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This book is partly designed as an autobiographical experience
focusing on the processes that arise in the life of a chess player
that have be translated into everyday life. In part, the book
incorporates psychological theories that generally explain these
processes, but overall it can be seen as a guide on how to use any
activity to learn skills that will enrich your life. There are
several activities in life which can be seen in the same way if we
know where and how to exploit the opportunities. The truth is that
all aspirations are interconnected when we keep an eye on the
thematic links. I believe that this book will give you a new
insight into how any ability can be transferred from a particular
activity to the universal wisdom of life. It will awaken your
networking skills and teach you how to turn life activities into
lifelong skills that will improve your well-being. The course of
the book follows the typical process of playing chess, starting
with training, followed by the tournament situation, the course of
the game, the time after the game and the tournament. Since I am
not a poet, I have often borrowed some quotations from famous,
imaginative and clever people from all over the world. I believe
that these valuable thoughts have enriched the book. One thing I
ask you to do while reading this book is to open your mind and
enjoy the inner journey. So let us go and try to become aware of
the processes behind our life activities. Let us find out what and
why we do what we do in our daily lives.
This book describes a new computational approach to creativity.
With chess as the domain of investigation, the authors show
experimentally how a computer can be imbued with the 'spark' of
creativity that enables it to compose chess problems or puzzles
that are both challenging and aesthetically appealing to humans.
This new approach called the Digital Synaptic Neural Substrate
(DSNS) mimics the brain's ability to combine fragments of seemingly
unrelated information from different domains (such as chess,
photographs and music) to inspire itself to create new objects in
any of them. Representing the cutting edge in computational
creativity research, this book will be useful to students,
educators and researchers in the field as well as artificial
intelligence (AI) practitioners, in general.
In this Supplement we have collected the invited and contributed
talks pre sented at the XVIII European Conference on Few-Body
Problems in Physics, organised by the Jozef Stefan Institute and
the University of Ljubljana, Slove nia. The Conference, sponsored
by the European Physical Society, took place at the lakeside resort
of Bled from 8 to 14 September, 2002. This meeting was a part of
the series of European Few-Body Conferences, previously held in
Evora/Portugal (2000), Autrans/France (1998), Peniscola/Spain
(1995), ... Our aim was to emphasise, to a larger extent than at
previous Conferences, the interdisciplinarity of research fields of
the Few-Body community. To pro mote a richer exchange of ideas, we
therefore strived to avoid parallel sessions as much as possible.
On the other hand, to promote the participation of young scientists
who we feel will eventually shape the future of Few-Body Physics,
we wished to give almost all attendees the opportunity to speak."
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