Gears of War Book Two
Joshua Ortega - 2010
Don’t miss a moment in the brutal adventures of Marcus Fenix and Delta Squad’s battle against the Locust.From the Hardcover edition.
Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins
Garry Kasparov - 2017
It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his astonishing side of the story for the first time. He describes how it felt to strategize against an implacable, untiring opponent with the whole world watching, and recounts the history of machine intelligence through the microcosm of chess, considered by generations of scientific pioneers to be a key to unlocking the secrets of human and machine cognition. Kasparov uses his unrivaled experience to look into the future of intelligent machines and sees it bright with possibility. As many critics decry artificial intelligence as a menace, particularly to human jobs, Kasparov shows how humanity can rise to new heights with the help of our most extraordinary creations, rather than fear them. Deep Thinking is a tightly argued case for technological progress, from the man who stood at its precipice with his own career at stake.
The Dark Side of the Felt
Tyler Nals - 2014
Instead, I risked my life on a nightly basis playing in underground poker games on Long Island and in Charlotte. This story is about how I managed to survive, but just barely.
Chess for Kids
Michael Basman - 2000
Chess board graphics illustrate different scenarios and support the text explanations so readers can visualize different moves and their potential outcomes as they go.Let Chess for Kids and International Master Michael Basman turn you into a champion chess player.
OpTic Gaming: The True Story of the Making of eSports Greatest Team
H3CZ - 2016
With over 14 million followers across social platforms like Twitter, Facebook and YouTube, no other team of players in eSports can match OpTic's popularity or ability to bring fans into the game.Now, these remarkable players have collaborated to produce this one-of-a-kind book. In OpTic Gaming, they candidly share their story of becoming Call of Duty's global royalty—ESPN XGAMES, MLG, ESWC and GFINITY champions—laying bare their lives, exploring what it takes to make it in professional gaming, and speaking honestly about the consequences of their newfound fame. These best-of-the-best take you behind the controller, offering insights, knowledge, and strategies to help you improve your shot, master the most complex maps, and conquer the game with the ultimate weapons. Going beyond their number-one game, the team also discusses the rest of their lineups and how to become a champion in any arena. Revealing their go-to strategies, best missions, and favorite challenges, OpTic Gaming brings fans closer to these wildly popular professional gamers more than ever before.
All the Wrong Moves: A Memoir about Chess, Love, and Ruining Everything
Sasha Chapin - 2019
Like countless amateurs before him--Albert Einstein, Humphrey Bogart, Marcel Duchamp--the game has consumed his life and his mind. First captivated by it as a member of his high school chess club, his passion was rekindled during an accidental encounter with chess hustlers on the streets of Kathmandu. In its aftermath, he forgot how to care about anything else. He played at all hours, for weeks at a time. Like a spurned lover, he tried to move on, but he found the game more seductive the more he resisted it.And so, he thought, if he can't defeat his obsession, he had to succumb to it. All the Wrong Moves traces Chapin's rollicking two-year journey around the globe in search of glory. He travels to tournaments in Bangkok and Hyderabad. He seeks out a mentor in St. Louis, a grandmaster whose personality is half rabbi and half monk, and who offers cryptic wisdom and caustic insults ("you're the best player in your chair"). His story builds toward the Los Angeles Open, where Chapin is clearly outmatched and yet no less determined not to lose.Along the way, he chronicles the highs and lows of his fixation, driven on this quest by lust, terror, and the elusive possibility of victory. Stylish, inventive, and laugh-out-loud funny, All the Wrong Moves is more than a work of history or autobiography. It's a celebration of the purity, violence, and beauty of the game.
Chess: 5334 Problems, Combinations and Games
László Polgár - 1994
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.
Diary Of A Minecraft Creeper: An Unofficial Minecraft Creeper Diary (Diary Of A Minecraft Creeper Book 1)
Alex Brian - 2015
Your favorite unofficial Minecraft series is now available as “Hugs of a Creeper”. Ever wondered how the life of a Minecraft Creeper would be? In this book, you will meet a Minecraft Creeper and get to know if creepers are any different than us. Do they have a heart? Do they have feelings? Well, only a creeper could answer this question! If you are a Minecraft fanatic, you would definitely want to know more about what it takes to be a Minecraft creeper. This diary written by a Minecraft Creeper will help you uncover the many secrets and mysteries related to the Creeper's life. *** Download Your Copy Or Read It FREE With Membership *** Disclaimer: This is an unofficial Minecraft book. Minecraft is a registered trademark of, and owned by, Mojang AB, and its respective owners, which do not approve, endorse, sponsor, or authorize this book. Minecraft®/TM & © 2009-2015 Mojang AB/Notch
Plants vs. Zombies: Garden Warfare #1
Paul Tobin - 2015
Zombies: Garden Warfare 2! Written by Paul Tobin (Bandette, Banana Sunday) and illustrated by Jacob Chabot (The Mighty Skullboy Army, SpongeBob Comics), this is a hilarious, action-packed, all- ages, zombie-fightin' adventure! * The hit video game franchise continues its comic book invasion with a whole new series!
Ivory Vikings: The Mystery of the Most Famous Chessmen in the World and the Woman Who Made Them
Nancy Marie Brown - 2015
Norse netsuke, each face individual, each full of quirks, the Lewis Chessmen are probably the most famous chess pieces in the world. Harry played Wizard's Chess with them in Harry Potter and the Sorcerer's Stone. Housed at the British Museum, they are among its most visited and beloved objects.Questions abounded: Who carved them? Where? Nancy Marie Brown's Ivory Vikings explores these mysteries by connecting medieval Icelandic sagas with modern archaeology, art history, forensics, and the history of board games. In the process, Ivory Vikings presents a vivid history of the 400 years when the Vikings ruled the North Atlantic, and the sea-road connected countries and islands we think of as far apart and culturally distinct: Norway and Scotland, Ireland and Iceland, and Greenland and North America. The story of the Lewis chessmen explains the economic lure behind the Viking voyages to the west in the 800s and 900s. And finally, it brings from the shadows an extraordinarily talented woman artist of the twelfth century: Margret the Adroit of Iceland.
The Turk: The Life and Times of the Famous Eighteenth-Century Chess-Playing Machine
Tom Standage - 2002
Created by a Hungarian nobleman, the machine-man known as The Turk traveled Europe and America, made the acquaintance of Benjamin Franklin, Catherine the Great, Napoleon Bonaparte, and Edgar Allan Poe.
100 Endgames You Must Know: Vital Lessons for Every Chess Player
Jesús de la Villa - 2008
Jesus de la Villa, an international grandmaster and former champion of Spain, presents the endgames that show up most frequently in practice, are easy to learn and contain ideas and concepts that are useful in more difficult positions. He brings you simple rules, guiding ideas at the beginning of each chapter, detailed and lively explanations, many diagrams, clear summaries of the most important themes, recommended exercises that will help you understand the material, and tests, divided in two parts: basic and final. The main thing De la Villa asks of you is to always understand WHY you play a move.
Five Nights at Freddy's (The Begining) (Volume 1)
Gavin Azurin - 2015
Game Project Completed: How Successful Indie Game Developers Finish Their Projects
Thomas Schwarzl - 2014
They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.
Go for Beginners
Kaoru Iwamoto - 1972
But with its nearly endless possibilities and challenges, it is more than just another game; it is a way of life for tens of millions of players throughout the world. Embodying four thousand years of Oriental thought and culture, go is the oldest game in the world still played in its original form.Go is the kind of game that one can learn in a day--and spend a lifetime perfecting. It is more art than science: in order to surround and capture the opponent's territory, one needs intuition, flexibility, and acute perception combined with a sharp analytical mind. Each player is a partner in an exercise of coexistence; each player needs the other for self-enlightenment and for enjoyment. But then, too, go is a game whose strategy has been compared to the tactics of guerilla warfare. Go can be all things to all people; it is simple, elegant, and unexpectedly beautiful.This book contains an introduction; a brief example game; a clear, leisurely explanation of the rules; and illustrations of the simplest techniques of good play and of some easy and some more difficult problems the player will encounter. The appendixes include a concise list of rules, a glossary of technical terms, and a list of international and American go organizations. Among go players, Go for Beginners is known as the best beginner's book available.