World Chess

Wednesday, January 2, 2008

Place in culture

Place in culture
Pre-modern
In the Middle Ages and during the Renaissance, chess was a part of noble culture; it was used to teach war strategy and was dubbed the "King's Game".[31] 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 and 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, and applie it with so much study, that a man may assoone learne some noble scyence, or compase any other matter of importaunce, and 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.[32]
Beautiful chess sets used by the aristocracy of the time are mostly lost, but some of the surviving examples, like the twelfth 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 and 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) and was the basis for William Caxton's The Game and Playe of the Chesse (1474), one of the first books printed in English.[33] Different chess pieces were used as metaphors for different classes of people, and human duties were derived from the rules of the game or from visual properties of the chess pieces
The knyght ought to be made alle armed upon an hors in suche wyse that he haue an helme on his heed and a spere in his ryght hande/ and coueryd wyth his sheld/ a swerde and a mace on his lyft syde/ Cladd wyth an hawberk and plates to fore his breste/ legge harnoys on his legges/ Spores on his heelis on his handes his gauntelettes/ his hors well broken and taught and apte to bataylle and 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 and newe maners/ also they wake alle the nyght in prayers and 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 and kepe hym of whom they take theyr dispenses and dignyte.[35]
On the other side, political and religious authorities in many places forbade chess as frivolous or as a sort of gambling.
Known in the circles of clerics, students and merchants, chess entered into the popular culture of Middle Ages. An example is the 209th song of Carmina Burana from the thirteenth century, which starts with the names of chess pieces, Roch, pedites, regina
Modern
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 and 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, and competitors or adversaries to contend with, and in which there is a vast variety of good and 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, and 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, and their situations; ...
3rd, Caution, not to make our moves too hastily With these or similar hopes, chess is taught to children in schools around the world today and used in armies to train minds of cadets and officers.[38]
Moreover, chess is often depicted in the arts; 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 important in movies like Ingmar Bergman's The Seventh Seal or Satyajit Ray's The Chess Players[39]
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" and the hero of Searching for Bobby Fischer struggles against adopting the aggressive and misanthropic views of a real chess Grandmaster
Notation for recording moves
Chess games and positions are recorded using a special notation, most often algebraic chess notation.[41] 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 and 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). 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 and 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 sometimes used for a double check instead). At the end of the game, "1-0" means "White won", "0-1" means "Black won" and "½-½" indicates a draw.
Chess moves can be annotated with punctuation marks and 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 e52. Qh5?! Nc63. Bc4 Nf6??4. Qxf7# 1-0
Strategy and tactics
Chess strategy consists of setting and achieving long-term goals during the game — for example, where to place different pieces — while tactics concentrate on immediate maneuver. 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 and 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 and set up the stage for the coming battle; middlegame, the developed phase of the game; and endgame, when most of the pieces are gone and kings start to take an active part in the struggle.
Fundamentals of strategy
Chess strategy is concerned with evaluation of chess positions and with setting up goals and 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, and control of key squares and groups of squares (for example, diagonals, open-files, and dark or light squares).
The most basic is to count the total value of pieces of both sides.[42] The point values used for this purpose are based on experience; usually pawns are considered worth one point, knights and bishops about three points each, rooks about five points (the value difference between a rook and a bishop being known as the exchange), and queens about nine points. In the endgame, the king is generally more powerful than a minor piece but less powerful than a rook, thus it is sometimes assigned a fighting value of 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 of a bishop and 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.[43] Pawns being the least mobile of the chess pieces, the pawn structure is relatively static, and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled or backward pawns and 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).
Fundamentals of 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 and typical maneuvers, for example pins, forks, skewers, discovered attacks (especially discovered checks), zwischenzugs, deflections, decoys, sacrifices, underminings, overloadings, and interferences.[44]
A forced variant which is connected with a sacrifice and usually results in a tangible gain is named a combination.[45] Brilliant combinations — such as those in the Immortal game — are described as beautiful and are admired by chess lovers. Finding a combination is also a common type of chess puzzle aimed at development of players' skills
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 and have been given names such as the Ruy Lopez or Sicilian Defense. They are catalogued in reference works such as the Encyclopaedia of Chess Openings.
There are dozens of different openings, varying widely in character from quiet positional play (e.g. the RĂ©ti 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 30–35 moves or more.[46] Professional players spend years studying openings, and continue doing so throughout their careers, as opening theory continues to evolve.
The fundamental strategic aims of most openings are similar:[47]
Development: To place (develop) the pieces (particularly bishops and 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, and 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, and 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, and at the same time to take into account the tactical possibilities in the position.[48]
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 Lasker—Bauer combination.
Another important strategical question in the middlegame is whether and how to reduce material and transform into an endgame (i.e. simplify). For example, minor material advantages can generally be transformed into victory only in an endgame, and 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 and the opponent has a dark-squared one, the transformation into a bishops and 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 and endgame:[49]
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 and it is often brought to the center of the board where it can protect its own pawns, attack the pawns of opposite color, and hinder movement of the opponent's king.
Zugzwang, a disadvantage because the player has to make a move, is often a factor in endgames and 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 and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. For example, king and pawn endgames involve only kings and pawns on one or both sides and 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 and pawn versus rook endgame

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