World Chess

Wednesday, January 2, 2008

Chess composition

Chess composition
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.[50]
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 and 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 and 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, and tournaments (or tourneys) exist for both the composition and solving of chess problems
Competitive play
Organization of competitions
Contemporary chess is an organized sport with structured international and national leagues, tournaments and 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 and 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, and 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.[51]
The current World Chess Champion is Viswanathan Anand of India.[52] 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 and maintaining a ranking among the top 20 male players.
Other competitions for individuals include the World Junior Chess Championship, the European Individual Chess Championship and the National Chess Championships. Invitation-only tournaments regularly attract the world's strongest players and these include Spain's Linares event, Monte Carlo's Melody Amber tournament, the Dortmund Sparkassen meeting, Sofia's M-tel Masters and Wijk aan Zee's Corus tournament.
Regular team chess events include the aforementioned Chess Olympiad and the European Team Championship. The 37th Chess Olympiad was held 2006 in Turin, Italy; Armenia won the gold in the unrestricted event, and Ukraine took the top medal for the women. The World Chess Solving Championship and World Correspondence Chess Championships are both team and individual events.
Besides these prestigious competitions, there are thousands of other chess tournaments, matches and festivals held around the world every year, which cater to players of all levels, from beginners to experts.
Titles and rankings
The best players can be awarded specific lifetime titles by the world chess organization FIDE:[53]
Grandmaster (shortened as GM, sometimes International Grandmaster or IGM is used) 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 and 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 and 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, and most of the top ten women in 2006 hold the unrestricted GM title.[54]
International titles are awarded to composers and solvers of chess problems, and 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 and 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, and showed how to estimate the average from results of player's games. The US Chess Federation implemented Elo's suggestions in 1960, and the system quickly gained recognition as being both fairer and more accurate than older systems; it was adopted by FIDE in 1970.[55]
The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 and January 2000 lists.[56] In the most recent list (October 2007), the highest rated player is the current world champion Viswanathan Anand of India with a rating of 2801
Mathematics and computers
Chess is interesting from the mathematical point of view. Many combinatorical and 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.[58]
The number of legal positions in chess is estimated to be between 1043 and 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.[59] 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.[60] Serious trials based on automatons, such as El Ajedrecista, were too complex and limited to be useful.
Since the advent of the digital computer in the 1950s, chess enthusiasts and computer engineers have built, with increasing degrees of seriousness and success, chess-playing machines and 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) and 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 IBM's Deep Blue in 1997.[62] 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 and apply an evaluation function to the resulting positions, an approach described as "brute force" because it relies on the sheer speed of the computer.
With huge databases of past games and high analytical ability, computers also help players to learn chess and prepare for matches. Additionally, Internet Chess Servers allow people to find and play opponents all over the world. The presence of computers and 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.[63][64][65] Alfred Binet and others showed that knowledge and verbal, rather than visuospatial, ability lies at the core of expertise.[66][67] Adriaan de Groot, in his doctoral thesis, showed that chess masters can rapidly perceive the key features of a position.[68] According to de Groot, this intuitive perception, made possible by years of practice and 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 and 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.[69]
More recent research has focused on the respective roles of knowledge and look-ahead search; brain imaging studies of chess masters and novices; blindfold chess; the role of personality and intelligence in chess skill, gender differences, and computational models of chess expertise. In addition, the role of practice and talent in the development of chess and other domains of expertise has led to a lot of research recently. Ericsson and colleagues have argued that deliberate practice is sufficient for reaching high levels of expertise, like master in chess.[70] However, more recent research indicates that factors other than practice are important. For example, Gobet and colleagues have shown that stronger players start playing chess earlier, that they are more likely to be left-handed, and that they are more likely to be born in late winter and early spring
Variants
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 and shogi in Japan.[73][74]
Chess variants can be divided into:
Direct predecessors of chess, chaturanga and shatranj.
Traditional national or regional chess variants like xiangqi, shogi, janggi and 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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