Seven Games: A Human History

Seven Games: A Human History PDF

Author: Oliver Roeder

Publisher: W. W. Norton & Company

Published: 2022-01-25

Total Pages: 326

ISBN-13: 1324003782

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Seven Games

Seven Games PDF

Author: Oliver Roeder

Publisher: National Geographic Books

Published: 2023-01-10

Total Pages: 0

ISBN-13: 1324051027

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Seven Games

Seven Games PDF

Author: Oliver Roeder

Publisher: National Geographic Books

Published: 2022-01-25

Total Pages: 0

ISBN-13: 1324003774

DOWNLOAD EBOOK →

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Game Seven

Game Seven PDF

Author: Paul Volponi

Publisher: Speak

Published: 2016-03

Total Pages: 274

ISBN-13: 0142424293

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Originally published: New York: Viking, 2015.

The Games That Changed the Game

The Games That Changed the Game PDF

Author: Ron Jaworski

Publisher: ESPN

Published: 2010-10-05

Total Pages: 346

ISBN-13: 0345517970

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Professional football in the last half century has been a sport marked by relentless innovation. For fans determined to keep up with the changes that have transformed the game, close examination of the coaching footage is a must. In The Games That Changed the Game, Ron Jaworski—pro football’s #1 game-tape guru—breaks down the film from seven of the most momentous contests of the last fifty years, giving readers a drive-by-drive, play-by-play guide to the evolutionary leaps that define the modern NFL. From Sid Gillman’s development of the Vertical Stretch, which launched the era of wide-open passing offenses, to Bill Belichick’s daring defensive game plan in Super Bowl XXXVI, which enabled his outgunned squad to upset the heavily favored St. Louis Rams and usher in the New England Patriots dynasty, the most cutting-edge concepts come alive again through the recollections of nearly seventy coaches and players. You’ll never watch NFL football the same way again.

Secret Seven: Secret Seven Brain Games

Secret Seven: Secret Seven Brain Games PDF

Author: Enid Blyton

Publisher: Secret Seven

Published: 2018-07-10

Total Pages: 0

ISBN-13: 9781444944631

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Solve every puzzle, just like the Secret Seven, in this fun book of 100 brain-teasers inspired by Enid Blyton's famous sleuths. Perfect for travel and holidays. Bursting with codes, puzzles, sudokos, crosswords, wordsearches, I-spy games and more, this fun book is inspired by the mystery-solving kids in the bestselling Secret Seven stories by Enid Blyton. This is the perfect book to keep kids busy on long journeys or in the holidays, anywhere, any time. No need to stare at a screen or hunt for a charger - you'll only need a pencil and your brain for hours of entertainment. * The Secret Seven®, Enid Blyton ® and Enid Blyton's signature are Registered Trademarks of Hodder and Stoughton Limited. No trademark or copyrighted material may be reproduced without the express written permission of the trademark and copyright owner.

Rise of the Videogame Zinesters

Rise of the Videogame Zinesters PDF

Author: Anna Anthropy

Publisher: Seven Stories Press

Published: 2012-03-20

Total Pages: 209

ISBN-13: 1609803736

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"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

Seven-Card Stud For Advanced Players

Seven-Card Stud For Advanced Players PDF

Author: David Sklansky

Publisher: Two Plus Two Publishing LLC

Published: 1999

Total Pages: 344

ISBN-13: 9781880685235

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Seven-card stud is an extremely complex game. Deciding on exactly the right strategy in any particular situation can be very difficult. Perhaps this is why very few authors have attempted to analyze this game even though it is widely played. In 1989, the first edition of this text appeared. Many ideas, which were only known to a small, select group of players, were now made available to anyone who was striving to become an expert, and a major gap in the poker literature was closed. It is now a new century, and the authors have again moved the state of the art forward by adding over 100 pages of new material, including an extensive section on "loose games." Anyone who studies this text, is well disciplined, and gets the proper experience should become a significant winner. Some of the other ideas discussed in this 21st century edition include the cards that are out, the number of players in the pot, ante stealing, playing big pairs, playing little and medium pairs, playing three-flushes, playing three-straights, randomizing your play, fourth street, pairing your door card on fourth street, proper play on fifth, sixth, and seventh streets, defending against a possible ante steal, playing against a paired door card, scare card strategy, and buying a free card.

Kill Game

Kill Game PDF

Author: Cordelia Kingsbridge

Publisher: Riptide Publishing

Published: 2017-10-23

Total Pages: 304

ISBN-13: 1626496196

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Homicide detective Levi Abrams is barely holding his life together. He's reeling from the fallout of a fatal shooting, and his relationship with his boyfriend is crumbling. The last thing he's prepared for is a serial killer stalking the streets of Las Vegas. Or how he keeps getting thrown into the path of annoyingly charming bounty hunter Dominic Russo. Dominic likes his life free of complications. That means no tangling with cops -- especially prickly, uptight detectives. But when he stumbles across one of the Seven of Spades's horrifying crime scenes, he can't let go, despite Levi's warnings to stay away. The Seven of Spades is ruthless and always two moves ahead. Worst of all, they've taken a dangerously personal interest in Levi and Dominic. Forced to trust each other, the two men race to discover the killer's identity, revealing hidden truths along the way and sparking a bond neither man expected. But that may not be enough to protect them. This killer likes to play games, and the deck is not stacked in Levi and Dominic's favor.

Golf for Enlightenment

Golf for Enlightenment PDF

Author: Deepak Chopra, M.D.

Publisher: Harmony

Published: 2003-03-04

Total Pages: 210

ISBN-13: 140005088X

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Deepak Chopra has discovered the delights—and frustrations—of golf, and he is passionate about the game. Confronted by the wild ups and downs of his own play, he consulted with golf professionals and developed a new approach to the game that any golfer can follow—from the novice to the expert. The results can be measured not only in increased enjoyment and skill, but also in greater wisdom about life beyond the 18th hole. Chopra’s own game has improved dramatically since incorporating the elements of his program. Instead of focusing on the mechanics of a “perfect” swing, Chopra reveals how golf can be mastered through mindfulness, a form of awareness that combines sharp focus and relaxation at the same time. Expanded awareness, he tells us, can accomplish much more than external mechanics to improve one’s game. But Golf for Enlightenment is also an engrossing story about Adam, an Everyman who is playing a terrible round of golf when he meets a mysterious young teaching pro named Leela. In seven short but profound lessons detailing spiritual strategies, she teaches Adam the essence of a game that has much to explain about life itself. Chopra has spent the last year taking the unique message in Golf for Enlightenment nationwide, teaching the essential tenets of his program at lectures and seminars to golfers everywhere. His message continues to help players turn an obsession into a positive life path.