Tuesday, October 6, 2020

Encyclopedia Britannica - Chess


Encyclopedia Britannica - Chess

WRITTEN BY Andrew E. Soltis

Solitis is a Grandmaster of chess and one of the most distinguished writers on the game. His column “Chess to Enjoy” is one of the longest-running columns in Chess Life, the monthly publication.

Chess, one of the oldest and most popular board games, played by two opponents on a checkered board with specially designed pieces of contrasting colours, commonly white and black. White moves first, after which the players alternate turns in accordance with fixed rules, each player attempting to force the opponent’s principal piece, the King, into checkmate—a position where it is unable to avoid capture.

Chess first appeared in India about the 6th century AD and by the 10th century had spread from Asia to the Middle East and Europe. Since at least the 15th century, chess has been known as the “royal game” because of its popularity among the nobility. Rules and set design slowly evolved until both reached today’s standard in the early 19th century. Once an intellectual diversion favoured by the upper classes, chess went through an explosive growth in interest during the 20th century as professional and state-sponsored players competed for an officially recognized world championship title and increasingly lucrative tournament prizes. Organized chess tournaments, postal correspondence games, and Internet chess now attract men, women, and children around the world.

This article provides an in-depth review of the history and the theory of the game by noted author and international grandmaster Andrew Soltis.

Characteristics Of The Game

Chess is played on a board of 64 squares arranged in eight vertical rows called files and eight horizontal rows called ranks. These squares alternate between two colours: one light, such as white, beige, or yellow; and the other dark, such as black or green. The board is set between the two opponents so that each player has a light-coloured square at the right-hand corner.

Algebraic notation

Individual moves and entire games can be recorded using one of several forms of notation. By far the most widely used form, algebraic (or coordinate) notation, identifies each square from the point of view of the player with the light-coloured pieces, called White. The eight ranks are numbered 1 through 8 beginning with the rank closest to White. The files are labeled a through h beginning with the file at White’s left hand. Each square has a name consisting of its letter and number, such as b3 or g8. Additionally, files a through d are referred to as the queenside, and files e through h as the kingside.

Moves

The board represents a battlefield in which two armies fight to capture each other’s king. A player’s army consists of 16 pieces that begin play on the two ranks closest to that player. There are six different types of pieces: king, rook, bishop, queen, knight, and pawn; the pieces are distinguished by appearance and by how they move. The players alternate moves, White going first.

King

White’s king begins the game on e1. Black’s king is opposite at e8. Each king can move one square in any direction; e.g., White’s king can move from e1 to d1, d2, e2, f2, or f1.

Rook

Each player has two rooks (formerly also known as castles), which begin the game on the corner squares a1 and h1 for White, a8 and h8 for Black. A rook can move vertically or horizontally to any unobstructed square along the file or rank on which it is placed.

Bishop

Each player has two bishops, and they begin the game at c1 and f1 for White, c8 and f8 for Black. A bishop can move to any unobstructed square on the diagonal on which it is placed. Therefore, each player has one bishop that travels only on light-coloured squares and one bishop that travels only on dark-coloured squares.

Queen

Each player has one queen, which combines the powers of the rook and bishop and is thus the most mobile and powerful piece. The White queen begins at d1, the Black queen at d8.

Knight

Each player has two knights, and they begin the game on the squares between their rooks and bishops—i.e., at b1 and g1 for White and b8 and g8 for Black. The knight has the trickiest move, an L-shape of two steps: first one square like a rook, then one square like a bishop, but always in a direction away from the starting square. A knight at e4 could move to f2, g3, g5, f6, d6, c5, c3, or d2. The knight has the unique ability to jump over any other piece to reach its destination. It always moves to a square of a different colour.

Capturing

The king, rook, bishop, queen, and knight capture enemy pieces in the same manner that they move. For example, a White queen on d3 can capture a Black rook at h7 by moving to h7 and removing the enemy piece from the board. Pieces can capture only enemy pieces.

Pawns

Each player has eight pawns, which begin the game on the second rank closest to each player; i.e., White’s pawns start at a2, b2, c2, and so on, while Black’s pawns start at a7, b7, c7, and so on. The pawns are unique in several ways. A pawn can move only forward; it can never retreat. It moves differently than it captures. A pawn moves to the square directly ahead of it but captures on the squares diagonally in front of it; e.g., a White pawn at f5 can move to f6 but can capture only on g6 or e6. An unmoved pawn has the option of moving one or two squares forward. This is the reason for another peculiar option, called en passant—that is, in passing—available to a pawn when an enemy pawn on an adjoining file advances two squares on its initial move and could have been captured had it moved only one square. The first pawn can take the advancing pawn en passant, as if it had advanced only one square. An en passant capture must be made then or not at all. Only pawns can be captured en passant. The last unique feature of the pawn occurs if it reaches the end of a file; it must then be promoted to—that is, exchanged for—a queen, rook, bishop, or knight.

Castling

The one exception to the rule that a player may move only one piece at a time is a compound move of king and rook called castling. A player castles by shifting the king two squares in the direction of a rook, which is then placed on the square the king has crossed. For example, White can castle kingside by moving the king from e1 to g1 and the rook from h1 to f1. Castling is permitted only once in a game and is prohibited if the king or rook has previously moved or if any of the squares between them is occupied. Also, castling is not legal if the square the king starts on, crosses, or finishes on is attacked by an enemy piece.

Relative piece values

Assigning the pawn a value of 1, the values of the other pieces are approximately as follows: knight 3, bishop 3, rook 5, and queen 9. The relative values of knights and bishops vary with different pawn structures. Additionally, tactical considerations may temporarily override the pieces’ usual relative values. Material concerns are secondary to winning.

Object of the game

When a player moves a piece to a square on which it attacks the enemy king—that is, a square from which it could capture the king if the king is not shielded or moved—the king is said to be in check. The game is won when one king is in check and cannot avoid capture on the next move; this is called checkmate. A game also can end when a player, believing the situation to be hopeless, acknowledges defeat by resigning.

There are three possible results in chess: win, lose, or draw. There are six ways a draw can come about: (1) by mutual consent, (2) when neither player has enough pieces to deliver checkmate, (3) when one player can check the enemy king endlessly (perpetual check), (4) when a player who is not in check has no legal move (stalemate), (5) when an identical position occurs three times with the same player having the right to move, and (6) when no piece has been captured and no pawn has been moved within a period of 50 moves.

In competitive events, a victory is scored as one point, a draw as half a point, and a loss as no points.

Game notation

A move can be recorded by designating the initial of the piece moved and the square to which it moves. For example, Be5 means a bishop has moved to e5. There are two exceptions: a knight is identified by N, and no initials are used for pawn moves. For example, 1 e4 means White’s first move is a two-square advance of a pawn on the e-file, and 1 . . . Nf6 means Black’s response is to bring a knight from g8 to f6. For both White and Black, castling kingside is indicated by 0-0, while castling queenside is notated by 0-0-0. Captures are indicated by inserting an x or : between the piece moving and the square it moves to. For pawn moves, this means dxe5 indicates a White pawn on d4 captures a piece on e5. En passant captures are designated by e.p. Checks are indicated by adding ch or + at the end of the move, and checkmate is often indicated by adding # or ++ at the end of the move. Notation is used to record games as they are played and to analyze them in print afterward. In annotating (commenting) on a game, an appended exclamation mark means a very good move, two exclamation marks are occasionally used to indicate an extremely good move, a question mark indicates a bad move, two question marks indicate a blunder, and the combination of an exclamation mark and a question mark on the same move indicates a double-edged or somewhat dubious move.

Conduct of the game

Competitive chess is played according to a set of rules that supplement the basic laws governing how the pieces move. Among the more important rules are those governing completion of a move, recording of games, time controls (see The time element and competition), and penalties for illegal moves and other infractions.

Tournament and match chess is distinguished from casual games by the strict provisions for completing a move. Unless preceded by the warning “I adjust” (French: “j’adoube”), a piece touched must be moved or captured (if legally possible), and a completed move may not be retracted. The players also are obligated to record their moves. Only after making a move can they stop their allotted time from elapsing, usually by depressing a device on the chess clock used in competitive play.

A player can be penalized in a variety of ways, including forfeiture of the game, for consulting another player or any recorded material during the game, for analyzing the game on another board, or for distracting the opponent. Any player who realizes during a game that an illegal move has been made may demand that the position before the infraction be reinstated and that play proceed from there. If the illegality is discovered after the game is completed, the result stands without penalty.

History

Ancient precursors and related games

The origin of chess remains a matter of controversy. There is no credible evidence that chess existed in a form approaching the modern game before the 6th century CE. Game pieces found in Russia, China, India, Central Asia, Pakistan, and elsewhere that have been determined to be older than that are now regarded as coming from earlier distantly related board games, often involving dice and sometimes using playing boards of 100 or more squares.

One of those earlier games was a war game called chaturanga, a Sanskrit name for a battle formation mentioned in the Indian epic Mahabharata. Chaturanga was flourishing in northwestern India by the 7th century and is regarded as the earliest precursor of modern chess because it had two key features found in all later chess variants—different pieces had different powers (unlike checkers and go), and victory was based on one piece, the king of modern chess.

How chaturanga evolved is unclear. Some historians say chaturanga, perhaps played with dice on a 64-square board, gradually transformed into shatranj (or chatrang), a two-player game popular in northern India, Pakistan, Afghanistan, and southern parts of Central Asia after 600 CE. Shatranj resembled chaturanga but added a new piece, a firzān (counselor), which had nothing to do with any troop formation. A game of shatranj could be won either by eliminating all an opponent’s pieces (baring the king) or by ensuring the capture of the king. The initial positions of the pawns and knights have not changed, but there were considerable regional and temporal variations for the other pieces.

The game spread to the east, north, and west, taking on sharply different characteristics. In the East, carried by Buddhist pilgrims, Silk Road traders, and others, it was transformed into a game with inscribed disks that were often placed on the intersection of the lines of the board rather than within the squares. About 750 CE chess reached China, and by the 11th century it had come to Japan and Korea. Chinese chess, the most popular version of the Eastern game, has 9 files and 10 ranks as well as a boundary—the river, between the 5th and 6th ranks—that limits access to the enemy camp and makes the game slower than its Western cousin.

Introduction to Europe

A form of chaturanga or shatranj made its way to Europe by way of Persia, the Byzantine Empire, and, perhaps most important of all, the expanding Arabian empire. The oldest recorded game, found in a 10th-century manuscript, was played between a Baghdad historian, believed to be a favourite of three successive caliphs, and a pupil.

Muslims brought chess to North Africa, Sicily, and Spain by the 10th century. Eastern Slavs spread it to Kievan Rus about the same time. The Vikings carried the game as far as Iceland and England and are believed responsible for the most famous collection of chessmen, 78 walrus-ivory pieces of various sets that were found on the Isle of Lewis in the Outer Hebrides in 1831 and date from the 11th or 12th century. See Figure 2.

Chess and dice games were periodically banned by kings and religious leaders. For example, King Louis IX forbade the game in France in 1254. However, the game’s popularity was helped by its social cachet: a chess set was often associated with wealth, knowledge, and power. It was a favourite of Kings Henry I, Henry II, John, and Richard I of England, of Philip II and Alfonso X (the Wise) of Spain, and of Ivan IV (the Terrible) of Russia. It was known as the royal game as early as the 15th century.

Standardization of rules

The modern rules and appearance of pieces evolved slowly, with widespread regional variation. By 1300, for example, the pawn had acquired the ability to move two squares on its first turn, rather than only one at a time as it did in shatranj. But this rule did not win general acceptance throughout Europe for more than 300 years.

Chess made its greatest progress after two crucial rule changes that became popular after 1475. Until then the counselor was limited to moving one square diagonally at a time. And, because a pawn that reached the eighth rank could become only a counselor, pawn promotion was a relatively minor factor in the course of a game. But under the new rules the counselor underwent a sex change and gained vastly increased mobility to become the most powerful piece on the board—the modern queen. This and the increased value of pawn promotion added a dynamic new element to chess. Also, the chaturanga piece called the elephant, which had been limited to a two-square diagonal jump in shatranj, became the bishop, more than doubling its range.

Until these changes occurred, checkmate was relatively rare, and more often a game was decided by baring the king. With the new queen and bishop powers, the trench warfare of medieval chess was replaced by a game in which checkmate could be delivered in as few as two moves.

The last two major changes in the rules—castling and the en passant capture—took longer to win acceptance. Both rules were known in the 15th century but had limited usage until the 18th century. Minor variations in other rules continued until the late 19th century; for example, it was not acceptable in many parts of Europe as late as the mid-19th century to promote a pawn to a queen if a player still had the original queen.

Set design

The appearance of the pieces has alternated between simple and ornate since chaturanga times. The simple design of pieces before 600 CE gradually led to figurative sets depicting animals, warriors, and noblemen. But Muslim sets of the 9th–12th centuries were often nonrepresentational and made of simple clay or carved stone following the Islamic prohibition of images of living creatures. The return to simpler, symbolic shatranj pieces is believed to have spurred the game’s popularity by making sets easier to make and by redirecting the players’ attention from the intricate pieces to the game itself.

Stylized sets, often adorned with precious and semi-precious stones, returned to fashion as the game spread to Europe and Russia. Playing boards, which had monochromatic squares in the Muslim world, began to have alternating black and white, or red and white, squares by 1000 CE and were often made of fine wood or marble. Peter I (the Great) of Russia had special campaign boards made of soft leather that he carried during military efforts.

The king became the largest piece and acquired a crown and sometimes an elaborate throne and mace. The knight’s close identification with the horse dates back to chaturanga. The pawn, as the lowest in power and social standing, has traditionally been the smallest and least representational of the pieces. The queen grew in size after 1475, when its powers expanded, and changed from a male counselor to the king’s female consort. The bishop was known by different names—“fool” in French and “elephant” in Russian, for example—and was not universally recognized by a distinctive mitre until the 19th century. Depiction of the rook also varied considerably. In Russia it was usually represented as a sailing ship until the 20th century. Elsewhere it was a warrior in a chariot or a castle turret.

The standard for modern sets was established about 1835 with a simple design by an Englishman, Nathaniel Cook. After it was patented in 1849, the design was endorsed by Howard Staunton, then the world’s best player; because of Staunton’s extensive promotion, it subsequently became known as the Staunton pattern. Only sets based on the Staunton design are allowed in international competition today. See Figure 3.

The world championship and FIDE

The popularity of chess has for the past two centuries been closely tied to competition, usually in the form of two-player matches, for the title of world champion. The title was an unofficial one until 1886, but widespread spectator interest in the game began more than 50 years earlier. The first major international event was a series of six matches held in 1834 between the leading French and British players, Louis-Charles de la Bourdonnais of Paris and Alexander McDonnell of London, which ended with Bourdonnais’s victory. For the first time, a major chess event was reported extensively in newspapers and analyzed in books. Following Bourdonnais’s death in 1840, he was succeeded by Staunton after another match that gained international attention, Staunton’s defeat of Pierre-Charles Fournier de Saint-Amant of France in 1843. This match also helped introduce the idea of stakes competition, since Staunton won the £100 put up by supporters of the two players.

Staunton used his position as unofficial world champion to popularize the Staunton-pattern set, to promote a uniform set of rules, and to organize the first international tournament, held in London in 1851. Karl Ernst Adolf Anderssen, a German schoolteacher, was inspired by the Bourdonnais-McDonnell match to turn from problem composing to tournament competition, and he won the London tournament and with it recognition as unofficial champion. The London tournament, in turn, inspired American players to organize the first national championship, the First American Chess Congress, in New York City in 1857, which set off the first chess craze in the Western Hemisphere. The winner, Paul Morphy of New Orleans, was recognized as unofficial world champion after defeating Anderssen in 1858.

The world championship became more formalized after Morphy retired and Anderssen was defeated by Wilhelm Steinitz of Prague in a match in 1866. Steinitz was the first to claim the authority to determine how a title match should be held. He set down a series of rules and financial conditions under which he would defend his status as the world’s foremost player, and in 1886 he agreed to play Johann Zukertort of Austria in the first match specifically designated as being for the world championship. Steinitz reserved the right to determine whose challenge he would accept and when and how often he would defend his title.

Steinitz’s successor, Emanuel Lasker of Germany, proved a more demanding champion than Steinitz in arranging matches. He took long periods, from 1897 to 1907 and later from 1910 to 1921, without defending his title. After the leading national chess federations, the British and German, failed to arrange a match between Lasker and any of his leading challengers on the eve of World War I, the momentum for an independent international authority began to grow.

The controversy over the championship was eased when José Raúl Capablanca of Cuba defeated Lasker in 1921 and won the agreement, at a tournament in London in 1922, of the world’s other leading players to a written set of rules for championship challenges. Under those rules, any player who met certain financial conditions (in particular, guaranteeing a $10,000 stake) could challenge the World Champion. While the top players were trying to adhere to the London Rules, representatives of 15 countries met in Paris in 1924 to organize the first permanent international chess federation, known as FIDE, its French acronym for Fédération Internationale des Échecs.

The London Rules worked smoothly in 1927 when Capablanca was dethroned by Alexander Alekhine, the first Russian-born champion, but then proved to be a financial obstacle in Capablanca’s bid for a rematch. FIDE’s attempts to intervene failed. Alekhine was widely criticized for manipulating the rules, and when he died in 1946 FIDE assumed the authority to organize world championship matches.

From 1948, when FIDE organized a match tournament to fill the vacancy created by Alekhine’s death, until 1975 the FIDE format worked without major problems. The international federation organized three-year cycles of regional and international competitions to determine the challengers for the World Champion and solicited bids for match sites. The champion no longer had a veto power over opponents and was required to defend the title every three years.

FIDE also took over the Women’s World Championship and biennial Olympiad team championships, which originated in the 1920s. In addition, the federation developed new championship titles, particularly for junior players in various age groups. It also created a system for recognizing top players by arithmetic rating and by titles based on tournament performance. The highest title, after World Champion, is International Grandmaster, of whom there are now more than 500 in the world.

The easing and eventual end of the Cold War spurred international chess by reducing barriers. By the mid-1990s close to 2,000 tournaments registered with FIDE were held each year—more than 50 times the number during the 1950s. Amateur chess expanded sharply. Membership in the U.S. Chess Federation jumped from 2,100 in 1957 to more than 70,000 in 1973.

All World Champions and challengers from 1951 to 1969 were Soviet citizens, and all the championship matches were held in Moscow with small prizes and limited international publicity. The victory of Robert J. (Bobby) Fischer of the United States in 1972 was an abrupt change. Fischer’s demands spurred an increase in the prize fund to $250,000—a sum greater than all previous title matches combined. After winning the highly publicized match, Fischer insisted on a greater say in match rules than had any previous champion in the FIDE era. In particular, he objected to a rule, used by FIDE since 1951, that limited championship matches to 24 games. FIDE dropped the rule, but Fischer demanded further concessions. In the end he refused to defend his title; in 1975 he became the first champion to lose it by default.

Fischer’s successor, Anatoly Karpov of the Soviet Union, reigned for 10 years but was dethroned in 1985 by a countryman and bitter rival, Garry Kasparov. Kasparov then clashed repeatedly with FIDE over the rules governing the championship. He reluctantly agreed to defend his title under the federation’s rules three times during 1986–90, winning each time. However, when Nigel Short of England won the right to challenge Kasparov for the championship in 1993, he and Kasparov decided instead to play the match under the auspices of a new organization, the Professional Chess Association (PCA). Before Kasparov defeated Short in London in late 1993 in the first PCA championship, FIDE disqualified Kasparov and organized its own world championship match, won by Karpov.

FIDE began holding annual “knockout” tournaments in 1999 to determine its championship. Alexander Khalifman of Russia won the first tournament, which was held in Las Vegas, Nevada. In 2000 the tournament venue was split between New Delhi, India, and Tehrān, Iran, and was won by Viswanathan Anand of India. Meanwhile, Kasparov lost a title match to Vladimir Kramnik of Russia in 2000.

Following negotiations with FIDE, which recognized Kramnik as the “classical” world chess champion, he agreed to a unification match in 2006 with FIDE’s challenger, the Bulgarian grandmaster Veselin Topalov, who had won the 2005 FIDE World Championship Tournament. Kramnik won the match. As part of the unification contract, the winner agreed to risk the consolidated title in FIDE’s 2007 World Championship Tournament. Anand won the tournament and successfully defended the title against Kramnik in a 12-game match in 2008. Anand defeated Topalov in 2010 and Israel player Boris Gelfand in 2012 to retain his title. In 2013 Magnus Carlsen of Norway defeated Anand after only 10 games of a 12-game match to become, at age 22, the youngest-ever world chess champion.

Women in chess

Separation of the sexes in chess dates from about 1500 with the introduction of the queen. Chess became a much faster, more exciting game and, thus, came to be perceived as a more masculine pursuit. Women were often barred from the coffeehouses and taverns where chess clubs developed in the 19th century. However, women players achieved distinction separately from men by the middle of the century. The first chess clubs specifically for women were organized in the Netherlands in 1847. The first chess book written by a woman, The ABC of Chess, by “A Lady” (H.I. Cooke), appeared in England in 1860 and went into 10 editions. The first women’s tournament was sponsored in 1884 by the Sussex Chess Association.

Women also gained distinction in postal and problem chess during this period. An American woman, Ellen Gilbert, defeated a strong English amateur, George Gossip, twice in an international correspondence match in 1879—announcing checkmate in 21 moves in one game and in 35 moves in the other. Edith Winter-Wood composed more than 2,000 problems, 700 of which appeared in a book published in 1902.

The first woman player to gain attention in over-the-board competition with men was Vera Menchik (1906–44) of Great Britain. She won the first Women’s World Championship, a tournament organized by FIDE in 1927, and the next six women’s championship tournaments, in 1930–39. Her good results against men in British events led to invitations to some of the strongest pre-World War II tournaments, including Carlsbad 1929 (tournaments are identified by venue and year) and Moscow 1935. Among the strong male masters who lost to her were the world champion Max Euwe, Samuel Reshevsky, Sultan Khan, Jacques Mieses, Edgar Colle, and Frederick Yates. She was also one of the first women chess professionals.

Women’s chess received a major boost when the Soviet Union endorsed separate women’s tournaments as part of a general encouragement of the game. The 1924 women’s championship of Leningrad was the first women’s tournament sponsored by any government. Massive events, larger than anything open to either sex in the West, followed; nearly 5,000 women took part in the preliminary sections of the 1936 Soviet women’s championship, for example.

Improvements in playing strength ensued and led to Soviet domination of women’s chess for more than 30 years. After Menchik’s death, FIDE held a 16-player tournament in Moscow during the winter of 1949–50 to fill the vacancy. Soviet women took the top four places.

The Women’s World Championship has been decided by matches or elimination match tournaments organized by FIDE since 1953. After Menchik’s death the next three champions were Ludmilla Rudenko of Ukraine and Elizaveta Bykova and Olga Rubtsova of Russia. But, with the victory of Nona Gaprindashvili in 1962, an era of supremacy by Georgian players began. Gaprindashvili held the title for 16 years and became the first woman to earn the title of International Grandmaster. (FIDE established separate titles of International Woman Master in 1950 and International Woman Grandmaster in 1977.) Gaprindashvili was succeeded by another Georgian, Maya Chiburdanidze, in 1978. Georgians also won the right to challenge the champions in 1975, 1981, and 1988.

Soviet domination of women’s chess ended with the defeat of Chiburdanidze by Xie Jun, of China, in 1991 and the rise of the three Polgár sisters, Susan, Zsófia, and Judit. The Polgárs of Budapest were the most impressive women prodigies ever; each had achieved grandmaster-level performances by age 15. They also distinguished themselves by generally avoiding women-only competitions, until Susan Polgar defeated Xie for the women’s championship in 1996.


In the 1990s a series of men-versus-women events were organized as the difference in playing strength narrowed. In 1995 a team of five senior male grandmasters, including the former world champions Boris Spassky and Vasily Smyslov, was beaten 26 1/2 to 23 1/2 in a match against five leading women. Among the women was Judit Polgár, ranked eighth in the world on the international rating lists issued in July and October 2005 by FIDE, the highest level any woman had ever achieved.

Zhu Chen of China won the 2001 FIDE Women’s World Championship Tournament. FIDE had difficulty funding further events in the series, so the next tournament did not take place until 2004. The 2004 tournament was won by Antoaneta Stefanova of Bulgaria, and the championship went back on a regular two-year cycle. The next champions were Xu Yuhua of China (2006–08), Alexandra Kosteniuk of Russia (2008–10), and Hou Yifan of China (2010–12), who at age 16 was the youngest women’s world chess champion. Beginning in 2011, FIDE decided on a new system for determining the woman’s chess championship. In odd years a two-player match would be held, but in even years the title would be determined by a knockout tournament among 64 players. Hou defended her championship in 2011, but the 2012 tournament was won by Anna Ushenina of Ukraine. Hou regained the title in 2013.
Development Of Theory

There are three recognized phases in a chess game: the opening, where piece development and control of the centre predominate; the middlegame, where maneuvering in defense and attack against the opponent’s king or weaknesses occurs; and the endgame, where, generally after several piece exchanges, pawn promotion becomes the dominant theme. Chess theory consists of opening knowledge, tactics (or combinations), positional analysis (particularly pawn structures), strategy (the making of long-range plans and goals), and endgame technique (including basic mates against the lone king).

Philidor and the birth of chess theory

Early chess players recognized that a typical game could be divided into three parts, each with its own character and priorities: the opening stage, when a player develops the pieces from their starting squares; a middlegame stage, in which plans are conceived and carried out; and an endgame stage, following several exchanges and captures, in which the player with the superior chances tries to convert an advantage into victory.

Books analyzing a few basic opening moves, elementary middlegame combinations, and simple elements of endgame technique appeared as early as the 15th century. About 1620 an Italian master, Gioacchino Greco, wrote an analysis of a series of composed games that illustrated two contrasting approaches to chess. Those games pit a material-minded player, who attempts to win as many of the opponent’s pieces as possible, against an opponent who sacrifices material in pursuit of checkmate—and usually wins. Greco, regarded as the first chess professional, emphasized tactics. His games were filled with pretty combinations made possible by poor defensive play. They had considerable influence in popularizing chess and in showing that there were different theories about how it should be played.

The first coordinated explanation of how chess games are won came in the 18th century from François-André Philidor of France. Philidor, a composer of music, was regarded as the world’s best chess player for nearly 50 years. In 1749 Philidor wrote and published L’Analyze des échecs (Chess Analyzed), an enormously influential book that appeared in more than 100 editions.

In Analyze Philidor used apparently fictitious games to illustrate his principles for conducting a strategic, rather than tactical, battle. His comments on certain 1 e4 e5 openings were copied for decades by other masters, and his analysis of king, rook, and bishop against king and rook was the first extensive examination of a particular endgame. But it was Philidor’s middlegame advice that was his greatest legacy. He emphasized the role of planning: Once all a player’s pieces are developed, that player should try to form an overall goal, such as kingside attack, that coordinates the forces. Philidor also placed a premium on anticipating enemy threats rather than merely concentrating on one’s own attack.

Greco and previous writers had explored the tactical interplay of two or three pieces. But Philidor believed that the significance of the pawns had been overlooked and drew particular attention to their weaknesses and strengths. His most famous comment—that “pawns are the very life of the game”—is often cited without his explanation of why they are important: because, he said, pawns alone form the basis for attack.

Philidor believed that a mobile mass of pawns is the most important positional factor in the middlegame and that an attack will fail unless the pawns to sustain it are properly supported. He warned against allowing pawns to be isolated from one another, doubled on the same file, or made backward—that is, unguarded by another pawn and incapable of being safely advanced. He linked the qualities of pawns to other pieces and was the first to emphasize how a bishop could be bad or good depending on how restricted it was by a fixed pawn structure. He also advocated the exchange of an f-pawn for an enemy e-pawn because it would partially open the file for a castled rook at f1. While previous authors had shown how pawns or other pieces could be temporarily sacrificed in checkmating or material-gaining combinations, Philidor illustrated the purely positional sacrifice in which a player obtains compensation such as superior piece mobility or pawn structure.

Morphy and the theory of attack

From 1750 to 1769 a group of masters from Modena, Italy—Ercole del Rio, Giambattista Lolli, and Domenico Ponziani—criticized Philidor’s ideas. They believed that he had exaggerated the importance of the pawns at the expense of the other pieces and had minimized the power of a direct attack on the enemy king. By analyzing the play of 16th-century Italian masters, the Modena school showed that games could be won in fewer than 20 moves through speedy piece mobilization, compared with Philidor’s slow-developing pawn marches.

There followed a proliferation of speculative pawn sacrifices in the opening, called gambits, in order to achieve rapid mobilization and open lines for an attack. Checkmating attacks, often with startling sacrifices in concluding combinations, became the hallmark of many players of the 19th century. These leading masters were described as members of the Romantic school of chess.

The ideas of the Modena school were not fully appreciated until they appeared, in slightly different form, in the games of Paul Morphy, the first American recognized as the world’s best player. Morphy’s chess career lasted less than three years and consisted of fewer than 75 serious games. In 1858–59 he defeated all the leading European players, with the disappointing exception of Howard Staunton, who evaded all attempts to arrange a match. At the age of 22 Morphy retired from serious chess. Morphy remains the only great chess thinker who left no written legacy.

Morphy’s contemporaries knew as much about the openings as he did, and some of them could calculate combinations as well as he. But Morphy understood how and when to attack better than anyone else. This enabled him not only to win favourable positions but also to avoid loss in inferior positions. After he defeated Adolf Anderssen, the greatest of the Romantics, by a lopsided score of 7–2, a supporter asked Anderssen why he had not sacrificed his pieces brilliantly against the American, as he had against other masters. “Morphy won’t let me,” Anderssen is reputed to have replied.

Morphy appreciated that superior development—getting pieces onto good squares in the first 10 to 15 moves—was relatively unimportant in the semiclosed, blocked pawn structures that Philidor had embraced. But, as the centre or kingside became more open, an advantage in development increased in value. In Morphy’s best-known games, pawns and knights played minor roles. Pawns were often sacrificed so that the queen, rooks, and bishops could join the attack as soon as possible. The first priority for Morphy was the initiative, the ability to force matters. Superior development in a position with few centre pawns conferred the initiative on one player. In the games of lesser players the initiative might pass back and forth as players err. But Morphy rarely failed to bring an initiative to fruition.

Steinitz and the theory of equilibrium

Morphy’s eventual successor, Wilhelm Steinitz, reigned as world champion until 1894, when he was 58. The Prague-born Steinitz managed to retain his superiority for so long because he developed new principles of the middlegame, particularly in closed or semiclosed positions, that only his successor, Emanuel Lasker, and Lasker’s contemporaries fully appreciated. Steinitz said his “modern school” was guided by two premises: first, that the natural outcome of a game is a draw because of the inherent balance between the forces of White and Black and, second, that checkmate is the ultimate but not the first objective of the game.

Steinitz began his career as a tactical, combinational player in the Morphy style. But in his late thirties he developed insight into subtle positional characteristics that take precedence in positions in which the centre is fully or partially blocked by immobile pawns. Steinitz tried to answer the mystery of why some attacks succeed, regardless of how skillful the defender, while others fail, regardless of how talented the attacker. A failed attack, he added, often results in defeat for the attacker, whose forces suddenly become poorly coordinated in the face of a counterattack.

Steinitz concluded that in a typical position each side has certain small advantages which tend to balance one another. For example, a player may have weakened the opponent’s pawns but at the expense of trading a bishop for a slightly less-valuable knight. An attack is justified only when the balance has been upset, either by the player’s mistakes or the opponent’s good moves. Morphy’s advantage in development was one way of upsetting the balance. But by the 1870s, after Morphy’s games became familiar to all masters, it became harder and harder to obtain a lead in development against an unwilling opponent.

Steinitz realized that the way to justify a decisive attack in the post-Morphy era was to accumulate small, often subtle, advantages—for example, having two bishops when one’s opponent has two knights, having an entrenched knight at a fortified outpost, or having greater maneuvering space. In his games Steinitz showed how slow-evolving maneuvers in the opening, particularly with knights, paid dividends in the middlegame if the centre was closed. He originated the term “hole” to mean a vulnerable square that has lost its pawn protection and can be occupied favourably by an enemy piece.

While a lead in development may be transient, other advantages, such as a superior pawn structure, could be nurtured into the endgame, Steinitz said. Structural weaknesses generally involve pawns that are difficult to defend or squares (especially in the centre or around the king) that enemy pieces can occupy without being dislodged by pawn attacks. The following common pawn weaknesses are disadvantageous in direct proportion to their exploitability, which tends to increase as pieces are exchanged. A pawn with no friendly pawns on adjoining files is called an isolated pawn; isolated pawns may confer middlegame compensation through control of important squares (if located in the centre) or by giving rooks adjoining open files along which to attack. A pawn on an open file whose advance is restrained by an enemy pawn on an adjoining file and that is unguardable by any other pawn is termed a backward pawn. Two pawns that occupy the same file (through captures) are called doubled pawns.

The small advantages could be converted at an appropriate moment to material by means of attack. He added that a player who does not attack when in a position advantageous enough to justify it will lose the advantage. Unlike the Romantics, who relentlessly aimed for the enemy king, Steinitz argued that the nature of the position dictated whether to target the kingside or queenside. The win of a mere pawn was in the large majority of cases fatal among first-class masters.

Some subtle advantages do not become significant until the endgame, Steinitz found. For example, after routine pawn captures and recaptures, a player is often left with three pawns each on the kingside and queenside, while the opponent has four on the kingside and two on the queenside. The kingside pawns are often held back near or on their original squares for king protection. But, advancing on the queenside where the player has a majority of the pawns, referred to as a queenside majority, can create a powerful passed pawn that may prove decisive in the late middlegame or endgame. On the other hand, one of Steinitz’s students, Harry Nelson Pillsbury, popularized the “minority attack,” in which the player with fewer queenside pawns advances them in certain positions in order to weaken his opponent’s pawns.

Steinitz was also the first master of defensive play. Even when playing the White pieces, he often invited his opponent to open the centre by exchanging pawns or to be the first to cross the fourth rank. He reasoned that such attacks must be premature if the equilibrium was in balance and so could be punished after patient defensive play.

While Philidor was known for his writings and Morphy for his games, Steinitz left a legacy of both. In match play he consistently defeated the leading Romantics—Adolf Anderssen, Joseph Blackburne, Johann Zukertort, and Mikhail Chigorin. He is regarded as the first player to take a scientific approach to chess.

The classical era

Among Steinitz’s greatest followers were two Germans, Emanuel Lasker and Siegbert Tarrasch. Lasker dethroned Steinitz as world champion in 1894 and refined his theory of defensive play. He showed that even cramped positions yielded strong counterattacking chances. Also, he was the first player to appreciate the psychological nature of chess and found that, by accepting allegedly bad positions or ones with merely inferior pawn structures, he placed a psychological burden on many of his opponents by encouraging their optimism. His practical approach to the game enabled Lasker to hold the world championship title until 1921. But, as a later world champion, Max Euwe, said of him, “It is not possible to learn much from him; one can only stand and wonder.”

Tarrasch took Steinitz’s principles in a different direction. He regarded the control of space and mobility of pieces as much more important than Steinitz believed and felt that these qualities would compensate for structural pawn weaknesses. He was the champion of a particular pawn structure featuring an isolated d-pawn. Steinitz saw such a pawn as a liability that could be advantageously blockaded by an enemy knight and eventually captured. But Tarrasch noted that the same pawn could support one or two of his own knights on more advanced squares, and this often outweighed the apparent weakness. His games show a relentless effort to get all his pieces on their best squares and to gain control of more space. This led Tarrasch to original attitudes toward material, such as stating that two bishops and a rook were roughly equivalent to two rooks and a knight. He hated the cramped positions that Lasker mastered and relished. Tarrasch preferred to use a superior centre to attack on both wings of the board at the same time. As the world’s foremost chess author for more than three decades, Tarrasch popularized Steinitz’s findings, often by reducing them to simple rules such as “develop knights before bishops” or “don’t move your queen early in the game.”

Lasker was finally dethroned by Capablanca, who added little that was new to the theory of the game but showed how the teachings of Steinitz and Tarrasch could be molded into a nearly unbeatable formula. Capablanca perfected the skill that players call technique, the nurturing of tiny advantages until they become decisive. Capablanca paid little attention to the opening and played both 1 e4, the favourite of masters until about 1910, and 1 d4, a move more likely to keep the centre closed. He preferred middlegames with clear-cut plans. But he argued that each move, even in the opening, should further that goal—a contrast with Morphy, who appeared to develop pieces for the sake of development.

Capablanca created a style of play that allowed him to minimize risk; he went a record eight years, from 1916 to 1924, without losing a tournament or match game. Other leading players, among them Akiba Rubinstein and Carl Schlechter, developed their own minimum-risk techniques as they tried to perfect the ideas of Steinitz. Material advantage became a high priority. Sacrifices declined in frequency and gambits almost disappeared at the master level. The absence of new ideas in chess was reflected in the appearance of agreed draws in fewer than 20 moves—ironically called “grandmaster draws”—in the first two decades of the 20th century.

Hypermodernism

A major school of chess sprang up after World War I with an assault by central European masters on Steinitz’s approach to the centre and the dogmatic rules set down by Tarrasch. The Hypermoderns, as they were known, delighted in showing how the guidelines of the previous generation could be violated profitably. In one of his favourite openings, Aron Nimzowitsch began with three pawn advances followed by a move by his queen. His colleague Richard Réti wrote that the new generation was interested not in rules but in exceptions.

The most important exceptions concerned the centre squares, chiefly e4, e5, d4, and d5. The Hypermoderns believed that the central pawn structure that had been a goal since Philidor could be a liability because it provides the opponent with a target. It was not the occupation of the centre that was desirable but rather its control, they argued. Gyula Breyer, one of the Hypermoderns, summed up their approach when he joked, “After the first move 1 e4 White’s game is in the last throes.”

At the heart of Hypermodernism was a new approach to the opening. The two leading members of the new school, Réti and Nimzowitsch, attacked Tarrasch’s emphasis on building a solid centre in the first dozen moves, starting with 1 e4 or 1 d4. Réti often began a game with 1 Nf3 and did not advance more than one pawn past the third before the middlegame had begun. Instead, he and the other Hypermoderns rediscovered the fianchetto, or development of a bishop on its longest diagonal—i.e., b2 and g2 for White, b7 and g7 for Black. Fianchettoed bishops had been a favourite of Howard Staunton in the 1830s but fell out of favour after Morphy popularized open centres. Réti’s idea was to attack the centre with pieces posted on the wings. In one of his most controversial maneuvers, he shifted his queen to a1 to emphasize the power of his bishop at b2.

The Hypermoderns invited their opponents to advance pawns in the centre and in some cases tried to provoke them. For example, Alexander Alekhine, a future world champion who explored Hypermodern ideas in the 1920s, developed an opening that consisted of meeting 1 e4 with 1…Nf6 in order to tempt White to advance to e5, where the pawn might later come under fire.

Nimzowitsch also played originally in the opening. Previously, masters almost automatically answered 1 d4 with 1…d5 so as not to allow White to dominate the centre with 2 e4. Nimzowitsch, however, played 1…Nf6 with the idea of controlling the crucial e4 square with minor pieces, a bishop pin of a White knight at c3 and/or a fianchettoed bishop at b7. His systems, known as the Queen’s Indian Defense and Nimzo-Indian Defense, remain among the most popular in competitive play.

Nimzowitsch’s exploration of openings that had been previously explored and found wanting led him to another Hypermodern tenet: the voluntary surrender of the centre. Steinitz had claimed to have originated this idea, but Nimzowitsch elaborated on it in several games and in his writings. For example, a common pawn chain occurs in the centre, when White pawns occupy d4 and e5 and Black pawns occupy d5 and e6. Tarrasch had shown how Black obtains counterchances by attacking the enemy centre by advancing the c-pawn to c5 and f-pawn to f6. Tarrasch’s opponents tried to maintain the chain of White pawns on their squares. But Nimzowitsch tried to find the right time to exchange White’s pawns (dxc5 and, after…f6, then exf6). His goal was to occupy the deserted squares at d4 and e5 with his minor pieces—i.e., bishops and knights.

Nimzowitsch was also influential in the development of defensive ideas of prophylaxis—the anticipation, prevention, and restraint of the opponent’s play.

The Soviet school

By the late 1920s the new approach to the centre had been quickly assimilated. Most of the world’s leading masters, even Capablanca and Tarrasch, had tried Hypermodern openings. The next generation, which emerged in the 1930s and, after the interval of World War II, the late 1940s, sought to find exceptions to other rules. The leaders of the next generation came from the Soviet Union, whose players dominated the world championship from 1948 to 1972.

The Soviets were distinguished by the high priority they placed on gaining the initiative, a willingness to accept pawn structures even Lasker had considered bad, a new appreciation of differences in material, and a concentrated approach to pregame preparation.

The Soviets valued the initiative—the ability to force matters—more than most positional considerations. While the Hypermoderns and Lasker often challenged their opponents to make the first aggressive moves, the Soviets regarded the initiative as vitally important. When defending, they rejected the solid if passive approach of Steinitz and Tarrasch and tried to generate a counterattack.

The striving for the initiative led the Soviets to modify Hypermodern ideas about the centre by analyzing openings to find dynamic, tactical play regardless of pawn coordination or centre control. For example, David Bronstein and Isaac Boleslavsky showed in the King’s Indian Defense how White could be allowed a free rein to occupy the centre by advancing the c-, d-, e-, and even f-pawns. But Black could obtain counterplay by advancing the e-pawn to e5 and exchanging it on d4—a surrender of the centre that had been anathema to Tarrasch.

Since the Hypermoderns had demonstrated that Black did not have to meet 1 e4 with 1…e5, the Soviets devoted enormous attention to the most aggressive alternative, the Sicilian Defense (1…c5), which also involves a surrender of the centre. Although White gains more space and mobility, Boleslavsky showed how Black could find equalizing counterchances by advancing the d-pawn one square and the e-pawn two squares. This creates a hole at d5 and makes the d-pawn backward but enables Black to maximize use of the c-file and attack the White e-pawn.

The Soviets sought unstable positions, in which each player had several pluses and minuses. Mikhail Botvinnik, the first Soviet master to win the world championship, popularized a variation of the French Defense in which Black exchanges a good bishop in order to ruin White’s pawn structure. Botvinnik accepted several weak squares because of the absence of the bishop and was often forced to castle queenside, rather than kingside. But his games revealed rich resources for counterplay on kingside or queenside.

Another means of obtaining the instability cherished by the Soviets was by material sacrifices. Russian masters from the 1930s to the ’50s were especially fond of trading a rook for a bishop or knight. Such sacrifices had been used since the Romantic era as part of a kingside attack. But the Soviets used it instead to obtain positional compensation, such as to ruin an opponent’s pawn structure or improve their own or to eliminate a powerful enemy bishop or knight.

Botvinnik’s major contributions included finding an optimal way of preparing for a game. He studied the strengths and weaknesses of opponents he was likely to meet in the near future. He analyzed the amount of time he had spent on particular moves in order to think more efficiently. He played training games to test his nerves and concentration skills under conditions simulating tournament play—even encouraging an opponent to smoke cigarettes.

But most of all Botvinnik developed highly complex opening systems, in openings such as the Queen’s Gambit Declined, English Opening, French Defense, and Nimzo-Indian Defense. Instead of discovering a new opening move that might win a single game and then become useless, Botvinnik tried to work out complicated systems that would last for years. For example, his analysis of the Queen’s Gambit Declined in the late 1930s won games for him nearly 10 years later. Typically, the Botvinnik Variation of the Queen’s Gambit Declined leads to a highly unbalanced middlegame in which Black sacrifices a pawn and ruins his kingside pawn structure but obtains excellent chances on the queenside, where Black has four pawns to White’s two. His approach to the opening had a great influence during the 1950s and ’60s as leading masters tried to analyze openings as far as the 20th or 25th move.

The pragmatists

The most important changes in chess thinking after 1970 concerned a more practical approach to competition. The Soviets maintained that by unbalancing a position they placed an onus on each player to find the best moves. In quieter positions, second-best moves could be permitted. But in sharp positions, the Soviets said, failing to find the correct move would often mean losing the initiative or turning an advantage into a disadvantage.

A new attitude became evident in the games of Fischer and his successor as world champion, Karpov, in the 1970s. The pragmatist approach holds that games are decided not by brilliant moves but by bad ones made under the influence of a shortage of time. There are only a few times during a game when a player must find the best move, the pragmatists believed. The Soviets’ perfectionism led to an increase in games ending in middlegame victories. The pragmatists shifted the emphasis slightly toward the endgame.

There were also some subtle changes in thinking from the 1970s through the ’90s about conducting the late opening and early middlegame stages of a game. Among them was a depreciation of the bishop: The Hypermoderns had attacked Tarrasch’s high opinion of an unobstructed bishop and said a bishop could profitably be traded for a knight. The post-Soviet players often traded bishop for knight for minimal compensation. They also often exchanged their good bishop, the one less encumbered by pawns, and retained their bad one for slight positional compensation.

The Time Element And Competition

Origin of time controls

The rise of competitive chess with the Bourdonnais-McDonnell match of 1834 and the London tournament of 1851 posed a question of fairness: should a player be allowed to take enormous amounts of time? Previously, chess was governed by an unwritten amateur privilege that allowed players unlimited time for each move. When the practice of recording the amount of time taken on each move in major events began, it was found that the Staunton–Saint-Amant match games of 1843 averaged nine hours and that as much as two hours and 20 minutes was spent by one player over a single move at the London tournament.

Staunton, the most influential player of the first half of the 19th century, was severely critical of players who took “hours over moves where minutes might suffice.” He suggested limiting the amount of time allotted for each move to a specified number of minutes. But it was agreed by most authorities that some moves deserve lengthy consideration and others very little. Since a player could not preserve unused time, he would be encouraged to take as much as possible. But allowing a player to spend as much as 10 minutes per move would mean that it could take the two players two hours to play just six moves. The principle of single-move time limits was abandoned in all but postal games (in which players had a preset number of days to respond to a move) and some forms of quick or speed chess—e.g., games in which players must move every 5 or 10 seconds.

A second principle, sometimes called sudden death, was also considered—and abandoned—in the early days of competitive chess. With a sudden-death format a set amount of time is allowed for all a player’s moves in a game. Sudden-death time controls were regarded in the 19th century and most of the 20th as too restrictive because they could leave a player with an enormous advantage but so little time left that loss was inevitable. Sudden death survived only in certain forms of speed chess, such as five-minute chess, in which each player has five minutes for all moves.

The third, and most popular, principle for time controls was a flexible system proposed by Tassilo von Heydebrand und der Lasa, a 19th-century German player and author. Lasa proposed that each player be allowed a bank of time in which to play a predetermined number of moves, such as two hours for 30 moves. This principle, adopted for the vast majority of competitions from 1861 on, permits each player to budget time, playing some moves quickly and taking as much as an hour or more on others. In addition, a player who made the prescribed number of moves, such as 30 in the example above, would get an additional time budget, such as one hour for the next 15 moves.

Staunton had proposed that the penalty for exceeding a time limit be a fine, and this was tried in some international tournaments as late as Nürnberg 1906. But this proved insufficient as a deterrent, and forfeiture eventually became the sole penalty. The penalty was regarded as mandatory after Vienna 1882 when a contender for first prize, James Mason, exceeded the time limit in one game but eventually won the game after his opponent declined to claim the forfeit. Another contender for first prize, Wilhelm Steinitz, appealed Mason’s victory, and a forfeiture was imposed instead.

Technological improvements

In 1861 the first time limits, using sandglasses, were employed in a match, Anderssen versus Ignác Kolisch, and in a tournament, at Bristol, England. Each player had a timer to set in motion when considering a move and to stop after the move. But sandglasses proved clumsy and inexact and were replaced by a pair of mechanical clocks after a simple pendulum device was introduced at London 1883. The pendulum acted like a seesaw so that, when a player depressed his clock, it stopped and the opponent’s clock began ticking. See Figure 4.

Modern clocks consist of two parallel timers, each with a small button above it for a player to press after completing a move. This stops the player’s time and starts the opponent’s. This simplified device made it possible for a player to survive severe time trouble, situations in which it was necessary to make 20 or 30 moves with less than a minute of allotted time remaining.

The next significant change, the addition of a tiny latch called a flag, appeared at the turn of the 19th century and helped end the chronic arguments over when a player had exceeded a time limit. The flag, lying straight down near the 12 at the top of a clock face, is lifted at the end of an hour by the minute hand until it is perpendicular and then falls straight down again. Until the introduction of the flag, an arbiter or judge had to determine whether the minute hand had passed 12. No further changes in chess timing were made until digital clocks appeared in the 1980s. Digital clocks tell a player to the second precisely how much time is left, but they have not proved popular with players.

Standard controls

The first time controls, introduced in 1861, were 24 moves in two hours, and most games were completed in five hours. But, as defensive skills improved, the average length of a game in moves increased, and 24 moves in two hours proved excessively generous. At the London tournament of 1862 more than a quarter of the decisive games ended by move 30. This figure fell to 21 percent at Vienna 1873, 18 percent at Leipzig 1894, and less than 10 percent at Carlsbad 1923.

As players developed more extensive opening preparation—and could play the first 20 moves of a game by memory—the pressure for faster limits accelerated. By the 1880s a format of 30 moves in two hours became popular, succeeded by 36 moves in two hours in the 1920s and then 40 moves in two and a half hours after World War II.

In major events a game was usually adjourned after the first five-hour session of play and resumed at a later time. Critics said this gave a player an unfair chance to consult colleagues, seconds, or, after 1980, even computers.

In the mid-1980s a new format, 40 moves in two hours followed by a second time control of 20 moves in one hour, proved popular because few games lasted more than 60 moves and few therefore required adjournment. To further discourage adjournments, many amateur events added a modified form of sudden-death provision: After the second or third time control was reached, the players were given an additional lump of time, typically an hour, for the completion of all their remaining moves. This was used mainly in nonmaster events but was also adopted in the 1995 Professional Chess Association championship.

Quick chess

Early chess clocks often broke down after repeated use. Sturdier clocks, appearing after World War I, made possible a new form of casual chess, played at extremely fast speeds, such as five-minute sudden-death games, which proved extremely popular among younger players.

But until the 1980s there was a clear distinction in the minds of most players between serious chess, played at slower controls with a time budget of two or more hours and additional time once each control was reached, and quick chess, based on a small amount of allotted time and no additional time possible.

The popular acceptance in the 1980s of sudden-death controls after the first four or five hours of play proved to be a bridge between serious and quick chess. The most popular new format, which appeared in the mid-1980s, limited an entire game to 25 minutes for each player. This control, variously called action chess, active chess, quickplay, and game/25, became popular because it provided a livelier tempo in which an entire tournament could be completed in an evening.

Moreover, the change of tempo did not appear to change relative playing strengths. The first world rapid championship, held in Mexico in 1988, was won by Anatoly Karpov, a former world champion at the slower speed and the highest-rated player in the event. A circuit of 4 game/25 tournaments called the Grand Prix was organized in 1994 by the PCA. The overall winners in its first two years were Vladimir Kramnik, the world’s third-highest-rated player, and Gary Kasparov, the PCA champion and the world’s top-ranked player.

An indication of how well-accepted the faster time limit had become was its adoption by FIDE to break ties in some important events. In 1988, for example, a first-round match between Kevin Spraggett of Canada and Andrei Sokolov of the Soviet Union in the candidates’ elimination matches leading to the world championship was tied after eight games and was decided when Spraggett won a game/15 tiebreaker.

The Fischer clock

Quick chess took a new turn in the 1990s with a variation on Staunton’s single-move principle and Lasa’s time-budget idea. Fischer, who had not played a public game since winning the world championship in 1972, patented a chess clock in 1988 that added an increment of time after a player completed a move and hit the button on top. For example, in a speed game, a player could begin with five minutes and receive an additional 10 or 15 seconds after making each move.

The Fischer clock gained international attention after the expatriate American briefly came out of retirement in 1992 to play a nonsanctioned world championship match with Boris Spassky in the cities of Belgrade and Sveti Stefan in Yugoslavia. The rules of the match stipulated that each player begin with 111 minutes on his clock and receive one minute for each move played. This meant that after 40 moves each player had been allotted 151 minutes, or one minute more than the 40-in-2 1/2-hours format used when Fischer won the championship title from Spassky in 1972. For the second control, the match rules gave each player an additional 40 minutes to play 20 moves but also added an extra minute for each move played.

As chess promoters moved toward organizing tournaments with spectators—in particular, television audiences—in mind, the shorter time limits became a way of life for professional players. One of the most interesting annual tournaments, the Melody Amber held in Monaco since 1992, features top grandmasters playing a pair of games using the Fischer clock. In one of the games the players begin with four minutes and receive 10 seconds for each move played. In the second they play without sight of the board—so-called blindfold chess—beginning with four minutes and receiving 20 seconds for each move.

Correspondence chess

Chess games have been conducted by move-carrying messengers since at least the 17th century, but the introduction of low-cost mail service created a small boom for postal chess in the early 19th century.

The earliest recorded postal game was conducted in 1804 by players from the Dutch cities of Breda and The Hague. By 1824, when a well-publicized five-game match between clubs in London and Edinburgh began, postal chess had become the best-known form of chess competition.

Other forms of communication eventually shortened the delivery time of moves. A celebrated annual match by transatlantic cable between teams representing Great Britain and the United States was conducted from 1896 to 1911. The first games by radio were played in 1902 between players aboard two steamships. Telephone chess has never caught on, because of the lack of proof of what moves are made and the inconvenience of receiving several calls when playing more than one game at a time. However, telex matches and fax tournaments have been tried successfully.

A new arena of competition developed in the early 1990s with the introduction of commercial games clubs on the Internet. The Internet Chess Club, founded in 1992 and incorporated in 1995, allows computer-literate chess fans worldwide to play one another at various time limits. More than 15,000 players from 55 countries had played at least one game in the first four years. On a typical day 10,000 games are played. Club members can also take the role of spectator and watch the 20 to 50 games typically being played. Time limits of a few minutes per game and use of the Fischer clock are common. One attraction of e-mail chess is the availability of opponents of all playing strengths at all hours of the day and night.

Chess And Artificial Intelligence

Machines capable of playing chess have fascinated people since the latter half of the 18th century, when the Turk, the first of the pseudo-automatons, began a triumphal exhibition tour of Europe. Like its 19th-century successor Ajeeb, the Turk was a cleverly constructed cabinet that concealed a human master. The mystery of the Turk was the subject of more than a dozen books and a widely discussed article written by Edgar Allan Poe in 1836. Several world-class players were employed to operate the pseudo-automatons, including Harry Nelson Pillsbury, who was Ajeeb during part of the 1890s, and Isidor Gunsberg and Jean Taubenhaus, who operated, by remote control, Mephisto, the last of the pseudo-automatons, before it was dismantled following World War I.

Master search heuristics

The ability of a machine to play chess well has taken on symbolic meaning since the first precomputer devices more than a century ago. In 1890 a Spanish scientist, Leonardo Torres y Quevado, introduced an electromagnetic device—composed of wire, switch, and circuit—that was capable of checkmating a human opponent in a simple endgame, king and rook versus king. The machine did not always play the best moves and sometimes took 50 moves to perform a task that an average human player could complete in fewer than 20. But it could recognize illegal moves and always delivered eventual checkmate. Torres y Quevado acknowledged that the apparatus had no practical purpose. As a scientific toy, however, it gained attention for his belief in the capability of machines to be programmed to follow certain rules.

No significant progress in this area was made until the development of the electronic digital machine after World War II. About 1947 Alan Turing of the University of Manchester, England, developed the first simple program capable of analyzing one ply (one side’s move) ahead. Four years later a Manchester colleague, D.G. Prinz, wrote a program capable of solving mate-in-two-move problems but not actually playing chess.

A breakthrough came in 1948, when the research scientist Claude Shannon of Bell Telephone Laboratories in Murray Hill, New Jersey, U.S., presented a paper that influenced all future programmers. Shannon, like Torres y Quevada and Turing, stressed that progress in developing a chess-playing program would have a wider application and could lead, he said, to machines that could translate from language to language or make strategic military decisions.

Shannon appreciated that a computer conducting an entire game would have to make decisions using incomplete information because it could not examine all the positions leading to checkmate, which might lie 40 or 50 moves ahead. Therefore, it would have to select moves that were good, not merely legal, by evaluating future positions that were not checkmates. Shannon’s paper set down criteria for evaluating each position a program would consider.

This evaluation function is crucial because even a rudimentary program would have to determine the relative differences between thousands of different positions. In a typical position White may have 30 legal moves, and to each of those moves Black may have 30 possible replies. This means that a machine considering White’s best move may have to examine 30 × 30, or 900, positions resulting from Black’s reply, a two-ply search. A three-ply search—an initial move by White, a Black reply, and a White response to that—would mean 30 × 30 × 30, or 27,000, different final positions to be considered. (It has been estimated that humans examine only about 50 positions before choosing a move.)

Turing’s evaluation function was dominated by determining which side had more pieces in various future positions. But Shannon suggested that each position could be weighed using positional criteria, including the condition of pawns and their control of the centre squares, the mobility of the other pieces, and specific cases of well-placed pieces, such as a rook on an open (pawnless) file or on the seventh rank. Other criteria were used by later programmers to refine and improve the evaluation function. All criteria had to be quantified. For example, a human master can quickly evaluate the mobility of bishops or the relative safety of the king. Early programs performed the same evaluation by counting the number of legal bishop moves or the squares under control around a player’s king.

Computer chess

Computers began to compete against humans in the late 1960s. In February 1967 MacHack VI, a program written by Richard Greenblatt, an MIT undergraduate, drew one game and lost four in a U.S. Chess Federation tournament. Its results improved markedly, from a performance equivalent to a USCF rating of 1243 to reach 1640 by April 1967, about the average for a USCF member. The first American computer championship was held in New York City in 1970 and was won by Chess 3.0, a program devised by a team of Northwestern University researchers that dominated computer chess in the 1970s.

Technical advances accelerated progress in computer chess during the 1970s and ’80s. Sharp increases in computing power enabled computers to “see” much further. Computers of the 1960s could evaluate positions no more than two moves ahead, but authorities estimated that each additional half-move of search would increase a program’s performance level by 250 rating points. This was borne out by a steady improvement by the best programs until Deep Thought played above the 2700 level in 1988. When Deep Blue, its successor, was introduced in 1996, it saw as far as six moves ahead. (Gary Kasparov said he normally looks only three to five moves ahead, adding that for humans more are not needed.)

Also helping computer progress was the availability of microprocessors in the late 1970s. This allowed programmers unattached to universities to develop commercial microcomputers that by the 1990s were nearly as strong as programs running on mainframes. By the late 1980s the strongest machines were capable of beating more than 90 percent of the world’s serious players. In 1988 a computer, HiTech, developed at Carnegie Mellon University, defeated a grandmaster, Arnold Denker, in a short match. In the same year another Carnegie Mellon program, Deep Thought, defeated a top-notch grandmaster, Bent Larsen, in a tournament game.

HiTech used 64 computer chips, one for each square on the board, and was capable of considering up to 175,000 positions per second. Feng-Hsiung Hsu, a Carnegie Mellon student, improved on HiTech with a custom-designed chip. The result, Chiptest, won the North American Computer Championship in 1987 and evolved into Deep Thought, a program powerful enough to consider 700,000 positions a second. Although its evaluation skills were not as well developed as HiTech’s—and far below that of a human grandmaster—Deep Thought was sponsored by International Business Machines Corporation (IBM) in an effort to defeat the world’s best player by the mid-1990s in a traditional time limit.

At faster speeds even personal computers were able to defeat the world’s best humans by 1994. In that year a Fritz 3 program, examining 100,000 positions per second, tied for first place with Kasparov, ahead of 16 other grandmasters, at a five-minute tournament in Munich, Germany. Later in the year Kasparov was eliminated from a game/25 tournament in London after losing a two-game match against Genius running on a Pentium personal computer.

In 1991 Deep Thought’s team said the program, renamed Deep Blue, would soon be playing at the equivalent of a 3000 rating (compared with Kasparov’s 2800), but this proved excessively optimistic. The main improvement was in the computer running the chess program. IBM developed, and used chess to test, a sophisticated new multiprocessing system (later used at the 1996 Olympic Games in Atlanta, Georgia, U.S., to predict the weather) that employed 32 microprocessors, each with six programmable chips designed specifically for chess. Deep Thought, by comparison, had one microprocessor and no extra chips. The new hardware enabled Deep Blue to consider as many as 50 billion positions in three minutes, a rate that was about a thousand times faster than Deep Thought’s.

Deep Blue made its debut in a six-game match with PCA champion Kasparov in February 1996. The $500,000 prize fund and IBM’s live game coverage at their World Wide Web site attracted worldwide media attention. The Kasparov–Deep Blue match in Philadelphia was the first time a world champion had played a program at a slow (40 moves in two hours) time format. Deep Blue won the first game, but Kasparov modified his style and turned the later games into strategic, rather than tactical, battles in which evaluation was more important than calculation. He won three and drew two of the remaining games to win the match 4–2.

In a six-game rematch held May 3–11, 1997, in New York City, an upgraded Deep Blue was able to consider an average of 200 million positions per second, twice its previous speed. Its algorithm for considering positions was also improved with advice from human grandmasters.

By adopting a new set of conservative openings, Kasparov forced Deep Blue out of much of its prematch preparation. After resigning the second game, in a position later found to be drawable, Kasparov said he “never recovered” psychologically. With the match tied at one win, one loss, and three draws, Deep Blue won the decisive final game in 19 moves.

Computer extension of chess theory

Computers have played a role in extending the knowledge of chess. In 1986 Kenneth Thompson of AT&T Bell Laboratories reported a series of discoveries in basic endgames. By working backward from positions of checkmate, Thompson was able to build up an enormous number of variations showing every possible way of reaching the final ones. This has been possible with only the most elementary endgames, with no more than five pieces on the board. Thompson’s research proved that certain conclusions that had remained unchallenged in endgame books for decades were untrue. For example, with best play on both sides, a king and queen can defeat a king and two bishops in 92.1 percent of the initial starting positions; this endgame had been regarded as a hopeless drawn situation. Also, a king and two bishops can defeat a king and lone knight in 91.8 percent of situations—despite human analysis that concluded the position was drawn. Thompson’s research of some five-piece endgames required considering more than 121 million positions.

Because of their ability to store information, computers had become invaluable to professional players by the 1990s, particularly in the analysis of adjourned games. However, computers have severe limits. In the 1995 PCA championship, Kasparov won the 10th game with a heavily analyzed opening based on the sacrifice of a rook. According to his aides, the prepared idea was tested on a computer beforehand, and the program evaluated the variation as being in the opponent’s favour until it had reached the end of Kasparov’s lengthy analysis.

The availability of top-notch microcomputers poses a major problem for postal chess. A principal difference between over-the-board chess and all forms of correspondence chess is that in the latter players are permitted to analyze a position by moving the pieces and by consulting reference books. By the 1990s most serious postal players used a computer database containing thousands of games categorized by opening moves. However, if the use of computers is extended to finding the best moves in the middlegame or endgame, postal chess becomes computer chess. The International Correspondence Chess Federation said in 1993 that “the existence of chess computers is a reality and for correspondence chess the use of chess computers cannot be controlled.”

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