Author: MidGard
Publisher: WWW.WEBNOVEL.COM (Cloudary Holdings Limited)
ISBN:
Category : Computers
Languages : en
Pages : 749
Book Description
Welcome to Supremacy Games! The greatest entertainment platform in the universe that was created specifically to entertain and ease the boredom of the commoners all around the universe. The platform was made out of tens of formats, each containing hundreds of deadly games that allowed the use of elemental abilities. Sports format had games, like football, rugby, track running, and many more of such sports. Battles format had games, like battle royals, bounty hunt, points collection...etc There was even a lifestyle competition format, that had games like potion concoctions, fishing...etc. As long as a game was well received by the spectators, it would be added to the Supremacy Games platform. The Universal Virtual Reality that had 100% realism, made it easy for those games to be hosted inside it, and watched on a daily basis by every spectator in the universe. Whether live by entering the UVR and attending the stadiums, or through a live stream. Felix Maxwell was just an average joe, who wasn't really a popular player nor had a fanbase to support him in the games. He was just like the majority of the players. Add on, whose role was to make famous players shine even brighter. However, his fate was completely changed after joining a clan mission with 54 other clanmates. The mission was completed successfully. But, on their way back to the clan, their spaceship radar picked up a large amount of energy coming from a destroyed planet. His fate flipped upside down inside that said planet. What happened exactly on it? How did he end up after leaving it? Did he even leave it in the first place? ........... PS: This novel isn't a space exploration novel (Not in the first 8 volumes at least). It's mostly focused on the Universal Virtual Reality and the 'Supremacy Games' as the name implies, with some real-life situations as well of course!
Supremacy Games
Author: MidGard
Publisher: WWW.WEBNOVEL.COM (Cloudary Holdings Limited)
ISBN:
Category : Computers
Languages : en
Pages : 749
Book Description
Welcome to Supremacy Games! The greatest entertainment platform in the universe that was created specifically to entertain and ease the boredom of the commoners all around the universe. The platform was made out of tens of formats, each containing hundreds of deadly games that allowed the use of elemental abilities. Sports format had games, like football, rugby, track running, and many more of such sports. Battles format had games, like battle royals, bounty hunt, points collection...etc There was even a lifestyle competition format, that had games like potion concoctions, fishing...etc. As long as a game was well received by the spectators, it would be added to the Supremacy Games platform. The Universal Virtual Reality that had 100% realism, made it easy for those games to be hosted inside it, and watched on a daily basis by every spectator in the universe. Whether live by entering the UVR and attending the stadiums, or through a live stream. Felix Maxwell was just an average joe, who wasn't really a popular player nor had a fanbase to support him in the games. He was just like the majority of the players. Add on, whose role was to make famous players shine even brighter. However, his fate was completely changed after joining a clan mission with 54 other clanmates. The mission was completed successfully. But, on their way back to the clan, their spaceship radar picked up a large amount of energy coming from a destroyed planet. His fate flipped upside down inside that said planet. What happened exactly on it? How did he end up after leaving it? Did he even leave it in the first place? ........... PS: This novel isn't a space exploration novel (Not in the first 8 volumes at least). It's mostly focused on the Universal Virtual Reality and the 'Supremacy Games' as the name implies, with some real-life situations as well of course!
Publisher: WWW.WEBNOVEL.COM (Cloudary Holdings Limited)
ISBN:
Category : Computers
Languages : en
Pages : 749
Book Description
Welcome to Supremacy Games! The greatest entertainment platform in the universe that was created specifically to entertain and ease the boredom of the commoners all around the universe. The platform was made out of tens of formats, each containing hundreds of deadly games that allowed the use of elemental abilities. Sports format had games, like football, rugby, track running, and many more of such sports. Battles format had games, like battle royals, bounty hunt, points collection...etc There was even a lifestyle competition format, that had games like potion concoctions, fishing...etc. As long as a game was well received by the spectators, it would be added to the Supremacy Games platform. The Universal Virtual Reality that had 100% realism, made it easy for those games to be hosted inside it, and watched on a daily basis by every spectator in the universe. Whether live by entering the UVR and attending the stadiums, or through a live stream. Felix Maxwell was just an average joe, who wasn't really a popular player nor had a fanbase to support him in the games. He was just like the majority of the players. Add on, whose role was to make famous players shine even brighter. However, his fate was completely changed after joining a clan mission with 54 other clanmates. The mission was completed successfully. But, on their way back to the clan, their spaceship radar picked up a large amount of energy coming from a destroyed planet. His fate flipped upside down inside that said planet. What happened exactly on it? How did he end up after leaving it? Did he even leave it in the first place? ........... PS: This novel isn't a space exploration novel (Not in the first 8 volumes at least). It's mostly focused on the Universal Virtual Reality and the 'Supremacy Games' as the name implies, with some real-life situations as well of course!
Supremacy Games 1 Anthology
Author: MidGard
Publisher: Cloudary Holdings Limited
ISBN:
Category : Fiction
Languages : en
Pages : 260
Book Description
Supremacy Games Volume 1 : Sky Pearl Island Webnovel provides the latest update of genuine supremacy games novels Felix Maxwell was destined to be a loser, born on one of the weakest races and on the least favorable of situations, he was forced to face adversity head-on as he traveled across the vast universe where dangers laid in every corner, one day traveling in hopes of riches he stumbled upon a ruin where a supreme being laid imprisoned, in a stroke of bad luck the being laid its eyes on him and tried to take over his body, forcing itself upon him. but fate hadn't given up on him! he woke up in his younger body, 20 years in the past with the fallen being trapped in his soul. In his past life he had been a loser, giving up on things mid-way and never striving for greatness, he was a side character who made the strong shine even brighter, but not on this life. he swore to himself he would strive for glory, he would take advantage of his knowledge and emerge as a supreme being!
Publisher: Cloudary Holdings Limited
ISBN:
Category : Fiction
Languages : en
Pages : 260
Book Description
Supremacy Games Volume 1 : Sky Pearl Island Webnovel provides the latest update of genuine supremacy games novels Felix Maxwell was destined to be a loser, born on one of the weakest races and on the least favorable of situations, he was forced to face adversity head-on as he traveled across the vast universe where dangers laid in every corner, one day traveling in hopes of riches he stumbled upon a ruin where a supreme being laid imprisoned, in a stroke of bad luck the being laid its eyes on him and tried to take over his body, forcing itself upon him. but fate hadn't given up on him! he woke up in his younger body, 20 years in the past with the fallen being trapped in his soul. In his past life he had been a loser, giving up on things mid-way and never striving for greatness, he was a side character who made the strong shine even brighter, but not on this life. he swore to himself he would strive for glory, he would take advantage of his knowledge and emerge as a supreme being!
The Great Game
Author: Peter Hopkirk
Publisher: John Murray
ISBN: 1848544774
Category : History
Languages : en
Pages : 661
Book Description
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.
Publisher: John Murray
ISBN: 1848544774
Category : History
Languages : en
Pages : 661
Book Description
For nearly a century the two most powerful nations on earth, Victorian Britain and Tsarist Russia, fought a secret war in the lonely passes and deserts of Central Asia. Those engaged in this shadowy struggle called it 'The Great Game', a phrase immortalized by Kipling. When play first began the two rival empires lay nearly 2,000 miles apart. By the end, some Russian outposts were within 20 miles of India. This classic book tells the story of the Great Game through the exploits of the young officers, both British and Russian, who risked their lives playing it. Disguised as holy men or native horse-traders, they mapped secret passes, gathered intelligence and sought the allegiance of powerful khans. Some never returned. The violent repercussions of the Great Game are still convulsing Central Asia today.
Interactive Storytelling for Video Games
Author: Josiah Lebowitz
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Games of Deception
Author: Andrew Maraniss
Publisher: Penguin
ISBN: 0525514651
Category : Young Adult Nonfiction
Languages : en
Pages : 258
Book Description
*"Rivaling the nonfiction works of Steve Sheinkin and Daniel James Brown's The Boys in the Boat....Even readers who don't appreciate sports will find this story a page-turner." --School Library Connection, starred review *"A must for all library collections." --Booklist, starred review Winner of the 2020 AJL Sydney Taylor Honor! From the New York Times bestselling author of Strong Inside comes the remarkable true story of the birth of Olympic basketball at the 1936 Summer Games in Hitler's Germany. Perfect for fans of The Boys in the Boat and Unbroken. On a scorching hot day in July 1936, thousands of people cheered as the U.S. Olympic teams boarded the S.S. Manhattan, bound for Berlin. Among the athletes were the 14 players representing the first-ever U.S. Olympic basketball team. As thousands of supporters waved American flags on the docks, it was easy to miss the one courageous man holding a BOYCOTT NAZI GERMANY sign. But it was too late for a boycott now; the ship had already left the harbor. 1936 was a turbulent time in world history. Adolf Hitler had gained power in Germany three years earlier. Jewish people and political opponents of the Nazis were the targets of vicious mistreatment, yet were unaware of the horrors that awaited them in the coming years. But the Olympians on board the S.S. Manhattan and other international visitors wouldn't see any signs of trouble in Berlin. Streets were swept, storefronts were painted, and every German citizen greeted them with a smile. Like a movie set, it was all just a facade, meant to distract from the terrible things happening behind the scenes. This is the incredible true story of basketball, from its invention by James Naismith in Springfield, Massachusetts, in 1891, to the sport's Olympic debut in Berlin and the eclectic mix of people, events and propaganda on both sides of the Atlantic that made it all possible. Includes photos throughout, a Who's-Who of the 1936 Olympics, bibliography, and index. Praise for Games of Deception: A 2020 ALA Notable Children's Book! A 2020 CBC Notable Social Studies Book! "Maraniss does a great job of blending basketball action with the horror of Hitler's Berlin to bring this fascinating, frightening, you-can't-make-this-stuff-up moment in history to life." -Steve Sheinkin, New York Times bestselling author of Bomb and Undefeated "I was blown away by Games of Deception....It's a fascinating, fast-paced, well-reasoned, and well-written account of the hidden-in-plain-sight horrors and atrocities that underpinned sports, politics, and propaganda in the United States and Germany. This is an important read." -Susan Campbell Bartoletti, Newbery Honor winning author of Hitler Youth "A richly reported and stylishly told reminder how, when you scratch at a sports story, the real world often lurks just beneath." --Alexander Wolff, New York Times bestselling author of The Audacity of Hoop: Basketball and the Age of Obama "An insightful, gripping account of basketball and bias." --Kirkus Reviews "An exciting and overlooked slice of history." --School Library Journal
Publisher: Penguin
ISBN: 0525514651
Category : Young Adult Nonfiction
Languages : en
Pages : 258
Book Description
*"Rivaling the nonfiction works of Steve Sheinkin and Daniel James Brown's The Boys in the Boat....Even readers who don't appreciate sports will find this story a page-turner." --School Library Connection, starred review *"A must for all library collections." --Booklist, starred review Winner of the 2020 AJL Sydney Taylor Honor! From the New York Times bestselling author of Strong Inside comes the remarkable true story of the birth of Olympic basketball at the 1936 Summer Games in Hitler's Germany. Perfect for fans of The Boys in the Boat and Unbroken. On a scorching hot day in July 1936, thousands of people cheered as the U.S. Olympic teams boarded the S.S. Manhattan, bound for Berlin. Among the athletes were the 14 players representing the first-ever U.S. Olympic basketball team. As thousands of supporters waved American flags on the docks, it was easy to miss the one courageous man holding a BOYCOTT NAZI GERMANY sign. But it was too late for a boycott now; the ship had already left the harbor. 1936 was a turbulent time in world history. Adolf Hitler had gained power in Germany three years earlier. Jewish people and political opponents of the Nazis were the targets of vicious mistreatment, yet were unaware of the horrors that awaited them in the coming years. But the Olympians on board the S.S. Manhattan and other international visitors wouldn't see any signs of trouble in Berlin. Streets were swept, storefronts were painted, and every German citizen greeted them with a smile. Like a movie set, it was all just a facade, meant to distract from the terrible things happening behind the scenes. This is the incredible true story of basketball, from its invention by James Naismith in Springfield, Massachusetts, in 1891, to the sport's Olympic debut in Berlin and the eclectic mix of people, events and propaganda on both sides of the Atlantic that made it all possible. Includes photos throughout, a Who's-Who of the 1936 Olympics, bibliography, and index. Praise for Games of Deception: A 2020 ALA Notable Children's Book! A 2020 CBC Notable Social Studies Book! "Maraniss does a great job of blending basketball action with the horror of Hitler's Berlin to bring this fascinating, frightening, you-can't-make-this-stuff-up moment in history to life." -Steve Sheinkin, New York Times bestselling author of Bomb and Undefeated "I was blown away by Games of Deception....It's a fascinating, fast-paced, well-reasoned, and well-written account of the hidden-in-plain-sight horrors and atrocities that underpinned sports, politics, and propaganda in the United States and Germany. This is an important read." -Susan Campbell Bartoletti, Newbery Honor winning author of Hitler Youth "A richly reported and stylishly told reminder how, when you scratch at a sports story, the real world often lurks just beneath." --Alexander Wolff, New York Times bestselling author of The Audacity of Hoop: Basketball and the Age of Obama "An insightful, gripping account of basketball and bias." --Kirkus Reviews "An exciting and overlooked slice of history." --School Library Journal
Let the Nations be Glad
Author: John Piper
Publisher: Inter-Varsity Press
ISBN: 1789740606
Category : Religion
Languages : en
Pages : 370
Book Description
'Mission is not the ultimate goal of the church. Worship is. Missions exist because worship doesn't. Worship is ultimate.' John Piper's contemporary classic draws on key biblical texts to demonstrate that worship is the ultimate goal of the church and that proper worship fuels missionary outreach. Piper offers a biblical defence of God's supremacy in all things, providing a sound theological foundation for missions. He examines whether Jesus is the only way to salvation and issues a passionate plea for God-centredness in the missionary enterprise, seeking to define the scope of the task and the means for reaching 'all nations'. Let the Nations Be Glad! is a trusted resource for missionaries, pastors, church leaders, youth workers, seminary students, and all who want to connect their labours to God's global purposes. This third edition has been revised and expanded throughout and includes new material on the 'prosperity gospel'.
Publisher: Inter-Varsity Press
ISBN: 1789740606
Category : Religion
Languages : en
Pages : 370
Book Description
'Mission is not the ultimate goal of the church. Worship is. Missions exist because worship doesn't. Worship is ultimate.' John Piper's contemporary classic draws on key biblical texts to demonstrate that worship is the ultimate goal of the church and that proper worship fuels missionary outreach. Piper offers a biblical defence of God's supremacy in all things, providing a sound theological foundation for missions. He examines whether Jesus is the only way to salvation and issues a passionate plea for God-centredness in the missionary enterprise, seeking to define the scope of the task and the means for reaching 'all nations'. Let the Nations Be Glad! is a trusted resource for missionaries, pastors, church leaders, youth workers, seminary students, and all who want to connect their labours to God's global purposes. This third edition has been revised and expanded throughout and includes new material on the 'prosperity gospel'.
Lost in a Good Game
Author: Pete Etchells
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Publisher: Icon Books
ISBN: 1785785060
Category : Social Science
Languages : en
Pages : 332
Book Description
'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.
Tabletop
Author: Drew Davidson
Publisher: Lulu.com
ISBN: 1257870602
Category : Education
Languages : en
Pages : 207
Book Description
In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.
Publisher: Lulu.com
ISBN: 1257870602
Category : Education
Languages : en
Pages : 207
Book Description
In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.
The Infinite Game
Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Man vs. Machine
Author: Karsten Müller
Publisher: SCB Distributors
ISBN: 1941270972
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion
Publisher: SCB Distributors
ISBN: 1941270972
Category : Games & Activities
Languages : en
Pages : 662
Book Description
Man vs. Machine Technology continues to advance at a rapid pace. It may sound quaint today, but not so long ago, computers battled humans for supremacy at the game of chess. The challenge of building a computer program capable of defeating the best of human-kind at chess was one of the original grand challenges of the fledgling field of artificial intelligence. On one side were dedicated scientists and hobbyists who invested decades of effort developing the software and hardware technology; on the other side were incredibly talented humans with only their determination and preparation to withstand the onslaught of technology. The man versus machine battle in chess is a landmark in the history of technology. There are numerous books that document the technical aspects of this epic story. The human side is not often told. Few chess players are inclined to write about their man-machine encounters, other than annotating the games played. This book brings the two sides together. It tells the stories of many of the key scientists and chess players that participated in a 50-year research project to advance the understanding of computing technology. “Grandmaster Karsten Müller and Professor Jonathan Schaeffer have managed to describe the fascinating history of the unequal fight of man against machine in an entertaining and instructive way. It evoked pleasant and not so pleasant memories of my own fights against the monsters. I hope that their work gives you as much pleasure as it has given me.” – From the Foreword by Vladimir Kramnik, 14th World Chess Champion