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Originally published in 1998, this handbook describes the statutes
and cases that defined the governance, control and authority of the
provincial police forces in England and Wales at the time. For many
years the complexity and range of these legal authorities had
caused misunderstandings and doubt when differing aspects of police
activities had been questioned. To clarify the law a major step was
taken in the enactment of the Police Act 1996. The consolidating
Act brought together most of the existing statutory provisions
regarding the governance of police forces. However, since about
1980, a number of other factors relevant to the powers and control
of the police had emerged, most notably: Increased civil litigation
had led to a number of cases defining the civil liability of the
police; Increased use of judicial review procedures with consequent
case decisions defining police powers in particular circumstances;
Greater centralisation in police policies together with the Home
Secretary's control of finance and other matters; Increased police
use of sophisticated technology for record keeping and surveillance
purposes; The involvement of the security service in an
anti-criminal role. The book (which includes illustrative charts)
covers many complex legal issues. It has been written in a plain
non-legalistic style. It is understandable to non-lawyers. However,
for the benefit of practitioners, all statutory and case references
are provided so that original materials can be consulted by those
needing further information.
""Algorithms for Games"" aims to provide a concrete example of the
programming of a two-person game with complete information, and to
demonstrate some of the methods of solutions; to show the reader
that it is profitable not to fear a search, but rather to undertake
it in a rational fashion, make a proper estimate of the dimensions
of the "catastrophe," and use all suitable means to keep it down to
a reasonable size. The book is dedicated to the study of methods
for limiting the extent of a search. The game programming problem
is very well suited to the study of the search problem, and in
general for multi-step solution processes. With this in mind, the
book focuses on the programming of games as the best means of
developing the ideas and methods presented. While many of the
examples are related to chess, only an elementary knowledge of the
game is needed.
Mihail Moiseevich Botvinnik is an electrical engineer by
profession; during World War II he headed a high-tension laboratory
in the Urals and was decorated by the USSR for his accomplishments.
At present, he is the head of the alternating-current machine
laboratory at the Moscow Institute of Power Engineering. He is also
a world-renowned chess player. He was born in 1911, and by 1935 had
become a Grandmaster of Soviet chess. In 1948 he won the world
chess championship and held the title until 1963 (except for a
two-year break). His chess style has been characterized as deep,
objective, serious, and courageous. In this book, the quality of
his thinking is revealed in his study of the basic thought
processes of master chess players, and his reduction of these
processes to mathematical form. This formalization of thought
processes is a contribution to science at three levels: at the
immediate level, it provides a basis for a computer program that
seems likely to succeed in playing chess; at the middle level,
game-playing programs help us to study and rationalize the
processes of planning and decision-making; and, at the highest
level, the study of the mind in action, as in the game of chess,
leads to an understanding of human thought and of the human psyche.
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