The Kids' Book of Chess

The Kids' Book of Chess
Author: Harvey Kidder
Publisher: Workman Publishing
Total Pages: 100
Release: 1990-01-01
Genre: Juvenile Nonfiction
ISBN: 9780894807671

Traces the history of chess, describes the pieces and how they move, and discusses the strategy of the game.

Who

Who
Author: Geoff Smart
Publisher: Ballantine Books
Total Pages: 210
Release: 2008-09-30
Genre: Business & Economics
ISBN: 0345504194

In this instant New York Times Bestseller, Geoff Smart and Randy Street provide a simple, practical, and effective solution to what The Economist calls “the single biggest problem in business today”: unsuccessful hiring. The average hiring mistake costs a company $1.5 million or more a year and countless wasted hours. This statistic becomes even more startling when you consider that the typical hiring success rate of managers is only 50 percent. The silver lining is that “who” problems are easily preventable. Based on more than 1,300 hours of interviews with more than 20 billionaires and 300 CEOs, Who presents Smart and Street’s A Method for Hiring. Refined through the largest research study of its kind ever undertaken, the A Method stresses fundamental elements that anyone can implement–and it has a 90 percent success rate. Whether you’re a member of a board of directors looking for a new CEO, the owner of a small business searching for the right people to make your company grow, or a parent in need of a new babysitter, it’s all about Who. Inside you’ll learn how to • avoid common “voodoo hiring” methods • define the outcomes you seek • generate a flow of A Players to your team–by implementing the #1 tactic used by successful businesspeople • ask the right interview questions to dramatically improve your ability to quickly distinguish an A Player from a B or C candidate • attract the person you want to hire, by emphasizing the points the candidate cares about most In business, you are who you hire. In Who, Geoff Smart and Randy Street offer simple, easy-to-follow steps that will put the right people in place for optimal success.

The Woodpecker Method 2

The Woodpecker Method 2
Author: Axel Smith
Publisher:
Total Pages: 0
Release: 2024-11
Genre: Games & Activities
ISBN: 9781784831233

Swedish chess Grandmaster Axel Smith returns with a sequel to his colossal bestseller, The Woodpecker Method, which was on the tactics of the World Champions. For The Woodpecker Method 2, he has found 1002 foundational positional exercises and prepared them for 'woodpecking' - solve the puzzles repeatedly, and boost your positional intuition. The quick explanation of the Woodpecker Method is that you need to solve a large number of puzzles in a row; then solve the same puzzles again and again, only faster. It's not a lazy shortcut to success - hard work is required. But the reward can be re-programming your unconscious mind.

Three Moves Ahead

Three Moves Ahead
Author: Bob Rice
Publisher: John Wiley & Sons
Total Pages: 228
Release: 2010-12-16
Genre: Business & Economics
ISBN: 1118039327

Three Moves Ahead shows how classic chess strategies address the #1 problem of Information Age executives: how to move quickly in the face of incalculable complexities and unexpected change. This witty and novel guide, written for non-players, is packed with scores of real-world examples showing how top CEOs use Grandmaster techniques to win on Wall Street. Readers will see how a "strong square" strategy drove Adobe’s rise from niche player to industry giant, as well as Western Union’s success through a hundred years of technology changes. They’ll learn how AOL has played a crucial "exchange sacrifice" to revive its fortunes, and how Google is taking turf from Microsoft with a "minority attack." Most importantly these days, they’ll find out "what to do when you don't know what to do," and avoid the fate of companies like Polaroid, Gateway, and our dearly departed Ma Bell. "A fun ride from Apprentice to Business Grandmaster. Grab it!"—Donald Trump Bob Rice (Short Hills, NJ) was a long-time partner at Wall Street's prestigious Milbank, Tweed, Hadley, and McCloy. He left to start a software venture that was purchased by Viewpoint, a NASDAQ company of which he later became CEO. He is currently a Managing Partner of Tangent Capital, which structures financial products for hedge funds, and a member of the "New York Angels" venture finance group. Along the way, Bob served as Commissioner of the Professional Chess Association, founded the Wall Street Chess Club, ran numerous international chess events and produced a successful "Speedchess" series for ESPN.

The Great Mental Models, Volume 1

The Great Mental Models, Volume 1
Author: Shane Parrish
Publisher: Penguin
Total Pages: 209
Release: 2024-10-15
Genre: Business & Economics
ISBN: 0593719972

Discover the essential thinking tools you’ve been missing with The Great Mental Models series by Shane Parrish, New York Times bestselling author and the mind behind the acclaimed Farnam Street blog and “The Knowledge Project” podcast. This first book in the series is your guide to learning the crucial thinking tools nobody ever taught you. Time and time again, great thinkers such as Charlie Munger and Warren Buffett have credited their success to mental models–representations of how something works that can scale onto other fields. Mastering a small number of mental models enables you to rapidly grasp new information, identify patterns others miss, and avoid the common mistakes that hold people back. The Great Mental Models: Volume 1, General Thinking Concepts shows you how making a few tiny changes in the way you think can deliver big results. Drawing on examples from history, business, art, and science, this book details nine of the most versatile, all-purpose mental models you can use right away to improve your decision making and productivity. This book will teach you how to: Avoid blind spots when looking at problems. Find non-obvious solutions. Anticipate and achieve desired outcomes. Play to your strengths, avoid your weaknesses, … and more. The Great Mental Models series demystifies once elusive concepts and illuminates rich knowledge that traditional education overlooks. This series is the most comprehensive and accessible guide on using mental models to better understand our world, solve problems, and gain an advantage.

Street Smart

Street Smart
Author: Richard A. Blake
Publisher: University Press of Kentucky
Total Pages: 447
Release: 2021-11-21
Genre: Performing Arts
ISBN: 0813187648

New York has appeared in more movies than Michael Caine, and the resulting overfamiliarity to moviegoers poses a problem for critics and filmmakers alike. Audiences often mistake the New York image of skyscrapers and bright lights for the real thing, when in fact the City is a network of clearly defined villages, each with a unique personality. Standard film depictions of New Yorkers as a rush-hour mass of undifferentiated humanity obscure the connections formed between people and places in the City's diverse neighborhoods. Street Smart examines the cultural influences of New York's neighborhoods on the work of four quintessentially New York filmmakers: Sidney Lumet, Woody Allen, Martin Scorsese, and Spike Lee. The City's heterogeneous economic and ethnic districts, where people live, work, shop, worship, and go to school, often bear little relation to the image of New York City created by the movies. To these directors, their home city is as tangible as the smell of fried onions in the stairwell of an apartment building, and it is this New York, not the bustling, glittery illusion portrayed in earlier films, that shapes their sensibilities and receives expression in their films. Richard A. Blake shows how the Jewish enclaves on Manhattan's Lower East Side profoundly influence Sidney Lumet's most noted characters as they struggle to form and maintain their identities under challenging circumstances. Both Woody Allen's light comedies and his more serious cinematic fare reflect the director's origins in the Flatbush neighborhood in Brooklyn and the displacement he felt after relocating to Manhattan. Martin Scorsese's upbringing on Elizabeth Street in Manhattan's Little Italy resonates in his gritty portraits of urban modernity. Blake also looks at the films of Spike Lee, whose adolescence in Fort Greene, a socioeconomically diverse Brooklyn neighborhood, exposed him to widely ranging views that add depth to his complicated treatises on power, culture, and race. Lumet, Allen, Scorsese, and Lee's individual identities were shaped by their neighborhoods, and in turn, their life experiences have shaped their artistic vision. In Street Smart, Richard A. Blake examines the critical influence of "place" on the films of four of America's most accomplished contemporary filmmakers.

Famous Men Who Never Lived

Famous Men Who Never Lived
Author: K. Chess
Publisher: Tin House Books
Total Pages: 195
Release: 2019-03-05
Genre: Fiction
ISBN: 194779325X

Finalist for a 2019 Sidewise Award “Conceptually adventurous yet full of feeling. . . . smart, thought-provoking, and thoroughly enjoyable.” —Charles Yu, author of Interior Chinatown Wherever Hel looks, New York City is both reassuringly familiar and terribly wrong. As one of the thousands who fled the outbreak of nuclear war in an alternate United States—an alternate timeline, somewhere across the multiverse—she finds herself living as a refugee in our own not-so-parallel New York. The slang and technology are foreign to her, the politics and art unrecognizable. While others, like her partner, Vikram, attempt to assimilate, Hel refuses to reclaim her former career or create a new life. Instead, she obsessively rereads Vikram’s copy of The Pyronauts—a science fiction masterwork in her world that now only exists as a single flimsy paperback—and becomes determined to create a museum dedicated to preserving the remaining artifacts and memories of her vanished culture. But the refugees are unwelcome and Hel’s efforts are met with either indifference or hostility. And when the only copy of The Pyronauts goes missing, Hel must decide how far she is willing to go to recover it and finally face her own anger, guilt, and grief over what she has truly lost. With Famous Men Who Never Lived, K Chess has created a compelling and inventive speculative work on what home means to those who have lost it forever.

Checkmate!

Checkmate!
Author: Garry Kasparov
Publisher:
Total Pages: 96
Release: 2004
Genre: Games
ISBN: 9781857443585

In Checkmate! readers are invited to learn chess with Garry Kasparov, the World number one and the most famous figure in chess history, as their teacher. In this book chess players can discover all the various pieces and how they move, how to attack and how to defend, how to capture, and, crucially, how to give check and deliver checkmate.

Playing Smart

Playing Smart
Author: Julian Togelius
Publisher: MIT Press
Total Pages: 188
Release: 2019-01-15
Genre: Games & Activities
ISBN: 0262350157

THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.