Join Holmes and Watson as they examine interrupted games to deduce prior moves. A series of increasingly complex chess mysteries culminates in a double murder perpetrated by Professor Moriarty. The master sleuth instructs his companion (and us) in the intricacies of retrograde analysis; readers need only a knowledge of how the pieces move.
Here -- from philosopher/logician/puzzlemaker Raymond Smullyan -- are fifty elegant, witty, and altogether unique "chess mysteries." In each problem the solver has to deduce certain events in a game's past. For example: On what square was the White queen captured? or, Is the White queen promoted or original? Since these problems involve the same sort of logical reasoning that lies at the core of the Sherlock Holmes stories, Raymond Smullyan has aptly set each one within its own Holmes-Watson dialogue. In each case Holmes, by his remarkable powers of deduction, is able to demonstrate to his awed admirers precisely what must have happened, move by move, at the "scene of the crime" -- the chess table. For example: what the missing piece is; what square it should be on; whether or not either side can castle. In the second half, through a series of progressively more difficult (self-contained) chess problems, Holmes, with the reader's help, solves a mystery and a double murder -- perpetrated, of course, by Moriarty. And at the end of the book are ten bonus problems from Moriarty himself (four of them composed before the age of nine!). Chess Mysteries of Sherlock Holmes is Smullyan's challenging and witty romp through the royal game.
The Posthumous Continuations of 325 Authors' Fictional Characters
Author: Bernard A. Drew
Category: Literary Criticism
This is an encyclopedic work, arranged by broad categories and then by original authors, of literary pastiches in which fictional characters have reappeared in new works after the deaths of the authors that created them. It includes book series that have continued under a deceased writer’s real or pen name, undisguised offshoots issued under the new writer’s name, posthumous collaborations in which a deceased author’s unfinished manuscript is completed by another writer, unauthorized pastiches, and “biographies” of literary characters. The authors and works are entered under the following categories: Action and Adventure, Classics (18th Century and Earlier), Classics (19th Century), Classics (20th Century), Crime and Mystery, Espionage, Fantasy and Horror, Humor, Juveniles (19th Century), Juveniles (20th Century), Poets, Pulps, Romances, Science Fiction and Westerns. Each original author entry includes a short biography, a list of original works, and information on the pastiches based on the author’s characters.
This book collects, for the first time in one volume, contributions honoring Professor Raymond Smullyan’s work on self-reference. It serves not only as a tribute to one of the great thinkers in logic, but also as a celebration of self-reference in general, to be enjoyed by all lovers of this field. Raymond Smullyan, mathematician, philosopher, musician and inventor of logic puzzles, made a lasting impact on the study of mathematical logic; accordingly, this book spans the many personalities through which Professor Smullyan operated, offering extensions and re-evaluations of his academic work on self-reference, applying self-referential logic to art and nature, and lastly, offering new puzzles designed to communicate otherwise esoteric concepts in mathematical logic, in the manner for which Professor Smullyan was so well known. This book is suitable for students, scholars and logicians who are interested in learning more about Raymond Smullyan's work and life.
In his new book, Raymond Smullyan, grand vizier of the logic puzzle, joins Scheherazade, a charming young woman of “fantastic logical ingenuity,” to give us 1001 hours of brain-teasing fun. Scheherazade, we find, has gotten back into hot water with the king, and is once more in danger of losing her head at down. But, thinking quickly, she tempts the king to stay her execution by posing him the most delightfully devious mathematical and logic puzzle ever invented. They keep him guessing for many more nights until the fatal hour has passed, and she keeps her head. The Riddle of Scheherazade includes several wonderful old chestnuts and many fiendishly original puzzles, 225 in all. There are logic tricks and number games, metapuzzles (puzzles about puzzles), liar/truth-teller exercises, Gödelian brian twisters, baffling paradoxes, and an excursion, under Scheherazade’s expert guidance, into an amusing new field invented by Smullyan, called “coercive” logic, in which the answer to a problem can actually change the fate of the puzzler! An absolute must for all puzzle fans—from the middle-school whiz to the sophisticated mathematician or computer scientist.
Chess, the ancient strategy game, meets the latest, cutting-edge philosophy in this unique book. When 12 philosophers weigh in on one of the world's oldest and most beloved pastimes, the results are often surprising. Philosophical concepts as varied as phenomenology and determinism share the page with a treatise on hip-hop chess tactics and the question of whether Garry Kasparov is, in fact, a cyborg. Putting forth a remarkable array of different views on chess from philosophers with varied chess-proficiency, Philosophy Looks at Chess is an engaging read for chess adherents and the philosophically inclined alike.
Advances in Computer Chess 3 focuses on the mechanics involved in playing chess on computer. This book features an extensive discussion of the game wherein it is played in a different setting. The selection, which is composed of 13 chapters, features the extensive contributions of researchers who continuously search for ways to improve playing chess on computer. This book starts with the discussion of the basic principles and concepts that can impose changes on how the game is played. A discussion is devoted to the Belle chess hardware. What is clearly pointed out in this section is the speed of the program relative to responses made while playing. A comparison is made between the performance of human and computer in playing chess. The complexity of various computer moves are then elaborated by highlighting how these moves can alter the pace as well as the result of the game. The development of a program that is aimed at solving problems on how chess is played is also noted. This book is a sure hit for those who are fond of playing chess in any playing field.
Forever Undecided is the most challenging yet of Raymond Smullyan’s puzzle collections. It is, at the same time, an introduction—ingenious, instructive, entertaining—to Gödel’s famous theorems. With all the wit and charm that have delighted readers of his previous books, Smullyan transports us once again to that magical island where knights always tell the truth and knaves always lie. Here we meet a new and amazing array of characters, visitors to the island, seeking to determine the natives’ identities. Among them: the census-taker McGregor; a philosophical-logician in search of his flighty bird-wife, Oona; and a regiment of Reasoners (timid ones, normal ones, conceited, modest, and peculiar ones) armed with the rules of propositional logic (if X is true, then so is Y). By following the Reasoners through brain-tingling exercises and adventures—including journeys into the “other possible worlds” of Kripke semantics—even the most illogical of us come to understand Gödel’s two great theorems on incompleteness and undecidability, some of their philosophical and mathematical implications, and why we, like Gödel himself, must remain Forever Undecided!