Chess - just the facts
Chess is a recreational & competitive game for two players. Sometimes called Western Chess or International Chess to distinguish it from its predecessors & other chess variants, the current form of the game emerged in Southern Europe in the second half of the 15th century after evolving from similar, much older games of Indian origin. Today, chess is one of the world's most popular games, played by millions of people worldwide in clubs, online, by correspondence (mail & e-mail), in tournaments (amateur & professional) & informally. Aspects of art & science are found in chess composition & theory. Chess is also advocated as a way of enhancing mental prowess.
The game is played on a square chequered chessboard. At the start, each player ("white" & "black") controls sixteen pieces: one king, one queen, two rooks, two knights, two bishops, & eight pawns. The object of the game is to checkmate the opponent's king, whereby the king is under immediate attack (in "check") & there is no way to remove it from attack on the next move. Theoreticians have developed extensive chess strategies & tactics since the game's inception.
The tradition of organized competitive chess started in the 16th century. The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886; Vladimir Kramnik is the current World Champion. There are also biennial world team events called Chess Olympiads. Since the 20th century, two international organizations, the World Chess Federation & the International Correspondence Chess Federation have organized & overseen the top chess competitions & international titles.
One of the goals of early computer scientists was to create a chess-playing machine, & today's chess is deeply influenced by the abilities of current chess programs. In 1997, a match between Garry Kasparov, then World Champion, & IBM's Deep Blue chess program proved for the first time that computers are able to beat even the strongest human players. The popularity of online chess coincided with the growth of the Internet, which started in the mid 1990s.
Chess is played on a square board of eight rows (called ranks & numbered 1 to 8) & eight columns (called files & labeled a to h) of squares. The colors of the sixty-four squares alternate & are referred to as "light squares" & "dark squares". The pieces are divided into two matching sets, by convention called White & Black. Each player, referred to by the color of his pieces, begins the game with sixteen pieces: one king, one queen, two rooks, two bishops, two knights & eight pawns. The chessboard is placed with a light square at each player's right on the nearest rank, & the pieces are set out on the two ranks closest to each player, as shown in the diagram. Each queen stands on a square of its own color.
The player who is chosen to be White makes the first move. The players then alternate moving one of their own pieces (with the exception of castling, when a rook & the king are moved simultaneously). Each type of piece has its own unique method of movement. Pieces are moved to either an unoccupied square, or one occupied by an opponent's piece. With one exception (en passant), an opponent's piece is captured & removed from play by moving a piece to the square that the enemy piece occupies. When a piece can be captured on the next move, it is said to be "threatened" or "under attack".
When a player's king is under attack, it is said to be in check. A player is not permitted to make any move that would place his king in check. If his king is in check, he must make a move to take the king out of check. If this is not possible, the player is checkmated & loses the game.
Chess games do not have to end in checkmate either player may resign if the situation looks hopeless. Games also may end in a draw (tie). A draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of a position, the fifty move rule, or a draw by impossibility of checkmate (usually because of insufficient material to checkmate).
Chess can be played with a time control. This involves assigning each player a set amount of time to make moves. If a player's time runs out before the game is completed, he automatically loses. The timing ranges from up to seven hours for long games to shorter rapid chess games usually lasting 30 minutes or one hour. Even shorter is blitz chess, with a time control of three to fifteen minutes per player & bullet chess, in which the allotment is under three minutes.
The international rules of chess are described in more detail in the FIDE Handbook, section Laws of Chess.
Origins of chess
Many countries
lay claim to the invention of chess. It is presently thought that the game originated
in India, since the Persian word for chess, shatranj, is derived from the Sanskrit
chaturanga, i.e. "four divisions of the military", infantry, cavalry,
elephants & chariots, represented respectively by pawn, knight, bishop &
rook.
The first reference to chess in literature appears in India about 500 BC in Brahmajala sutta in Digha Nikaya The first reference to the game in Persia dates around 5th century Karnamag-i Artaxshir-i Papakan. The earliest documented chess pieces also date to the 7th century. By about 800 the game reached China & was known, with modifications, as Xiangqi. Shatranj was taken up by the Muslim world after the Islamic conquest of Persia, with the pieces largely retaining their Persian names. In Spanish "shatranj" was rendered as ajedrez, in Portuguese as xadrez, in Turkish as satranc & in Greek as zatrikion, but in the rest of Europe it was replaced by versions of the Persian shah ("king"). The game reached Western Europe & Russia by at least three routes, the earliest being in the 9th century. By the year 1000 it had spread throughout Europe. Introduced into the Iberian Peninsula by the Moors in the 10th century, it was described in a famous 13th century manuscript covering shatranj, backgammon, & dice named the Libro de los juegos.
Another theory, championed by David H. Li, contends that chess arose from Xiangqi or a predecessor thereof, existing in China since the 2nd century BC.
Origins of the modern game (14501850)
The
pieces in shatranj had limited movement; the elephant or aufin (the predecessor
of the modern bishop) could only move by jumping two spaces diagonally, the counselor
or fers (the predecessor of the modern queen) could move only one space diagonally,
pawns could not advance two spaces on their first move, & there was no castling.
Also, pawns could only promote to counselor, which was the weakest piece (after
the pawn), due to its limited range.
Around 1200, rules started to be modified in southern Europe, & around 1475, several major changes rendered the game essentially as we know it today. These modern rules for the basic moves had been adopted in Italy (or in Spain according to other sources ): pawns gained the option of advancing two squares on their first move & the en passant capture therewith, while bishops & queens acquired their modern abilities. This made the queen the most powerful piece; consequently modern chess was referred to as "Queen's Chess" or "Mad Queen Chess". These new rules quickly spread throughout western Europe, with the exception of the rules about stalemate, which varied from place to place & were finalized in the early 19th century.
This was also the time when chess started to develop a corpus of theory. The oldest preserved printed chess book, Repetición de Amores y Arte de Ajedrez (Repetition of Love & the Art of Playing Chess) by Spanish churchman Luis Ramirez de Lucena was published in Salamanca in 1497. Lucena & later masters of the 16th & 17th century like Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio & Gioachino Greco or Spanish bishop Ruy López de Segura developed elements of openings, such as the Italian Game, King's Gambit & Ruy Lopez, & started to analyze simple endgames.
In the 18th century the center of European chess life moved from the Southern European countries to France. The two most important French masters were François-André Danican Philidor, a musician by profession, who discovered the importance of pawns for chess strategy, & later Louis-Charles Mahé de La Bourdonnais who won a famous series of matches with the strongest British master of the time, Alexander McDonnell from Ireland, in 1834. Centers of chess life in this period were coffee houses in big European cities like Café de la Régence in Paris & Simpson's Divan in London
As the 19th century progressed, chess organization developed quickly. Many chess clubs, chess books & chess journals appeared. There were correspondence matches between cities; for example the London Chess Club played against the Edinburgh Chess Club in 1824. Chess problems became a regular part of 19th century newspapers; Bernhard Horwitz, Josef Kling & Samuel Loyd composed some of the most influential problems. In 1843, the first edition of Handbuch des Schachspiels (Handbook of Chess) was published; written by German chess masters Paul Rudolf von Bilguer & Tassilo von Heydebrand und der Lasa, it was the first comprehensive manual of chess theory.
Birth
of a sport (18501945)
The first modern chess tournament was held in
London in 1851 & was won, surprisingly, by German Adolf Anderssen, relatively
unknown at the time. Anderssen was hailed as the leading chess master & his
brilliant, energetic but from today's viewpoint strategically shallow
attacking style became typical for the time. Sparkling games like Anderssen's
Immortal game or Morphy's Opera game both short casual games with many
sacrifices were regarded as the highest possible summit of the chess art.
Deeper insight into the nature of chess battle came with two younger players. American Paul Morphy, an extraordinary chess prodigy, won against all important competitors, including Anderssen, during his short chess career between 1857 & 1863. Morphy's success stemmed from a combination of brilliant attacks & sound strategy; he intuitively knew how to prepare attacks. This scheme was later reinvented & described by another strong master & theoretician, Prague-born Wilhelm Steinitz.
Besides his theoretical successes, Steinitz founded another important tradition: his triumph over the leading German master Johannes Zukertort in 1886 is regarded as the first official World Chess Championship, & Steinitz the first champion. He lost his crown in 1894 to a much younger player, German mathematician Emanuel Lasker, who maintained this title for 27 years, the longest tenure of all World Champions.
A prodigy from Cuba, José Raúl Capablanca (World champion 19211927), who ended the German-speaking dominance in chess, loved simple positions & endgames; he was undefeated in tournament play for eight years until 1924. His successor was Russian-French Alexander Alekhine, a strong attacking player, who died as the World champion in 1946, having briefly lost the title to Dutch player Max Euwe in 1935, before regaining it two years later.
Between the two world wars, chess was revolutionized by the new theoretical school of so-called hypermodernists like Aron Nimzowitsch or Richard Réti. They denied the simple principles of the established positional school of Steinitz & Tarrasch; hypermodernists advocated controlling the center of the board with distant pieces rather than with pawns, inviting opponents to occupy the center with pawns which become objects of attack.
Since the end of 19th century, the number of annually held master tournaments & matches quickly grew. In 1914, the title of chess grandmaster was first formally conferred by Russian Tsar Nicholas II, who awarded it to five finalists of a tournament in Saint Petersburg (Lasker, Capablanca, Alekhine, Tarrasch & Marshall). This tradition was later continued by the Fédération Internationale des Échecs or World Chess Federation (FIDE), founded in 1924 in Paris. In 1927, a World Champion title for women was established; the first to hold it was Czech-English master Vera Menchik.
Post-war era (1945 & later)
After the death
of Alekhine, a new World Champion was sought in a tournament of elite players
ruled by FIDE, who have, since then, controlled the title. The winner of the 1948
tournament, Russian Mikhail Botvinnik, started an era of Soviet dominance in the
chess world. Until the end of the Soviet Union, there was only one non-Soviet
champion, American Bobby Fischer (champion 19721975).
In the previous informal system, the World Champion decided which challenger he would play for the title & the challenger was forced to seek sponsors for the match. FIDE set up a new system of qualifying tournaments & matches. The world's strongest players were seeded into "Interzonal tournaments", where they were joined by players who had qualified from "Zonal tournaments". The leading finishers in these Interzonals would go on the "Candidates" stage, which was initially a tournament, later a series of knock-out matches. The winner of the Candidates would then play the reigning champion for the title. A champion defeated in a match had a right to play a rematch a year later. This system worked on a three-year cycle.
Botvinnik participated in championship matches over a period of fifteen years. He won the world championship tournament in 1948 & retained the title in tied matches in 1951 & 1954. In 1957, he lost to Vasily Smyslov, but regained the title in a rematch in 1958. In 1960, he lost the title to the Latvian prodigy Mikhail Tal, an accomplished tactician & attacking player. Botvinnik again regained the title in a rematch in 1961.
Following the 1961 event, FIDE abolished the automatic right of a deposed champion to a rematch, & the next champion, Armenian Tigran Petrosian, a genius of defense & strong positional player, was able to hold the title for two cycles, 19631969. His successor, Boris Spassky from Russia (19691972), was a player able to win in both positional & sharp tactical style.
The next championship, the so-called Match of the Century, saw the first non-Soviet finalist since before World War II, American Bobby Fischer, who defeated his Candidates opponents by unheard-of margins & clearly won the world championship match. In 1975, however, Fischer refused to defend his title against Soviet Anatoly Karpov when FIDE refused to meet his demands, & Karpov obtained the title by default. Karpov defended his title twice against Viktor Korchnoi & dominated the 1970s & early 1980s with a string of tournament successes.
Karpov's reign finally ended in 1985 at the hands of another Russian player, Garry Kasparov. Kasparov & Karpov contested five world title matches between 1984 & 1990: Kasparov narrowly retained his title each time. Kasparov would proceed to dominate the chess world until his retirement in 2005, setting records for the highest FIDE rating ever & the most #1 rankings on the FIDE rating list.
In 1993, Garry Kasparov & Nigel Short broke with FIDE to organize their own match for the title & formed a competing Professional Chess Association (PCA). From then until 2006, there were two simultaneous World Champions & World Championships: the PCA or Classical champion extending the Steinitzian tradition in which the current champion plays a challenger in match format (a series of many games); the other following FIDE's new format of many players competing in a tournament to determine the champion. Kasparov lost his Classical title in 2000 to Vladimir Kramnik of Russia.
The FIDE World Chess Championship 2006 reunified the titles, when Kramnik beat the FIDE World Champion Veselin Topalov & became the undisputed World Chess Champion.
Chess
in the arts & literature
Noble chess players, Germany, c. 1320 Pre-modern
In
the Middle Ages & during the Renaissance, chess was a part of noble culture;
it was used to teach war strategy & was dubbed the "King's Game".
Gentlemen are "to be meanly seene in the play at Chestes," says the
overview at the beginning of Baldassare Castiglione's The Book of the Courtier
(1528, English 1561 by Sir Thomas Hoby), but chess should not be a gentleman's
main passion. Castiglione explains it further:
And what say you to the game at chestes?
It is truely an honest kynde of enterteynmente & wittie, quoth Syr Friderick. But me think it hath a fault, whiche is, that a man may be to couning at it, for who ever will be excellent in the playe of chestes, I beleave he must beestowe much tyme about it, & applie it with so much study, that a man may assoone learne some noble scyence, or compase any other matter of importaunce, & yet in the ende in beestowing all that laboure, he knoweth no more but a game. Therfore in this I beleave there happeneth a very rare thing, namely, that the meane is more commendable, then the excellency.
Beautiful chess sets used by the aristocracy of the time are mostly lost, but some of the surviving examples, like the 12th century Lewis chessmen, are of high artistic quality.
At the same time, chess was often used as a basis of sermons on morality. An example is Liber de moribus hominum et officiis nobilium sive super ludo scacchorum ('Book of the customs of men & the duties of nobles or the Book of Chess'), written by an Italian Dominican monk Jacobus de Cessolis circa 1300. The popular work was translated into many other languages (first printed edition at Utrecht in 1473) & was the basis for William Caxton's The Game & Playe of the Chesse (1474), one of the first books printed in English. Different chess pieces were used as metaphors for different classes of people, & human duties were derived from the rules of the game or from visual properties of the chess pieces.
Two kings & two queens from the Lewis chessmen at the British Museum.The
knyght ought to be made alle armed upon an hors in suche wyse that he haue an
helme on his heed & a spere in his ryght hande/ & coueryd wyth his sheld/
a swerde & a mace on his lyft syde/ Cladd wyth an hawberk & plates to
fore his breste/ legge harnoys on his legges/ Spores on his heelis on his handes
his gauntelettes/ his hors well broken & taught & apte to bataylle &
couerid with his armes/ whan the knyghtes ben maad they ben bayned or bathed/
that is the signe that they shold lede a newe lyf & newe maners/ also they
wake alle the nyght in prayers & orysons vnto god that he wylle gyue hem grace
that they may gete that thynge that they may not gete by nature/ The kynge or
prynce gyrdeth a boute them a swerde in signe/ that they shold abyde & kepe
hym of whom they take theyr dispenses & dignyte.
On the other side, political & religious authorities in many places forbade chess as frivolous or as a sort of gambling.
Known in the circles of clerics, students & merchants, chess entered into the popular culture of Middle Ages. An example is the 209th song of Carmina Burana from the 13th century, which starts with the names of chess pieces, Roch, pedites, regina.
Honoré Daumier,
The Chess Players Modern
To the Age of Enlightenment, chess appeared mainly
for self-improvement. Benjamin Franklin, in his article "The Morals of Chess"
(1750), wrote:
"The Game of Chess is not merely an idle amusement; several very valuable qualities of the mind, useful in the course of human life, are to be acquired & strengthened by it, so as to become habits ready on all occasions; for life is a kind of Chess, in which we have often points to gain, & competitors or adversaries to contend with, & in which there is a vast variety of good & ill events, that are, in some degree, the effect of prudence, or the want of it. By playing at Chess then, we may learn:
1st, Foresight, which looks a little into futurity, & considers the consequences that may attend an action ...
2nd, Circumspection, which surveys the whole Chess-board, or scene of action: - the relation of the several Pieces, & their situations; ...
3rd, Caution, not to make our moves too hastily...."
Through
the Looking-Glass, Red King snoring, illustration by John TennielWith these or
similar hopes, chess is taught to children in schools around the world today &
used in armies to train minds of cadets & officers.
Moreover, chess is often depicted in the arts, used for example as a metaphor of a struggle of two, as a symbol of cold logic, or - in the spirit of medieval moralists - as an allegory of society's life. Significant works, where chess plays a key role, range from Thomas Middleton's A Game at Chess over Through the Looking-Glass by Lewis Carroll to The Royal Game by Stefan Zweig or Vladimir Nabokov's The Defense.
Chess is also present in the contemporary popular culture. For example, J. K. Rowling's Harry Potter plays "Wizard's Chess" while the characters of Star Trek prefer "Tri-Dimensional Chess" & the hero of Searching for Bobby Fischer struggles against adopting the aggressive & misanthropic views of a real chess Grandmaster.
Notation for recording moves
Chess notation
Chess games & positions are recorded using a special notation, most often
algebraic chess notation. Abbreviated (or short) algebraic notation generally
records moves in the format abbreviation of the piece moved - file where it moved
- rank where it moved, e.g. Qg5 means "queen moves to the g-file & 5th
rank (that is, to the square g5). If there are two pieces of the same type that
can move to the same square, one more letter or number is added to indicate the
file or rank from which the piece moved, e.g. Ngf3 means "knight from the
g-file moves to the square f3". The letter P indicating a pawn is not used,
so that e4 means "pawn moves to the square e4".
If the piece makes a capture, "x" is inserted behind the abbreviation of the piece, e.g. Bxf3 means "bishop captures on f3". When a pawn makes a capture, the file from which the pawn departed is used in place of a piece initial. For example, exd5 (pawn on the e-file captures the piece on d5).
The "Scholar's
mate"
If a pawn moves to its last rank, achieving promotion, the piece
chosen is indicated after the move, for example e1Q or e1=Q. Castling is indicated
by the special notations 0-0 for kingside castling & 0-0-0 for queenside.
A move which places the opponent's king in check usually has the notation "+"
added. Checkmate can be indicated by "#" (occasionally "++",
although this is occasionally used for a double check instead). At the end of
the game, "1-0" means "White won", "0-1" means "Black
won" & "½-½" indicates a draw.
Chess moves can be annotated with punctuation marks & other symbols. For example ! indicates a good move, !! an excellent move, ? a mistake, ?? a blunder, !? an interesting move that may not be best or ?! a dubious move, but not easily refuted.
For
example, one variant of a simple trap known as the Scholar's mate, animated in
the picture to the right, can be recorded:
1. e4 e5
2. Qh5?! Nc6
3. Bc4
Nf6??
4. Qxf7# 1-0
Strategy & tactics
Chess strategy consists
of setting & achieving long-term goals during the game for example,
where to place different pieces while tactics concentrate on immediate
manoeuvres. These two parts of chess thinking cannot be completely separated,
because strategic goals are mostly achieved by the means of tactics, while the
tactical opportunities are based on the previous strategy of play.
Because of different strategic & tactical patterns, a game of chess is usually divided into three distinct phases: Opening, usually the first 10 to 25 moves, when players develop their armies & set up the stage for the coming battle; middlegame, the developed phase of the game; & endgame, when most of the pieces are gone & kings start to take an active part in the struggle.
Fundamentals of
strategy
Chess strategy
Chess strategy is concerned with evaluation of chess
positions & with setting up goals & long-term plans for the future play.
During the evaluation, players must take into account the value of pieces on board,
pawn structure, king safety, space, & control of key squares & groups
of squares (for example, diagonals, open-files, & dark or light squares).
The most basic is to count the total value of pieces of both sides. The point values used for this purpose are based on experience; usually pawns are considered worth one point, knights & bishops about three points each, rooks about five points (the value difference between a rook & a bishop being known as the exchange), & queens about nine points. The fighting value of the king in the endgame is equivalent to about four points. These basic values are then modified by other factors like position of the piece (for example, advanced pawns are usually more valuable than those on initial positions), coordination between pieces (for example, a pair of bishops usually coordinates better than the pair bishop + knight), or type of position (knights are generally better in closed positions with many pawns while bishops are more powerful in open positions).
Another important factor in the evaluation of chess positions is the pawn structure (sometimes known as the pawn skeleton), or the configuration of pawns on the chessboard. Pawns being the least mobile of the chess pieces, the pawn structure is relatively static, & largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled or backward pawns & holes, once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset (for example, by the possibility to develop an attack).
A tactical puzzle from Lucena's 1497 book Fundamentals
of tactics
Chess tactics
In chess, tactics in general concentrate on short-term
actions so short-term that they can be calculated in advance by a human
player or by a computer. The possible depth of calculation depends on the player's
ability or speed of the processor. In quiet positions with many possibilities
on both sides, a deep calculation is not possible, while in "tactical"
positions with a limited number of forced variants, it is possible to calculate
very long sequences of moves.
Simple one-move or two-move tactical actions threats, exchanges of material, double attacks etc. can be combined into more complicated variants, tactical maneuvers, often forced from one side or from both. Theoreticians described many elementary tactical methods & typical maneuvers, for example pins, forks, skewers, discovered attacks (especially discovered checks), zwischenzugs, deflections, decoys, sacrifices, underminings, overloadings & interferences.
A forced variant which is connected with a sacrifice & usually results in a tangible gain is named a combination. Brilliant combinations such as those in the Immortal game are described as beautiful & are admired by chess lovers. Finding a combination is also a common type of chess puzzle aimed at development of players' skills.
Chess opening A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings & have been given names such as the Ruy Lopez or Sicilian Defense. They are catalogued in reference works such as the 'Encyclopedia of Chess Openings.
There are dozens of different openings, varying widely in character from quiet positional play (e.g. the Réti Opening) to very aggressive (e.g. the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to 3035 moves or more. Professional players spend years studying openings, & continue doing so throughout their careers, as opening theory continues to evolve.
The fundamental strategic aims of most openings are similar:
Development: To
place (develop) the pieces (particularly bishops & knights) on useful squares
where they will have an impact on the game.
Control of the center: Control
of the central squares allows pieces to be moved to any part of the board relatively
easily, & can also have a cramping effect on the opponent.
King safety:
It is often enhanced by castling.
Pawn structure: Players strive to avoid
the creation of pawn weaknesses such as isolated, doubled or backward pawns, &
pawn islands.
Apart from these fundamentals, other strategic plans or tactical
sequences may be employed in the opening.
Middlegame
The middlegame is
the part of the game when most pieces have been developed. Because the opening
theory has ended, players have to assess the position, to form plans based on
the features of the positions, & at the same time to take into account the
tactical possibilities in the position.
Typical plans or strategical themes for example the minority attack, that is the attack of queenside pawns against an opponent who has more pawns on the queenside are often appropriate just for some pawn structures, resulting from a specific group of openings. The study of openings should therefore be connected with the preparation of plans typical for resulting middlegames.
Middlegame is also the phase in which most combinations occur. Middlegame combinations are often connected with the attack against the opponent's king; some typical patterns have their own names, for example the Boden's Mate or the LaskerBauer combination.
Another important strategical question in the middlegame is whether & how to reduce material & transform into an endgame. For example, minor material advantages can generally be transformed into victory only in an endgame, & therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop & the opponent has a dark-squared one, the transformation into a bishops & pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of one or two pawns.
Endgame
The endgame (or
end game or ending) is the stage of the game when there are few pieces left on
the board. There are three main strategic differences between earlier stages of
the game & endgame:
During the endgame, pawns become more important;
endgames often revolve around attempting to promote a pawn by advancing it to
the eighth rank.
The king, which has to be protected in the middlegame owing
to the threat of checkmate, becomes a strong piece in the endgame & it is
often advisable to bring it to the center of the board where it can protect its
own pawns, attack the pawns of opposite color, & hinder movement of the opponent's
king.
Zugzwang, a disadvantage because the player has to make a move, is often
a factor in endgames & rarely in other stages of the game.
Endgames can
be classified according to the type of pieces that remain on board. Basic checkmates
are positions in which one side has only a king & the other side has one or
two pieces & can checkmate the opposing king, with the pieces working together
with their king. King & pawn endgames involve only kings & pawns on one
or both sides & the task of the stronger side is to promote one of the pawns.
Other more complicated endings are classified according to the pieces on board
other than kings, e.g. "rook & pawn versus rook endgame".
Chess
composition White to play & draw
One of the most famous chess studies ever
composed. It seems impossible to catch the advanced black pawn, while the white
pawn can be easily stopped by the black king. The idea of the solution is to advance
to both pawns at the same time using specific properties of the board's geometry.
1. Kg7! h4 2. Kf6 Kb6 (or 2. ... h3 3. Ke7 & the white king can support its
own pawn) 3. Ke5!! (and now the white king comes just in time to the white pawn,
or catches the black one) 3. ... h3 4. Kd6 draw.
Chess composition is
the art of creating chess problems (these problems themselves are sometimes also
called chess compositions). A person who creates such problems is known as a chess
composer.
Most chess problems exhibit the following features:
The
position is composed, that is, it has not been taken from an actual game, but
has been invented for the specific purpose of providing a problem.
There is
a specific stipulation, that is, a goal to be achieved; for example, to checkmate
black within a specified number of moves.
There is a theme (or combination
of themes) that the problem has been composed to illustrate: chess problems typically
instantiate particular ideas. Many of these themes have their own names, often
by persons who used them first, for example Novotny or Lacny theme.
The problem
exhibits economy in its construction: no greater force is employed than that required
to guarantee that the problem's intended solution is indeed a solution & that
it is the problem's only solution.
The problem has aesthetic value. Problems
are experienced not only as puzzles but as objects of beauty. This is closely
related to the fact that problems are organized to exhibit clear ideas in as economical
a manner as possible.
There are many types of chess problems. The two most
important are:
Directmates: white to move first & checkmate black within
a specified number of moves against any defense. These are often referred to as
"mate in n", where n is the number of moves within which mate must be
delivered - for example "mate in three" (a three-mover).
Studies:
orthodox problems in which the stipulation is that white to play must win or draw.
Almost all studies are endgame positions.
Chess composition is a distinct
branch of chess sport, & tournaments (or tourneys) exist for both the composition
& solving of chess problems.
Organization of competitions
Contemporary
chess is an organized sport with structured international & national leagues,
tournaments & congresses. Chess's international governing body is FIDE (Fédération
Internationale des Échecs). Most countries have a national chess organization
as well (such as the US Chess Federation & English Chess Federation), which
in turn is a member of FIDE. FIDE is a member of the International Olympic Committee
(IOC), but the game of chess has never been part of the Olympic Games; chess does
have its own Olympiad, held every two years as a team event. An estimated 605
million people worldwide know how to play chess, & 7.5 million are members
of national chess federations, which exist in 160 countries worldwide. This makes
chess one of the most popular sports worldwide.
The current World Chess Champion is Vladimir Kramnik, & the reigning Women's World Champion is Xu Yuhua from China. However, the world's highest rated female player, Judit Polgar, has never participated in the Women's World Chess Championship, instead preferring to compete with the leading men.
Other competitions for individuals include the World Junior Chess Championship, the European Individual Chess Championship & the National Chess Championships. Invitation-only tournaments regularly attract the world's strongest players & these include Spain's Linares event, Monte Carlo's Melody Amber tournament, the Dortmund Sparkassen meeting, Sofia's M-tel Masters & Wijk aan Zee's Corus tournament.
Regular team chess events include the aforementioned Chess Olympiad & the European Team Championship. The 37th Chess Olympiad was held 2006 in Turin, Italy; Armenia won the gold in the unrestricted event, & Ukraine took the top medal for the women. The World Chess Solving Championship & World Correspondence Chess Championships are both team & individual events.
Besides these prestigious competitions, there are thousands of other chess tournaments, matches & festivals held around the world every year, which cater to players of all levels, from beginners to experts.
Titles & rankings
International Grandmaster Veselin
Topalov, former FIDE World Chess ChampionThe best players can be awarded specific
lifetime titles by the world chess organization FIDE:
International Grandmaster
(shortened: Grandmaster, GM or IGM) is awarded to world-class chess masters. Apart
from World Champion, Grandmaster is the highest title a chess player can attain.
Before FIDE will confer the title on a player, the player must have an ELO chess
rating (see below) of at least 2500 at one time & three favorable results
(called norms) in tournaments involving other Grandmasters, including some from
countries other than the applicant's. There are also other milestones a player
can achieve to attain the title, such as winning the World Junior Championship.
International Master (shortened: IM). The conditions are similar to GM, but
less demanding. The minimum rating for the IM title is 2400.
FIDE Master (shortened:
FM). The usual way for a player to qualify for the FIDE Master title is by achieving
a FIDE Rating of 2300 or more.
Candidate Master (shortened: CM). Similar to
FM, but with a FIDE Rating of at least 2200.
All the titles are open to men
& women. Separate women-only titles, such as Woman Grandmaster (WGM), are
also available. Beginning with Nona Gaprindashvili in 1978, a number of women
have earned the GM title, & most of the top ten women in 2006 hold the unrestricted
GM title.
International titles are awarded to composers & solvers of chess problems, & to correspondence chess players (by the International Correspondence Chess Federation). Moreover, national chess organizations may also award titles, usually to the advanced players still under the level needed for international titles; an example is the Chess expert title used in the USA.
In order to rank players, FIDE, ICCF & national chess organizations use the Elo rating system developed by Arpad Elo. Elo is a statistical system based on assumption that the chess performance of each player in his games is a random variable. Arpad Elo thought of a player's true skill as the average of that player's performance random variable, & showed how to estimate the average from results of player's games. The US Chess Federation implemented Elo's suggestions in 1960, & the system quickly gained recognition as being both fairer & more accurate than older systems; it was adopted by FIDE in 1970.
The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 & January 2000 lists.
Computer chess & List of mathematicians who studied chess
Mathematicians
Euler, de Moivre & Vandermonde studied the knight's tour.Chess is interesting
from the mathematical point of view. Many combinatorical & topological problems
connected to chess were known of for hundreds of years. In 1913, Ernst Zermelo
used it as a basis for his theory of game strategies, which is considered as one
of the predecessors of the game theory.
The number of legal positions in chess is estimated to be between 1043 & 1050, with a game-tree complexity of approximately 10123. The game-tree complexity of chess was first calculated by Claude Shannon as 10120, a number known as the Shannon number. Typically an average position has thirty to forty possible moves, but there may be as few as zero (in the case of checkmate or stalemate) or as many as 218.
The most important mathematical challenge of chess is the development of algorithms which can play chess. The idea of creating a chess playing machine dates to the eighteenth century; around 1769, the chess playing automaton called The Turk became famous before being exposed as a hoax. Serious trials based on automatons, such as El Ajedrecista, were too complex & limited to be useful.
Since the advent of the digital computer in the 1950s, chess enthusiasts & computer engineers have built, with increasing degrees of seriousness & success, chess-playing machines & computer programs. The groundbreaking paper on computer chess, "Programming a Computer for Playing Chess", was published in 1950 by Shannon. He wrote:
The chess machine is an ideal one to start with, since: (1) the problem is sharply defined both in allowed operations (the moves) & in the ultimate goal (checkmate); (2) it is neither so simple as to be trivial nor too difficult for satisfactory solution; (3) chess is generally considered to require "thinking" for skillful play; a solution of this problem will force us either to admit the possibility of a mechanized thinking or to further restrict our concept of "thinking"; (4) the discrete structure of chess fits well into the digital nature of modern computers.
The Association
for Computing Machinery (ACM) held the first major chess tournament for computers,
the North American Computer Chess Championship, in September 1970. CHESS 3.0,
a chess program from Northwestern University, won the championship. At first considered
only a curiosity, the best chess playing programs, for example Rybka or Hydra,
have become extremely strong. Garry Kasparov, then ranked number one in the world,
lost a match against an IBM's machine already in 1997.
IBM Deep Blue fighting
against Garry Kasparov Nevertheless, from the point of view of artificial intelligence,
chess-playing programs are relatively simple: they essentially explore huge numbers
of potential future moves by both players & apply an evaluation function to
the resulting positions.
With huge databases of past games & high analytical
ability, computers also help players to learn chess & prepare for matches.
Additionally, Internet Chess Servers allow people to find & play opponents
all over the world. The presence of computers & modern communication tools
have also raised concerns regarding cheating during games, most notably the "bathroom
controversy" during the 2006 World Championship.
Psychology
There
is an extensive scientific literature on chess psychology. Alfred Binet &
others showed that knowledge & verbal, rather than visuospatial ability, lies
at the core of expertise. Adriaan de Groot, in his doctoral thesis, showed that
chess masters can rapidly perceive the key features of a position. According to
de Groot, this intuitive perception, made possible by years of practice &
study, is more important than the sheer ability to anticipate moves. De Groot
also showed that chess masters can memorize positions shown for a few seconds
almost perfectly. Memorization ability alone does not account for this skill,
since masters & novices, when faced with random arrangements of chess pieces,
had equivalent recall (about half a dozen positions in each case). Rather, it
is the ability to recognize patterns, which are then memorized, which distinguished
the skilled players from the novices. When the positions of the pieces were taken
from an actual game, the masters had almost total positional recall.
More recent research has focused on the respective roles of knowledge & look-ahead search; brain imaging studies of chess masters & novices; blindfold chess; the role of personality & intelligence in chess skill, gender differences, & computational models of chess expertise. In addition, the role of practice & talent in the development of chess & other domains of expertise has led to a lot of research recently. Ericsson & colleagues have argued that deliberate practice is sufficient for reaching high levels of expertise, like master in chess. However, more recent research indicates that factors other than practice are important. For example, Gobet & colleagues have shown that stronger players start playing chess earlier, that they are more likely to be left-handed, & that they are more likely to be born in late winter & early spring.
Chess variant
Chess variants are forms of chess where the game is played
with a different board, special fairy pieces or different rules. There are more
than two thousand published chess variants, the most popular being xiangqi in
China & shogi in Japan. Star Trek had a game in the Next Generation some say
would ne like chess but a more designed and such version.
Chess variants can be divided into:
Direct predecessors of chess, chaturanga & shatranj.
Traditional national or regional chess variants like xiangqi, shogi, janggi
& makruk, which share common predecessors with Western chess.
Modern variants
of chess, such as Chess960, where the initial position is selected randomly before
each game. This random positioning makes it almost impossible to prepare the opening
play in advance
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