtle sacrifices, 'quiet' or 'impossible' moves or forcings that quickly or slowly but surely decide the game.These are not textbook combinations from classical collections. They are ideas born from computer logic - different, unexpected, and often unsettling. Each position is graded by difficulty using smileys. 82 pp. Englisch. Seller Inventory # 9789403865607
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - What happens when a computer sees what no human player would ever consider In Kingsrow Knows It Better, you are taken into a fascinating world where draughts programs expose winning ideas that even grandmasters - and world champions - have missed. Time and again, computer programs such as Kingsrow, Flits, Truus, Scan, Damage and Moby Dam uncover moves that look absurd or impossible at first glance, yet turn out to be strong and decisive.The book opens with the striking story of a seemingly ridiculous move that no human would seriously contemplate, but which a computer immediately recognizes as winning. From there, the reader is guided through 500 carefully selected positions from real games. Some examples feature spectacular combinations. Others reveal subtle sacrifices, 'quiet' or 'impossible' moves or forcings that quickly or slowly but surely decide the game.These are not textbook combinations from classical collections. They are ideas born from computer logic - different, unexpected, and often unsettling. Each position is graded by difficulty using smileys. Seller Inventory # 9789403865607
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Kingsrow Knows It Better | 500 stunning computer findings in international draughts games | Eric van Dusseldorp | Taschenbuch | Englisch | Bookmundo | EAN 9789403865607 | Verantwortliche Person für die EU: Bookmundo, Delftsestraat 33, 3013 AE ROTTERDAM, NIEDERLANDE, info[at]bookmundo[dot]com | Anbieter: preigu. Seller Inventory # 134519204