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Journal articles on the topic 'Chess'

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1

The Editor. "Chess Grandmasters Versus Chess Computers." ICGA Journal 9, no. 1 (March 1, 1986): 51–55. http://dx.doi.org/10.3233/icg-1986-9109.

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2

Dumanis, Michael. "Chess." Iowa Journal of Cultural Studies 1998, no. 17 (1998): 13. http://dx.doi.org/10.17077/2168-569x.1250.

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3

McTavish, Fiona M., David H. Gustqfson, Betta H. Owens, Robert P. Hawkins, Suzanne Pingree, Meg Wise, Jean O. Taylor, and Funmi M. Apantaku. "CHESS." Journal of Ambulatory Care Management 18, no. 3 (July 1995): 35–41. http://dx.doi.org/10.1097/00004479-199507000-00006.

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4

Humphries, Nina. "CHESS." Australian Occupational Therapy Journal 1, no. 6 (August 27, 2010): 210–19. http://dx.doi.org/10.1111/j.1440-1630.1953.tb00055.x.

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5

Sanner, Erik. "Chess." Visual Communication Quarterly 16, no. 3 (September 11, 2009): 168–71. http://dx.doi.org/10.1080/15551390903097141.

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6

Bilderback, Don. "CHESS." Synchrotron Radiation News 1, no. 1 (January 1988): 15–19. http://dx.doi.org/10.1080/08940888808602473.

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7

van den Herik, H. J. "Expectations on Chess, Computer Chess and AEGON." ICGA Journal 19, no. 2 (June 1, 1996): 122–23. http://dx.doi.org/10.3233/icg-1996-19212.

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8

Firdausi, Dzihan Khilmi Ayu, Andriadi Andriadi, Indra Dwisaputra, and Muhammad Eka Mardyansyah Simbolon. "Chest pass automatic board for evaluating basic chest pass skills using vibration sensor." Retos 50 (September 6, 2023): 931–35. http://dx.doi.org/10.47197/retos.v50.94808.

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The purpose of the study is to develop an electronic basketball chest pass measuring tool that reduces human error while assessing basketball chest pass technique. The research and development approach was used in this study. A total of 31 students were used as research participants on large-scale test. Data analysis in this study is a validity test using an external validity test by correlating the results of the chess pass using the Chest Pass Automatic Board with the results of the conventional chess pass, and the reliability test using Spearman Brown. The results of data analysis obtained a product validity value of 0.9985 and a product reliability value of 0.999. The Chest Pass Automatic Board prototype is valid and reliable for measuring basketball chest pass technique. Keywords: Basketball; Chest pass test; Instrument; vibration sensor.
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9

Banerjee, Amitav. "Artificial Intelligence beyond Chess: Opportunities for Medicine, Public Health, and Social Medicine." Journal of Comprehensive Health 8, no. 1 (March 22, 2021): 6–8. http://dx.doi.org/10.53553/jch.v08i01.002.

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History was created in 1997 when Deep Blue, an Artificial Intelligence (AI) enabled chess engine, beat the world chess champion. Since then AI and machine learning are being increasingly used in other fields including health care to perform complex tasks. The present commentary compares chess and medicine and how lessons learnt from the application of AI in chess leading to “advanced chess” can be used to develop AI enabled “advanced medicine.” It supports the proposition that while at present it may appear that advances in medical technology are putting a strain on the doctor-patient relationship, in the long run AI and machine learning have the potential to enrich medical care by giving the gift of time to doctors to facilitate better communication with patients and win their trust. Impact of AI and machine learning on Public Health and their role in reviving of Social Medicine has also been discussed.
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10

Cairns, Grant. "Pillow Chess." Mathematics Magazine 75, no. 3 (June 1, 2002): 173. http://dx.doi.org/10.2307/3219240.

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11

Bitnik, !Mediengruppe. "Surveillance Chess." Surveillance & Society 12, no. 3 (June 17, 2014): 459–65. http://dx.doi.org/10.24908/ss.v12i3.4952.

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Surveillance Chess Hijacking CCTV Cameras in London London. On the brink of the Olympic Games. Equipped with an interfering transmitter the authors hack surveillance cameras in London and assume control. They replaces the real-time surveillance images with an invitation to play a game of chess. The security staff's surveillance monitor located in the control room becomes a game console. The six minute video shows the intervention from the point of view of the CCTV operator.http://vimeo.com/46236909
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12

Gloviczki, Peter Joseph. "Playing Chess." Journal of Autoethnography 2, no. 3 (2021): 345–46. http://dx.doi.org/10.1525/joae.2021.2.3.345.

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13

White, John F. "Querg Chess." ICGA Journal 11, no. 2-3 (September 1, 1988): 72–80. http://dx.doi.org/10.3233/icg-1988-112-304.

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14

Dowe, David L., Ingo Althöfer, and John Roycroft. "Symmetrical Chess." ICGA Journal 13, no. 4 (December 1, 1990): 235. http://dx.doi.org/10.3233/icg-1990-13423.

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15

Herschberg, Bob, and Jaap van den Herik. "Twinkle Chess." ICGA Journal 17, no. 2 (June 1, 1994): 49–50. http://dx.doi.org/10.3233/icg-1994-17201.

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16

Baird, H. S., and K. Thompson. "Reading chess." IEEE Transactions on Pattern Analysis and Machine Intelligence 12, no. 6 (June 1990): 552–59. http://dx.doi.org/10.1109/34.56191.

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17

Owens, Betta H., and Karen C. Robbins. "CHESS®." Plastic Surgical Nursing 16, no. 3 (1996): 172–78. http://dx.doi.org/10.1097/00006527-199601630-00009.

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18

Owens, Betta H., and Karen C. Robbins. "CHESS®." Plastic Surgical Nursing 16, no. 3 (1996): 172–78. http://dx.doi.org/10.1097/00006527-199623000-00009.

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19

Cairns, Grant. "Pillow Chess." Mathematics Magazine 75, no. 3 (June 2002): 173–86. http://dx.doi.org/10.1080/0025570x.2002.11953127.

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20

Hardcastle, Cliff. "Chess test." New Scientist 213, no. 2854 (March 2012): 32. http://dx.doi.org/10.1016/s0262-4079(12)60558-2.

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21

Berlekamp, Elwyn, and Richard M. Low. "Entrepreneurial Chess." International Journal of Game Theory 47, no. 2 (May 22, 2017): 379–415. http://dx.doi.org/10.1007/s00182-017-0580-z.

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22

Bhat, Jay, and Sam Payne. "Bidding Chess." Mathematical Intelligencer 31, no. 4 (June 19, 2009): 37–39. http://dx.doi.org/10.1007/s00283-009-9057-7.

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23

Atashpendar, Arshia, Tanja Schilling, and Thomas Voigtmann. "Sequencing chess." EPL (Europhysics Letters) 116, no. 1 (October 1, 2016): 10009. http://dx.doi.org/10.1209/0295-5075/116/10009.

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24

Yoshikawa, Mako. "Chess Superhero." Missouri Review 45, no. 3 (September 2022): 104–19. http://dx.doi.org/10.1353/mis.2022.0039.

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25

Tofel-Grehl, Colby, Sarah Braden, Candace Penrod, Laura Wheeler, Tyler Hansen, Andrew Jones, and Clayton Chamberlain. "Eco Chess." Science and Children 60, no. 3 (January 2023): 24–28. http://dx.doi.org/10.1080/00368148.2023.12291850.

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26

Müller, Karsten, and Guy Haworth. "Chess Endgame News: The World Chess Championship, 2018." ICGA Journal 40, no. 4 (March 25, 2019): 369–71. http://dx.doi.org/10.3233/icg-190086.

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27

Althöfer, Ingo. "Computer Chess and Chess Computers in East Germany." ICGA Journal 42, no. 2-3 (November 10, 2020): 152–64. http://dx.doi.org/10.3233/icg-200163.

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After World War II, Germany was split into four occupation zones, from which two states arose in 1949: West Germany (officially called FRG) and East Germany (officially GDR). East Germany was under Soviet control until 1989. In both states, computer chess and chess computers followed interesting, but rather different paths. We give an overview of East German developments: on commercial chess computers, problem chess programs, the book of 1987, the Serfling tournaments, and correspondence chess pioneer Heinrich Burger. There exist important interrelations between topics. The starting point is a short description of the Cold War situation with its harsh economic consequences for the socialist states, including East Germany.
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28

Ravilious, C. P. "THE AESTHETICS OF CHESS AND THE CHESS PROBLEM." British Journal of Aesthetics 34, no. 3 (1994): 285–90. http://dx.doi.org/10.1093/bjaesthetics/34.3.285.

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29

Saariluoma, Pertti. "Chess players' recall of auditorily presented chess positions." European Journal of Cognitive Psychology 1, no. 4 (December 1989): 309–20. http://dx.doi.org/10.1080/09541448908403091.

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30

Reznitsky, A., and M. Chudakoff. "Pioneer: A Chess Program Modelling a Chess Master’s Mind." ICGA Journal 13, no. 4 (December 1, 1990): 175–95. http://dx.doi.org/10.3233/icg-1990-13403.

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31

WAGNER, Roy. "The chess of kinship and the kinship of chess." HAU: Journal of Ethnographic Theory 1, no. 1 (September 2011): 165–77. http://dx.doi.org/10.14318/hau1.1.006.

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32

Bennett, Stuart, and Joan Lasenby. "ChESS – Quick and robust detection of chess-board features." Computer Vision and Image Understanding 118 (January 2014): 197–210. http://dx.doi.org/10.1016/j.cviu.2013.10.008.

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33

Bart, William, Jacob Ritter, and Nathan Ritter. "An Empirical Study of Artificial Participants." Journal of Technological Advancements 1, no. 1 (January 2021): 1–11. http://dx.doi.org/10.4018/jta.20210101.oa2.

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This study is an investigation of artificial participants operating in their appropriate environment. The artificial participants in this study are artificial chess players and their appropriate environment is a chess game. This study is an empirical investigation testing the hypothesis that the length of a chess game is inversely related to the difference in the chess skill levels of the artificial chess players. Five series of chess games of 18 games in each series were instituted between five pairings of web-based chess engines. The chess engine, chess.com Level 10, was a player in each series and won all 18 games in each series. The opposing players came from the Play Magnus app at five different levels of chess skill. This study provided an investigation of 90 chess games involving artificial chess players. The hypothesis for the study was confirmed. Game length was significantly inversely related to the disparity in chess proficiency between artificial chess players. This is one of the first scientific studies of artificial participants.
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34

AKOPYAN, Armen, and Oganes AKOPYAN. "Physical training of young chess players, theoretical and practical aspect." Scientific Bulletin of Flight Academy. Section: Pedagogical Sciences 11 (2022): 174–80. http://dx.doi.org/10.33251/2522-1477-2022-11-174-180.

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The article deals with the problem of the relationship between physical training and mental activity of chess players. The problem under study is quite relevant, since not only the state of his health, but also the efficiency of mental activity, directly related to the results of chess competitions, largely depends on the optimal level of development of the competitive results of a chess player. The analysis of data from literary sources revealed that the problem under study among young chess players at the training stage of preparation, which mainly covers chess players aged 10-14, has not been fully resolved. This fact is also confirmed by the results of our own research, obtained as a result of a sociological survey of 98 young chess players. The above mentioned indicates the need to find appropriate ways to solve such an important problem. Key words: chess player, physical training, mental activity, fatigue, health
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35

Mojeiko, Marina A. "Chess as a meaning: evolution of a significant in medieval culture." Journal of the Belarusian State University. Sociology, no. 2 (June 28, 2021): 64–79. http://dx.doi.org/10.33581/2521-6821-2021-2-64-79.

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Dedicated to the analysis of chess as a sign system (namely as meaning). The modelling nature of the chess game has been substantiated. The process of semiotic evolution of chess pieces game has been reconstructed: in this context chaturanga, chatrang, shatranji, Levis chess, lovers’ chess, courier chess, moon chess and others game have been analysed. The evolution of the meanings behind a chess game through the history of medieval culture has been considered: battle – knightly tournament – courtly flirting – society as a whole – being as such.
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36

Poston, David I., and Kathryn K. Vandenkieboom. "The Effect of Chess on Standardized Test Score Gains." SAGE Open 9, no. 3 (July 2019): 215824401987078. http://dx.doi.org/10.1177/2158244019870787.

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The study compares the standardized test performance of “chess kids” versus their peers. The comparison of score gains to non-chess peers (same grade and same academic percentile) attempts to eliminate the chicken-and-egg issue that often muddles this topic, that is, does chess make kids smarter or do smart kids simply prefer chess. The data indeed confirm that chess players are generally of higher academic standing (chess kids are smart), but more importantly it statistically shows that learning chess increases a student’s academic performance (chess makes them smarter). The evaluation then digs deeper, by comparing kids who have learned perhaps a little chess (coming to chess club only) versus those that are more serious and play in U.S. Chess Federation (USCF)-rated tournaments. A variety of comparisons are made which show that the benefits of chess are strongly tied to “learning” the game; the more you learn, the more you benefit. Kids who come only to chess club receive a small (5%-10%) benefit in Math, whereas kids who play in rated tournaments gain substantially in Math (30%-50%) and significantly in Reading (10%-20%). The benefits also continue to grow as kids play more tournaments and/or increase their USCF chess rating.
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37

Anandaraj, Praveen Raaj, Nasrul Humaimi Mahmood, Mohd Azhar Abdul Razak, and Nor Aini Zakaria. "Digital Chess Clock for Visually Impaired Players." Journal of Human Centered Technology 3, no. 1 (February 6, 2024): 46–52. http://dx.doi.org/10.11113/humentech.v3n1.68.

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Visually impaired chess players usually have difficulties using a normal traditional or digital chess clock during chess tournaments. This research aims to provide a solution which is a digital chess clock with an audio output indicating the remaining time of the chess players. These chess clocks are designed with Arduino Uno as the processing board with LCD keypad shield as display displaying and controlling and setting the hours, minutes, and seconds of the time. Besides that, the chess clock is equipped with a few mini pushbuttons to switch the time between the players together with two pushbuttons as the trigger for giving the audio output of the remaining time via attached 0.5W stereo speakers. This digital chess clock is essential to visually impaired chess players. In conclusion, hope this project will ease the visually impaired chess players to manage and be worry free of their remaining time during the chess match.
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38

Newborn, Monty. "Mad Monty Chess." ICGA Journal 43, no. 1 (May 26, 2021): 55–56. http://dx.doi.org/10.3233/icg-210181.

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39

PINHEIRO, MARCIA. "Skills for Chess." International Journal for Innovation Education and Research 5, no. 4 (April 30, 2017): 11–16. http://dx.doi.org/10.31686/ijier.vol5.iss4.642.

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Following our paper on Bloom’s Taxonomy and translation assignments, and that was called Translation Techniques, and the lists of skills we presented in Interpretation and Translation, volume 1, and Your Mother Tongue Is Helping Me, we now present the skills that a chess player needs to succeed in their trade. This all connects to the research project called Teaching for Freedom, which includes the book Multilevel Method. Multilevel Method has just gotten a few good words added to its list of editorial reviews with Amazon.com. The techniques used to build these results are those that involve observation, comprehension, analysis, and synthesis, for instance. The tools used are empirical observation, informal assessment, and comparative tables, just to mention a few.
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40

Haworth, Guy. "Chess Endgame News." ICGA Journal 39, no. 2 (September 7, 2017): 172. http://dx.doi.org/10.3233/icg-170026.

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41

Marina Kalinovsky. "Two Chess Queens." Frontiers: A Journal of Women Studies 37, no. 3 (2016): 205. http://dx.doi.org/10.5250/fronjwomestud.37.3.0205.

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42

Regan, Kenneth, and Guy Haworth. "Intrinsic Chess Ratings." Proceedings of the AAAI Conference on Artificial Intelligence 25, no. 1 (August 4, 2011): 834–39. http://dx.doi.org/10.1609/aaai.v25i1.7951.

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This paper develops and tests formulas for representing playing strength at chess by the quality of moves played, rather than by the results of games. Intrinsic quality is estimated via evaluations given by computer chess programs run to high depth, ideally so that their playing strength is sufficiently far ahead of the best human players as to be a `relatively omniscient' guide. Several formulas, each having intrinsic skill parameters s for `sensitivity' and c for `consistency', are argued theoretically and tested by regression on large sets of tournament games played by humans of varying strength as measured by the internationally standard Elo rating system. This establishes a correspondence between Elo rating and the parameters. A smooth correspondence is shown between statistical results and the century points on the Elo scale, and ratings are shown to have stayed quite constant over time. That is, there has been little or no `rating inflation'. The theory and empirical results are transferable to other rational-choice settings in which the alternatives have well-defined utilities, but in which complexity and bounded information constrain the perception of the utility values.
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43

Rodin, David. "Chess for bullies." Philosophers' Magazine, no. 34 (2006): 69–72. http://dx.doi.org/10.5840/tpm20063483.

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44

Haworth, Guy, and Tristan Cazenave. "Chess without draws." ICGA Journal 43, no. 2 (November 8, 2021): 94–101. http://dx.doi.org/10.3233/icg-210188.

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The prevalence of draws in chess is an increasing concern: in the ICCF’s 2017 ‘MT van Oosteram’ Correspondence event, all 56 games were drawn. This article reports a ‘Mobility Chess’ proposal by ‘Aloril’ which addresses this problem. He prefers to retain his anonymity but should be regarded as the primary author of this paper. He has defined a logical sequence of increasingly subtle and decreasingly rewarded ‘winning’ goals G k . Each position in itself associates with both an immediate achievement A j of goal G j – and an ultimate, best-achievable goal G k , k ⩽ j. Therefore, Aloril has eliminated the draw in Mobility Chess and shown how Chess can reduce the incidence of draws as much as required.
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45

Milošević, Borko. "Chess as Support." Reflexia 1, no. 2 (December 25, 2021): 91–98. http://dx.doi.org/10.32591/refl.2021.0102.04091m.

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The paper explores the connection between playing chess and the participation in the chess club with affirmation and success of the pupils who need extra support in education. Starting from the history of chess, through the connection of chess and the development of intelligence, and with a turn on implementation of inclusive education the paper deals with showing the examples of good practice of work of the chess club which includes children who need extra support. The paper presents the conclusions from a long-term practice which was continually improved and which in the end resulted with a series of positive effects on pupils who are participants of the chess club. In the end the working materials which were made while working with children who need educationally support are provided.
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46

Weinbaum, Batya. "The Chess Game." Feminist Review, no. 36 (1990): 95. http://dx.doi.org/10.2307/1395115.

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47

Horgan, Dianne. "Lessons from Chess." Inquiry: Critical Thinking Across the Disciplines 10, no. 2 (1992): 5–8. http://dx.doi.org/10.5840/inquiryctnews199210294.

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48

de Groot, A. D. "Intuition in Chess." ICGA Journal 9, no. 2 (June 1, 1986): 67–75. http://dx.doi.org/10.3233/icg-1986-9202.

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49

Marsland, T. A. "Searching for Chess." ICGA Journal 10, no. 3 (September 1, 1987): 144. http://dx.doi.org/10.3233/icg-1987-10309.

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50

Nefkens, Harry. "Personal Chess Endgames." ICGA Journal 14, no. 3 (September 1, 1991): 177. http://dx.doi.org/10.3233/icg-1991-14320.

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