Wednesday, October 03, 2007

Chess and Aptitudes

Albert Frank Headshot by Albert Frank

I very briefly introduce you to an experiment that was performed in 1973.

Very often one hears statements such as, "You need to be intelligent to play chess," "Chess fosters intelligence,"… All this is too vague.

In 1973, in co-operation with the Psychology Department of the "Université Nationale du Zaïre" at Kisangani, I undertook an experiment to clarify these issues.

It should be stated that in many countries there is a "Chess Class" taught in primary and secondary schools by the faculty. This makes it extremely difficult to obtain unbiased statistics since there is a general familiarity with chess.

As an initial step, I received permission from the Government of Zaire to alter the curriculum of three classes of the fourth year curriculum for an entire year in a major secondary school of Kisangani. (Belgian school system class denominations are assumed here.) In those three classes, two out of a total of seven hours of mathematics taught per week were replaced by two hours of chess instruction.

There were a total of six classes each with 30 students in the fourth year in this institution. So now they were divided into two groups : The three classes in my "experimental" group (A) ; and the three others in the "control" group (B).

I was allowed to administer the following battery of intelligence related tests:

  • the Belgian version of the G.A.T.B. ("General Aptitude Test Battery")
  • the P.M.A. ("Primary mental abilities" by Thurstone)
  • the D.A.T. ("Differential Aptitude Test" by Bennet, Seashore and Wesman)
  • the D2 (Brieckenkamp)
  • the Rorschach.

Some preliminary remarks should be made before going over to the description of the results of the experiment.

  1. Knowing the degree to which the tests employed were culturally fair to the tested persons is not absolutely necessary, since the aim was merely to compare groups A and B for whom there were no significant cultural differences.

  2. No student in either group had ever even heard of chess, which is a very useful feature. Ideally, there could have been a third group, but you can't have it all!

  3. There were seven hours of instruction weekly (mathematics + chess for group A, exclusively mathematics for group B). The instruction was provided by French speaking teachers — two Belgian teachers for mathematics and myself for chess.

Experiment phases:

  1. At the beginning of the year, all students (A and B groups) were administered the battery of tests described above. Both groups scored approximately the same.

  2. Whereas group B was taught mathematics 7 hours a week, group A was given the same program in five hours a week, and received two hours a week of chess instruction. (Wednesday 11-12 a.m. and Saturday 7-8 a.m..)

  3. Instruction involved testing of subject matter. This included the chess lessons, just like the others mathematics lectures. In group A chess tests and exams accounted for 2/7ths of the usual mathematics curriculum score, and actual mathematics skills accounted for the fractional part, 5/7 of the total score.

  4. At the end of the year, all students of both groups were given the battery of intelligence-related tests again. The students of the experimental group A also took an exam to test the chess level reached. The items of this exam were mostly written by Doctor Max Euwe, former chess world champion and chairman of the F.I.D.E. (Fédération internationale du Jeu d'Echecs).

The results obtained:

Among tested intelligence-related aptitudes, the two groups differed significantly, with the experimental group A scoring significantly better than the control group. The "arithmetic", with a confidence level of 0.95 and "verbal logic" (most often measured by the identification of synonyms or antonyms) with a confidence level of 0.99.

These findings answer some of the questions that were being investigated. But why verbal logic? … There is still no answer.

  1. The experiment also enabled us to answer questions with a view to delineating, by taking the results of the aptitude test into account, the ability to enhance chess performance… but this is beyond the scope of this summary.

  2. The students of both groups received special attention till the end of their secondary studies, i.e. two years after the end of the experiment. The students of the experimental group obtained significantly better results in the long term, both in their mathematics and in their French abilities.

The complete study description is given in the book CHESS AND APTITUDES, Albert Frank, American Chess Foundation, December 1978.

A technical summary (in French) has been published under the title "Aptitudes et apprentissage du jeu d'échecs au Zaïre" in the magazine "Psychopathologie Africaine," 1979, XV, 1, 81-98.

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Tuesday, August 14, 2007

Something Incredible About The A.I. Of Chess Computers

Albert Frank Headshot by Albert Frank

I gave the following position to the best chess software, without their tablebase (which incorporates all positions with maximum six pieces on the board into their consideration).

White (to move) : Kg7, Rb1; h7
Black : Ke6, Ra8; e4

A good chess player (minimum « first category ») will immediately see that 1.Rb5 wins (Black will soon have no valid move) and that the promotion 1. h8Q gives only a draw.

Computers, after two hours (on a 3 Gz Pentium 4 with 1 G° RAM) don’t see the winning move at all, and just stay with 1. h8Q. Thus, they see (or think?) in an incredible poor way.

Once more, these computers are sometimes like “great players, stronger than any human”, and sometimes “absolutely stupid”.

I don’t know if any conclusion can be taken out of this for the moment.

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Wednesday, July 18, 2007

Some Negative Aspects of Chess Programs

Albert Frank Headshot by Albert Frank

In my previous articles "Computers, chess and A.I.", I have presented some dramatically positive aspects of the best chess software programs concerning a quasi human understanding of the chess positions. Today, on the contrary, I'm going to present some extremely negative aspects, especially concerning the defence of a position.

A "fortress" is a pieces' configuration against which the challenger is unable to do anything, despite a huge material superiority, and that involves a draw.

I will present and comment three fortresses. A beginner, or a weak player, will easily understand all of them.

These three configurations have been analysed for five hours by the following strong chess programs: Rybka (the best chess software existing that can be run on a PC), Fritz (which won a match by 6/4 against the world champion Valdimir Kramnik), and Hiarcs on a 3 GHz PC, with 1 GB of RAM.

All the three softwares continued going round in circles indefinitely, giving a winning evaluation to the side which has the material superiority, without realizing that it was impossible to gain a victory.

We can then make the statement that they didn't display any sign of "intelligence".

Fortress 1: White to move

Fortress 1 chess diagram

It's one of the simplest known fortresses: White, if not in check, will move back-and-forth with his rook from f3 to h3; if he is in check, he will move the king, protecting the g3 pawn. Even a very weak chess player will understand this without difficulty.

We must notice that if this position is given to the Shredder chess software, it will immediately be recognized as a draw, because all the positions with a maximum of 6 pieces are recorded ("hard force").

Fortress 2: Black to move

Fortress 2 chess diagram

This more complex fortress is comprised exclusively of pawns.

How could Black progress?

- The King has no entry into the white position;

- If they push forward their pawn a to a5 and then a4, White will answer by b4;

If they push forward their pawn b to b4, White will answer by a4.

-As long as their rook stays on the h column, The white king will go back and forth between g1 and g2; if their rook goes to the f or g columns, the white king will go back and forth between f2 and g2; if their rook goes to the e column, the white king will go back and forth between f1 and f2.

No progression is possible, and the game will be a draw.

While the position of the fortress 1 was quite simple and let us hope for an eventual solution by the computer without having to resort to a "hard force", the fortress 2 seems to be too difficult for any of such expectation.

Nevertheless even a weak player understands quite easily why Black can not do anything.

Fortress 3: Black to move

Fortress 3 chess diagram

Here is another type of fortress.

The black king has no available square and the h5 pawn is blocked by the king.

Black can only move with his queen: if she stays on the first line, between a1 and d1 or in f1, White answers g3 to mate, winning the game. If he goes on e1, the following move is also g3+, and if he goes on g1 or h1, the white king captures the queen, and Black is stalemated (impossible to make a legal move, and the game is draw). If Black's queen leaves the first line, for example if the queen takes control of the diagonal b8-h2, White will operate back-and-forth with their king between g1 and h1.

Once again, chess programs persist in giving a noticeable advantage to the black position.

A possible improvement concerning these wrong evaluations could be the following:

Add to the program a condition such as "if no improvement is reached after twenty moves - analyse deepness - or in other words if the evaluation function, which will be very positive in the beginning (due to the material advantage), stays unchanged, then tackle the position analysis in another way.

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Thursday, May 03, 2007

A small experiment on chess and intelligence

by Albert Frank

Albert Frank

During a chess tournament in which I recently participated, I asked fifteen grandmasters and international chess masters the following question: "On a chessboard 6 x 6, what is the minimum number of queens required to dominate all squares except those occupied by the queens, and on which squares must they be placed?"

The time allowed to answer the question was 20 minutes.

This problem is not very easy, but not very difficult.

Additionally, "domination problems" occur often in normal chess games.

The result was unexpected: None of the 15 could solve it.

Once again, this leads to a big question mark with regard to the correlation between "intelligence" and strength at chess.

The comment of some masters was “this is not real chess”. But the same masters are very strong at solving “retro analysis” problems, which are very difficult, but are certainly “not real chess”.

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Wednesday, April 11, 2007

Chess Column: Ulvestad

Albert Frank Headshot by Albert Frank

In an earlier chess column, I have tried to show that chess is an art form. The surrealistic final position of the game Levitzky - Marshall was a good example. Some readers were enthusiastic about it. So, in this column, I'll show another example of a game with several surrealistic moves, that I won against American Master Olaf Ulvestad.

Olaf Ulvestad
Olaf Ulvestad

Olaf Ulvestad was born in Seattle the 27th of October 1912. But although American by birth, his ancestors originated from Norway. His remarkable entry to the chess scene was at the legendary match, the Soviet Union - USA in Moscow in 1946, where he won one of his two games against David Bronstein (USSR Champion in 1948), winner in 1950 of the Candidates tournament to challenge the World Champion, and in 1951 playing to a tie with Botvinnik in the match for the title of World chess champion - Botvinnik remained champion because a challenger must defeat the champion in order to become champion).

Ulvestad was champion of the State of Washington in 1934, 1952 and 1956.

In the sixties, he went to live in Andorra (a small country between Spain and France), and played first board in the 1970 chess Olympiad in Siegen. As a pedagogue he invented a new method for teaching chess, subdividing the chessboard into several imbricated "sub chessboards". He is also famous for the Ulvestad variation of the Two knights defense: 1. e4 e5 2. Nf3 Nc6 3. Bc4 Nf6 4. Ng5 d5 5. exd5 b5

He died in 2000.

Here is the game. It is technically complicated and the comments will only concern the surrealistic moves. (The time control was 45 moves in two hours 15 minutes, thus, 20 moves per hour):

Olaf Ulvestad - Albert Frank, Berga 1971

Chess diagram 1
Diagram #1

Chess diagram 2
Diagram #2

Chess diagram 3
Diagram #3

Chess diagram 4
Diagram #4

1.d4 Nf6 2.c4 e6 3.Nf3 c5 4.d5 ed 5.cd d6 6.Nc3 g6 7.Nd2 a6 8.a4 b6 9.e4 Bg7 10.Nc4 0-0 11.Bg5 h6?! 12.Bh4 Ra7 13.Bd3 Rb7 14.Ne3 Re8 15.0-0 Qd7!! (See diagram #1.)
An incredible move: The knight on b8 has only the square d7 to go, the Bishop on c8 can only move on the diagonal c8 - h3, and the queen move blocks both!
16.Qe2 Ng4 17.Nxg4 Qxg4 18.Qxg4 Bxg4 19.Bg3 Bf8 20.f4 Bd7! (See diagram #2.)
Once more, the only available square for the Knight on b8 is occupied. 21.e5 b5 22. ab? Bxb5 23. Bxb5 ab 24. Ra8 f5 25. Re1 b4 26. Nb1 c4 27. Rc1 Rc8 28. Nd2 c3 29. bc bc 30. Nf3 c2 31. Nd2 de 32. fe (See diagram #3.)
I have given two connected passed central pawns to white, and white's position is now very difficult.
Bb4 33. Nf3 Bc5+ 34. Kf1 Be3 35. Raa1 Bxc1 36. Rxc1 Rb1 37. Bf4 g5 38. Bd2 Rc5 39. d6 g4 40. Ne1 Rxc1 41. Bxc1 Rxe5 42. Bxh6 Rc5 43. Bc1 Rd5 44. Ke2 Rd1 45. Nd3 Kf7 46. Bf4 Nc6. (See diagram #4.)
The knight from b8 comes finally into play.

Here Ulvestad resigned, saying "You develop the knight, so it's over", and we became big friends.

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Monday, April 02, 2007

Chess Column: Robert (Bobby) Fischer vs. Robert Byrne

Albert Frank Headshot by Albert Frank

Bobby Fischer and Robert Byrne
Robert (Bobby) Fischer, Robert Byrne

I'll present today a game that's considered to be one of the best chess games ever played. (There are about 20 games which could be considered as "the best" — this one has a particularity that we will see.) It was played at the 1963 — 1964 US Championship, between Grandmasters (GMs) Robert Byrne (with white) and Robert Fischer.

Robert E. Byrne (born April 20, 1928) is a leading player, who won the U.S. Championship in 1972. He is the chess columnist for the New York Times.

Robert Byrne and his younger brother Donald (who was also International Master and a member of the US team at some chess Olympiads) grew up in New York and were among the "Collins Kids," promising young players who benefited from the instruction and encouragement of John W. Collins.

Byrne became an International Master based on his results at the 1952 Chess Olympiad at Helsinki (silver medal on third board). In that same year he graduated from Yale University. He went on to become a professor of philosophy at the University of Indiana, and his academic career left him little time for chess.

In 1960, Byrne returned to serious play, winning the U.S. Open and taking a gold medal on third board at the Olympiad in Leipzig. In 1964, his third-place finish at the Buenos Aires tournament made him an International Grandmaster. By the late 1960s, he was playing chess professionally. He went on to other tournament successes, notably a third place at the Leningrad Interzonal in 1973, which made him only the third American (after Bobby Fischer and Pal Benko) to qualify for the Candidates tournament (part of the world chess championship process).

Since 1972, when he became the columnist for the Times, he has been less active as a player. He did, nevertheless, win tournaments at Torremolinos, Harare, and Lagos. He has also been a frequent contributor to Chess Life magazine, the publication of the United States Chess Federation (USCF). He has chaired USCF's committee on masters' affairs and been one of its vice presidents.

He was inducted into the Chess Hall of Fame in 1994..


Robert (Bobby) Fischer was born in Chicago, on March 9, 1943. His parents were divorced in 1945, and his mother moved him and his sister to Brooklyn, NY about a year later. The story goes that his sister bought him a chess set for his sixth birthday and soon he was consumed with the game. He was a very competitive child, a trait that only increased with age.

At the age of thirteen he beat International Master Donald Byrne (the brother of Robert) in what many have called the "Game of the Century". That game won the brilliancy prize for the year and put the name of Bobby Fischer on the lips of chess players from New York City to Los Angeles to Moscow at the tender age of 13. When he was fourteen he won the 1957 US Junior Championship and then won the open 1957 US Championship. Fischer became the youngest Grandmaster in the history of chess at age 15. On January 1, 1964, Bobby Fischer won the U.S. 1963 — 1964 Championship with a perfect score of 11 wins (usually, at this very high level, the winner scores around 70 to 75%, as did Kasparov in the Russia championship 2005). In 1971 at the age of 28 in his march to the World Championship match he dispatched, first Grandmaster Mark Taimanov and next Grandmaster Bent Larsen, both 6-0. Those matches coming on the heels of the Candidates Interzonal tournament in Palma De Mallorca finished off a string of twenty straight victories vs. Grandmasters, a display unprecedented in the annals of the modern championship. Former world champion Tigran Petrosian awaited him next. He gave Fischer more of a fight, posting one win and three draws before losing the match 6.5 — 2.5. Who'd be his next victim? That would be Boris Spassky, of course. Fischer won the match by a score of 12.5 — 8.5 and became World chess champion on August 31, 1972.

In 1975, he did not play a match against the new incredible talent Anatoly Karpov. (The top experts gave both an even chance to win this match. A few months before the foreseen match, ex World champion Max Euwe told me in Amsterdam "Karpov is so well prepared to play against Fischer that it is impossible to make any prognostication.) Karpov lost his title without playing.

Fischer also invented "Randomchess", in which the initial position of a game is randomly chosen (with a lot of constraints of course), with the idea of diminishing the preparation importance of the Grandmasters. It is to be noted here that the top computers (which have now reached a level very near that of the best players of the world) play as well at randomchess as normal chess.

A description of the game is provided in the following section.

Robert Byrne — Robert Fischer

1963 — 1964 US Championship

1. d4 Nf6 2. c4 g6 3. g3 c6 4. Bg2 d5 5. cxd5 cxd5 6. Nc3 Bg7 7. e3 O-O
8. Nge2 Nc6 9. O-O b6 10. b3 Ba6 11. Ba3 Re8 12. Qd2 e5!!

Fischer isolates his d-pawn voluntarily. Pregame homework? Fischer's answer to Stewart Reuben in Chess: "Did we seriously think that he spent his time analyzing to death such arid variations for White?"

Chess Figure 1

13. dxe5 Nxe5 14. Rfd1

At this point the grandmasters in the spectators gallery were giving the edge to Byrne due to the pressure on the half-open d-file and Fischer's isolated pawn there… But Fischer wrote in My 60 Memorable Games, "Add another to those melancholy case histories entitled 'the wrong Rook.'" The correct move is 14. Rad1!, leaving the King Rook to guard f2, though Fischer claims that 14. ... Qc8! will "keep the pressure."

Who could imagine that, in this quiet looking position, white's position is hopeless, and there is a mate coming in about 11 moves.

14....Nd3 15. Qc2 Nxf2

Chess Figure 2

The attack starts, but … where is the attack?

GM Arthur Bisguier has said that he believes other famous positions would yield surprisingly speedy wins if we could but find "perfect" lines of play as Fischer does in this game.

16. Kxf2 Ng4+ 17. Kg1 Nxe3
18. Qd2 Nxg2

At this point the spectator's gallery radios back up to the playing hall — this move must be a mistake. To have any chance at all the conclusion is that Fischer must capture the rook.

19. Kxg2 d4 20. Nxd4 Bb7+ 21. Kf1

GMs in the pressroom were still arguing that White was winning.

Who should resign here? At this point tournament commentators GM Nicolas Rossolimo and IM James Sherwin believed that White had a won game. "Fischer has nothing at all for his piece," declared Rossolimo, one of the finest tacticians who ever lived, before a large audience. This is one of the particularities of this incredible game.

21…Qd7!!

Chess Figure 3

And black resigned ( 0 - 1)

The confusion over the 18th move was still being cleared up in spectator gallery when the resignation was radioed down to a stunned hall. Even some GM thought Fischer had resigned.

What everyone except Fischer and Byrne missed was:
22. Qf2 (22. Ndb5 Qh3+ 23. Kg1 Bh6
and …Be3+) Qh3+ 23. Kg1 Re1+!!
24.Rxe1 Bxd4 and mate on g2.

This 21-move win against Robert Byrne, who had the nickname of "invincible" because of his super-solid play in those days, garnered the brilliancy prize. K. F. Kirby, the then editor of the South African Chess Quarterly, described his feelings about what many regard as the finest miniature in the long history of chess: "The Byrne game was quite fabulous, and I cannot call to mind anything to parallel it. After White's eleventh move I should adjudicate his position as slightly superior, and at worst completely safe. To turn this into a mating position in eleven more moves is more witchcraft than chess!" Yet Byrne's resignation in this game is arguably the best known element in the legend of this famed brilliancy.

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Friday, March 23, 2007

Chess Column: Laurent

Albert Frank Headshot by Albert Frank

Michel Laurent
Michel Laurent

As in the two previous chess columns, I will try to show that's chess is an art form. This time I will show a beautiful combination played in Belgium in 2001 by Michel Laurent, a friend of mine.

Michel, who was playing black, had reached a superior position (first diagram below). The White King looks in danger, Black is already a pawn up. Black can win a second pawn on d4, or even a piece if he plays:

1. …Qf1+ 2. Qxf1…Nxe3+.
But all the elements are there for a mate — there is a forced mate in (maximum) 6 moves. Here it is: 1…Qf2+!! 2.Bxf2…Rxf2+ 3.Kh3…Rxh2+ 4.Kxg4—Nf6+! 5.Kf3—e4+ 6.Ke3 —Bh6 mate!

In the final position [second diagram], the three remaining black pieces (A rook, a bishop and a Knight) have a role in the mate, together with the pawn on e4. One could say that everything is perfectly harmonious, like in some paintings or music.

Initial Chess Position
Initial Position

Final Position
Final Position

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Saturday, March 10, 2007

Chess Column: Frank Marshall

Albert Frank Headshot by Albert Frank

Frank Marshall What was the greatest game ever played? The greatest player who ever lived? These questions can always provoke endless debate, and there will never be a final answer.

Another question is: What was the greatest move ever played? There are about 20 candidates. I'll present one of them here.

Frank Marshall, USA champion from 1909 to 1936, made one move that knocked spectators for a loop. According to a legend, they promptly expressed their delight by showering the board with gold coins. For sure, the final position can be compared to any artistic composition. Chess is an art form!

"The simple beauty of the decisive move is its penetration to the hostile King in a quiet way, without fanfare or fury," said Al Horowitz.

One of only three native American men to play a match for the World Championship, Frank Marshall's lengthy chess career had an impact on the development of chess in the United States that few others can match.

Born on the west side of Manhattan on August 10, 1877, Marshall's family moved to Montreal, where he learned to play chess. He won the Montreal Chess Club Championship at age 17, and subsequently moved back to New York.

Marshall's chess achievements are many. Here is a sample:

  • He won seven international tournaments without losing a game.

  • He held the U.S. title for twenty-nine years, resigning the title in 1936 to facilitate the organization of a championship tournament.

  • His performance against an elite field at Petersburg led to his being one of the first five players formally honored with the title Grandmaster in 1914.

  • He was a notoriously inconsistent player, capable of reaching the peaks of greatness, such as first place finishes ahead of Lasker (Cambridge Springs 1904) and Capablanca (Havana 1913) when both men were in their prime, while on the other hand he was also capable of losing matches by lopsided scores to both Lasker (0 "“ 8 with 7 draws in 1908 World Championship match) and Capablanca (1 "“ 8 with 14 draws in 1909).

  • The Marshall Chess Club he founded in 1915 in the back room of a mid Manhattan restaurant was a fixture on the New York chess scene for decades, helping develop the cream of America's chess talent, including Fine, Evans, Sherwin, Mednis and Soltis. Robert Fischer used the facility in 1965 to compete by teletype machine in the Havana Memorial tournament.

  • American chess players mourned the passing of a chess legend when Marshall passed away on November 9, 1944. In recognition of his significant contributions to American chess, Frank Marshall was an Inaugural Member of the Chess Hall of Fame.

Now lets see the game against Stepan Levitzky, a Russian master:

Stepan Levitzky — Frank Marshall, Breslau 1912

1. e4 e6 2. d4 d5 3. Nc3 c5 4. Nf3 Nc6 5. exd5 exd5 6. Be2 Nf6 7. O-O Be7 8. Bg5 O-O 9. dxc5 Be6 10. Nd4 Bxc5 11. Nxe6 fxe6 12. Bg4 Qd6 13. Bh3 Rae8 14. Qd2 Bb4

White's position is difficult, Black's threat Ne4 is tremendous.

15. Bxf6 Rxf6 16. Rad1 Qc5 17. Qe2 Bxc3

18. bxc3 Qxc3 19. Rxd5 Nd4 20. Qh5 Ref8

21. Re5 Rh6 22. Qg5 Rxh3 23. Rc5

White's position is very difficult but it seems he has some counterplay …And now comes the incredible:

Qg3!!! See the final position at which White resigned in the figure.

Final chess position

a. 24.hxg3 …Ne2 mate.

b. 24.fxg3…Ne2. 25.Kh1 Rxf1 mate.

c. 24.Qxg3 Ne2 25.Kh1 Nxg3 26.Kg1 Ne2 27.Kh1 Ra3 28.Re5 Nd4 (or 28.Re1 Rxa2) and black is a knight up for nothing.

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Monday, January 22, 2007

Mnemonics and Blindfold Chess

by Staffan A. Svensson

Introduction

Mnemonics can be defined as "a technique of improving the efficiency of the memory"1. It sometimes means "a system to develop or improve the memory"2, implying a specific set of routines to achieve this improvement, but the first and wider definition is the one used here.

The goal of this article is to briefly describe what mnemonic techniques are and a few ideas regarding how they might be used when playing chess blindfolded. The research has consisted of articles and e-mail exchanges with the very competent blindfold player Hindemburg Melao Jr.

Footnotes are used exclusively to indicate sources or cross-references; a chess player is referred to as "he". Thanks to Andreas Gunnarsson, Eliot Hearst and Hindemburg Melao Jr.

What is mnemonics?

The memory processes

Memory if often divided into four major processes, and I will use these categories to help explain my view of what mnemonics are.

Attention and selection — what you notice; you choose (consciously and/or unconsciously) what to focus on.

Encoding — what you have chosen to focus on is changed, encoded, into the things to be remembered.

Storage — how you hold on to the information; some memories fade faster, others slower.

Retrieval — recalling what you have previously stored.

Some mnemonic guidelines you know from your common sense. For example: with regards to attention you need to focus. When it comes to encoding you need to keep it as simple as possible. What is the most effective way of storing (visually, audially, kinesthetically, etc.) differs somewhat between persons. The variant you use spontaneously is probably a good clue. Retrieval depends not only on how well the memory is stored, but also on what you have to do to remind yourself of it (for example, sometimes you forget why you walked into the kitchen, but you know that you can do the walk over again and it will probably come back to you).

Mnemonics builds on this and lets you be more efficient in how you use your memory. It is basically just a continuation of the common sense, taken to a level many people do not bother with because they normally do not need it in their everyday life. It is all built on principles natural to us, simply because these are the ones we do best.

The role of mnemonics in the different memory processes

To improve the attention and selection process you can practice concentration, both intensity and stamina (some form of meditation is often used to achieve this3). In this process we also include everything that has to do with creating an environment suitable for concentration. This includes external factors such as avoiding any disturbances and being given new information in a way that is clear and that you are comfortable with. It also includes internal factors such as being in good health, rested, relaxed and without any feeling of (negative) stress or pressure. In this process is also something seldom mentioned: the question of what you are supposed to pay attention to. The reason this is so rarely included in any mnemonic guides is of course that it is very subject specific.

Just to be clear: mnemonics means the deliberate use of ways to improve these factors. We can all concentrate more or less and what we do without having to actually think about it is not included in mnemonics. It is true that continuous use of mnemonic techniques will incorporate these into your normal thinking. However, when that happens, they are no longer mnemonics.

The encoding process is where you find all the famous mnemonic tricks that make up so much of the self-help literature on this subject4. So how can we make this process as effective as possible? We start by making the information we must remember as simple and logical as possible.

By organizing the information we lessen the amount to be remembered. We do this by distilling from our sources what we actually have to remember, we look for patterns and we decide how much of what we have left that actually has to be memorized. Not all of the original information needs to be encoded, you just need enough to remind you. Once you have found the memorized cues, you can often take it from there and remember the rest. So how do we encode what we have left?

Because we are different, the methods most effective to us differ as well. But there are still some general principles that seem to apply to practically everyone. One of those is that it is easier to imagine something concrete. A concept or anything else abstract is transferred into something concrete, which is remembered (concrete means you are able to sense it; see it, hear it, smell it...). In this and the other encoding situations imagination plays a big part.

Another basic concept is that it is always easier to remember something that has a clear connection to something you already know. Association with something familiar gives you a specific place to put the new stuff, a place where it is easy to find later. In order to make the associations as rich and effectual as possible, it helps to use all senses. Not just see an image but think about what it sounds like or what it smells like, or anything you might imagine. It is also good to attach some form of emotion or mood (if that doesn't come by itself); an emotional event is easier to remember than one you don't really care about.

A note about automatic encoding (also called "chunking"): In practically all aspects of life we use what is called implicit knowledge to automate tasks we perform regularly. For example, you do not have to think about how to walk, how to talk or how to read. It comes automatically. As mentioned above, this kind of simplification of input is not included in the term mnemonics.

Storage itself is not subject to mnemonic techniques, but the result of the other processes.

The retrieval is, because it is the decoding process, inevitably linked to the encoding process. Whatever you have associated with the memorized information is your key, so that is what you use in finding it again. If there is still something you cannot remember, the only thing you can do is search for it.

If you have something "on the tip of your tongue", that is if you know you have the information but cannot access it, you can in a limited way still look for cues. If it is a specific word, like a name, you can look for it by trying to start the word with the letters of the alphabet, one by one. Hopefully you will be reminded while trying the correct letter.

This sort of retrieval help, which is really just a form of systematic search, is only the last resort and not very effective. When developing the mnemonic techniques, all the work goes into the attention and selection and encoding process (in other words the input processes).

How can mnemonics be utilized in blindfold chess?

Remembering one board

Some parts of mnemonics are always present, no matter if you use a specific system or not. They are the ones in the attention/selection process. You have to be focused and you have to pay attention to only the game. All the factors regarding focus and concentration mentioned above apply.

In the encoding process the simplifying of information is always there, mostly spontaneously. This is what has been called "chunking" of information. This is necessary if you are to handle all the information needed to play a chess game, but since it is automatic, it is not included in mnemonics. (It is possible to focus on this part of the process while playing, but that counteracts itself since the goal is to have less to focus on, not more.)

Chess players don't remember a position piece by piece, as a non-chess player would be forced to. They see relationships between squares, pieces, pawn structures, open files, and so on. The better the player, the more efficient the chunking of the information of what the board looks like, and the more elaborate the associations of squares, pieces and piece configurations. For someone who doesn't play much chess, playing blindfolded sounds like an enormous mnemonic effort, but it is much simpler for someone who has the tools for it. Being a good player means having an efficient set of tools.

When it comes down to it, remembering the game, as in remembering all the moves in their correct order, is not the same thing as being able to "take in" more or less the entire board at once. This kind of comprehension is required because it is the only thing you have to go on to calculate your next move; just remembering what piece moved where is not enough. If you have enough knowledge and skill at playing the game with a board that you can plan moves without it, then remembering what you did is not a problem. It is then not much information to remember. This means that playing blindfolded is not really a question of having a good memory, is it about being able to comprehend the position enough to be able to plan your next move. In a way all players use this ability more or less even when they have a board in front of them; while planning ahead, they envision pieces moving and watch for what kind of position the moves lead to.

In blindfold playing, there is a skill level below which the information gets too complicated for the brain to process. Master blindfold player Reuben Fine (1914-93) has written he believed that knight odds level is required to play one game blindfolded, while master level is necessary to play more than one game 5. As people differ in there working memory capacity, the required level probably correlates with both size and configuration of that capacity, as well as with ability to concentrate. Examining this and getting more information about at what level of chess skill blindfold playing is possible would make interesting research but I have found no more information than the above cited article.

There have been suggestions how to remember chess games even if you are not a competent player. Dominic O'Brian has suggested using a variant of the Journey method6. He gives the different pieces personalities and the Knight so becomes Sir Lancelot of the round table, the Queen is Elisabeth II etc. Then algebraic notation itself is made able to visualize. Each square is turned into initials by changing the number into a letter, c3 becomes CC (represented in his example by Charlie Chaplin) and f6 FS (Frank Sinatra). The different images are then associated with each other and stationed along the mnemonic itinerary. This way of memorizing results only in recollection of moves in their correct order. It does not relay any relationships between pieces, which means that no matter how many games you remember, it will not improve your playing.

We come to the conclusion that some general parts of mnemonics, more specifically the ones you can benefit from in any type of situation, help if you want to play blindfolded. More specific tools, such as the systems found in many books, do not.

Remembering more than one board

Let us assume a person can play one blindfold game of chess. How can he go about if he wants to play more than one game simultaneously?

Playing more than one board could be seen as doing the exact same thing as with a single board, but with the amount of information to be remembered multiplied with the number of boards played. It could also be seen as two different and separate activities, playing (comprehending) one board and remembering the others.

In the first alternative the skill level required must be significantly higher than when playing only one board. In the second alternative, the player uses the same way of playing the single board as he has done when playing only one game. The factor added is to put the other board or boards aside and recall it for the next move; that is, simply remembering something enough to be able to recall it later. I say "simply" because this process does not require this board to be available to plan moves or strategies, it just has to be stored. The issue of being able to use the board for planning moves is still only needed for one board at a time. The other boards are stored, ready to be picked up again and played, and this storing is the area of the type of mnemonics featured in popular mnemonic systems (a number of which are listed in the Appendix). In reality, however, you will not find anyone using exclusively one of these two alternatives. They represent only the extremes of a spectrum.

The more you use a mnemonic technique, the more automatic it gets. You simply get better at doing it as you chunk the steps involved better and better and eventually it gets fully automated. A good example of an automated process is the way you read. You probably do not have to think about what the letters or even the words mean, as you were once forced to. But it is not as simple as that, and rechunking happens many times during the learning process. What is to be chunked changes as comprehension of it improves, and comprehension improves when the new chunks are organized. I will not try to explain these developments, but I will look at where mnemonics can be applied.

When you recall something you start with one detail and that detail reminds you of another, and then another, and soon you have more or less the complete memory. And even if some detail is missing you can probably find more than one path of association to remind you of it once the others are in place. Accepting this model of our memory we get two places where mnemonics can do their thing: helping us find the first clue, the "key," and helping associate the pieces of information so that the key will lead to all the rest.

The associations between the information involved in a chess position are always more or less spontaneous, since the moves follow a specific plan and this binds them together. The best way to help a player to improve is probably just to remind him of the basic guidelines of mnemonic associations and let him do the specifics (I say this because personally adapted mnemonics are always the best, and I am careful not to try to improve on the spontaneous by applying a general model). The guidelines, described briefly in the first part of this article, are: use your imagination, look for patterns, use all your senses, associate with something familiar, use concrete images. All these rules apply also when remembering the key bit of information, but as this is a more straightforward memorizing, mnemonics can here be given a larger and more elaborate role. For this, one can use any of the systems described in a number of books on mnemonics and memory.

Making the boards distinct

The most common problem described in simultaneous playing is that of mixing up the boards. If you only play two boards then this will not be a problem since you will be working on one of them at any given point in time. But how do you keep the boards separated when playing ten boards or more? By making them different.

A common technique is using different openings to separate boards. When playing twelve games, the blindfold player use one opening on four of the games, another one the next four and play black on the last four (or some similar system)7. Some people think that the memory used by blindfold players is built up by a memory bank of "normal" positions. This, they conclude, would make the game easier to remember if it did not include any unexpected strategy or odd moves. If they try these in order to make the player forget the game easier, the effect becomes the opposite: that game is immediately singled out from the others and thus easier to remember8.

In this way it is a matter of time before games become distinct enough from each other that there is no chance of mixing them up. The problem is the player must at all times have the distinctiveness of the games clear enough, even if only one or two pieces separate them. This kind of situation not only lends itself to mnemonic systems but to a particular type of system called "loci". Loci means place and the system consists basically of positioning that to be remembered in different surroundings already familiar to you. In your mind you already know your way around many locations, separate not only in space and time but also with regards to the feelings you associate with them; these locations can be used when profiling boards. The way the locis are used must depend on how the game is already comprehended and remembered by each player, but here are just a few suggestions:

If the game resembles a normal game in the way it is envisioned, why not play one game at your kitchen table, one at your favorite chess club, one in the park. Use familiar places and odd places, even imaginary places. If your view of the game is more of a story unfolding then let it play out before you on different stages. There are no rules when it comes to this and weirder is often better. Another way to approach it is to imagine familiar historical personalities as opponents, why not Napoleon or Sun Tzu (author of "The Art of War").

I am unfortunately not a good enough chess player to test these ideas in practise so their utility is so far not much more than a guess. However, some prominent blindfold players have been able to perform tricks worthy of any mnemonic expert9, so there are very likely already quite a few productive ways to use these systems. My humble suggestions above will of course not work for everyone, but my hope is that it will help someone.

Appendix - Common mnemonic systems

Below are a list of the most popular mnemonic systems. It is easy to see that many of these are variations on the same themes and they often overlap. There are many good books describing these and the way they can be used. The names used are the most common according to the many sources I have checked when compiling this list.

Link — you link together each thing to be remembered in an often-absurd story.

Substitute word or phrase (also called Keyword) - if the thing to be remembered is not easily visualized you substitute it for something else.

Number/rhyme (Pegword) — use something that rhymes with the number, for example 1 = bun, 2 = shoe. This is then used to get a numbered list by associating a shoe with something you know is item number two on a list.

Number/shape — instead of using something that rhymes you use something that looks similar to the number. 1 becomes a stick or a candle, 2 becomes a swan etc.

Major (Figure Alphabet, Phonetic Alphabet) — each number is represented with one or more consonant sounds. 1 = d or t, 2 = n, 3 = m, 4 = r. The number 43214 becomes for example "reminder" (r-m-n-d-r).

Alphabet — some image is connected to each letter instead of number, usually representing something that starts with that letter. A = ape, B = Bee, C = Sea etc.

Loci — the images to be remembered is placed in a certain location (= loci). For this you use a real building or route you are familiar with, either real or imagined. When memorizing or recalling you imagine walking the same route.

Journey — an extended loci system that often includes travelling between known locis. Sometimes denotes the same system as loci.

Roman room — once again thing placed in a location, usually a room, this time not in any specific order.


Footnotes

1 Webster's Third New International Dictionary — Unabridged

2 The American Heritage Dictionary, fourth edition

3 O'Brian, D. 2001, Lär dig minnas (Swedish translation of Learn to Remember).

4 The most common mnemonic systems of this kind are listed in the Appendix.

5 Fine, R. 1965. The psychology of blindfold chess. An introspective account. Acta Psychologica. 24: 352-370.

6 O'Brian, D. 2001.

7 Binet, A. 1966. "Mnemonic virtuosity: a study of chess players." Genetic Psychology Monographs. 74: 127-162.

Cleveland, A. A. (1907)." The psychology of chess." American Journal of Psychology. 18, 269-308. Fine, R. 1965.

Personal e-mail exchange with Hindemburg Melao Jr.

8 Fine, R. 1965.

9 Cleveland, A. A. (1907).

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Wednesday, January 03, 2007

Computers, Chess, and A.I.

Albert Frank headshot by Albert Frank

More than sixty years ago chess began to be programmed into computers, with the help of Engineer Michael Botvinnik who was World chess champion. Around 1985, some computer programs reached a master level. Among the specialists in this field was American Grand Master Hans Berliner, World chess champion by correspondence.

Slowly, the question arose: Will a computer ever be better than any human being?

Of course a computer is incredibly fast. Nevertheless, the number of possibilities in chess is huge, much greater than any computer could possibly manage for long terms planning. Assume we have 20 "half-move" (a move for one player) possibilities. For 10 moves, there are 20^20 possibilities! So the computer specialists had to cut some parts of this tree of possibilities, and often they cut the best branch -- either a winning branch or an excellent defensive branch. So an optimal compromise had to be found. Every year computer entries became stronger and stronger, and the question changed into, "WHEN will a computer be better than any human being?"

In 1997, the IBM program Deep Blue won a match against World champion Garry Kasparov. There was a "problem" however: The quality of the games in that match was incredibly low"¦ so the top chess players don't consider this match very interesting…

Up to about 2001, several GMs (chess Grand Masters) specialized in beating computers. They were not playing very good chess, they were playing against the weakness they had found in the programs.

Then everything changed. Several top programs where "learning": If they had a difficult position in a game, their approach to similar positions in subsequent games changed (exactly like a human's would). I would say this is a form of artificial intelligence (AI). I remember that twice I gave some difficulties (I mean by this that I had a normal human type chess interaction) playing against the computer "Fritz 6" using a very rare opening, the Feustel System. However, when I tried a third time, I was completely and quickly destroyed. And at a much higher level, the "anti computer specialists" had more and more difficulty.

The question finally had a definitive answer on June 27th 2005: After a match of six long games between the huge computer Hydra (500 kilograms!) and the top player (number 5 in the World) British GM Michael Adams, the score was 5.5 / 6 for the computer. The computer made new plans, some requiring a "forecast" of more than 20 moves, with nothing forced. Certainly there was something other than mere calculation, something not so far from what some would call "human intuition". I followed all the games on the Internet, move by move. I had a strange feeling, for I had written in several articles, "Chess is an art!" (Sadly, to experience this about two years of practice are needed.) And my feeling now was that Michael was playing against a great artist, not just against a machine.

Hydra's score against top human players is about 80% (Hydra never lost a game against a human). Hydra's website: http://www.hydrachess.com/

That was a year and a half ago. Now, a few other programs are nearly as strong as hydra, and can be bought for as little as $50. Their "brain" requires less than 4 megabytes of memory! This means that if you know how to use it (and the settings are important), you have the world champion on your own "normal" computer.

From November 25th to December 5th 2006, World champion Vladimir Kramnik played in Bonn (Germany) a six game match against the computer Fritz 10 (in strength, about 3rd in the World, after Hydra and Rybka). The Computer won by the score 4 — 2. (The computer won two games, four where drawn).

Several things need to be said:

  • All the games were of a very high level, on both sides.
  • When the computer was using its memory (millions of games and positions), GM Kramnik could see the same screen -- an excellent idea by the organizers.
  • There was commentary on the games by several top experts, including Garry Kasparov (who has retired from playing chess) and American GM Yasser Seirawan.
  • Except in the last game, there was absolutely no domination by the computer. When Kramnik got a very small advantage, the computer defended extremely well.
  • In games 1 and 2, Kramnik could have forced victory (this was identified very quickly, during the games, by the two commentators). Of course, it was extremely complicated, and it's emotionally very difficult for a human to play against such a machine.
  • Something incredible happened (for this level, although it sometimes happens just because humans are humans): In game two, Kramnik lost (from a position in which neither had an advantage), because he did not see, after 5 minutes of thinking about his move that he could have had a mate in ONE move.

Here is game six, of which nothing else can be said than that "Fritz found new ideas and played like a great artist!"

Deep Fritz 10 — Vladimir Kramnik Bonn, December 5th 2006

1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 6.Bc4 e6 7.0-0 Be7 8.Bb3 Qc7 9.Re1 Nc6

Nothing new: We have the following position, which has occurred a lot of times at any level of strength, with the following continuations: 10. Bg5 or Be3 or Nxc6 or Qd3 or a3 or f4:

And here, Fritz had a new idea: 10.Re3. This move looks like a beginner move — what's that? The commentators (GM!) first reaction was to laugh, "How is that possible; it's not deep; nothing can come out this move…"

Here is how it appeared in the playing hall in Bonn:

10…0-0 11.Rg3 Kh8 12.Nxc6 bxc6 13.Qe2 a5 14.Bg5 Ba6 15.Qf3 Rab8 16.Re1 c5 17.Bf4 Qb7 18.Bc1.

The dancing white bishop move c1 — g5 — f4 — c1 (with Re1 inserted) is like surrealistic art. 18…Ng8 19.Nb1. Another "fascinating symmetry": Both knights go back home. But Kramniks 18…Ng8 has a deep goal: defence and stabilization of the king side, preparing an attack on the queen side. The commentators had the impression that black's position was better. The computer's answer 19. Nb1 is incredibly deep: It prepares a perfect defence of the queen side and also prepares a fatal attack on the king side. The commentators started to realize that "the computer was not so mad"! 19…Bf6 20.c3 g6. 21.Na3! This was not foreseen by the GMs. Deep Fritz is still playing moves that are very hard to understand for humans. 21…Qc6 22.Rh3 Bg7 23.Qg3 a4 Is this move "good" or "bad"? Very long analyses are required before giving an answer. 24.Bc2 Rb6? This move is not very good — but black's position is already so difficult to defend (if it is even possible):

Now the killing calculation power of the computer becomes efficient: 25.e5! (An exchange sacrifice leading to the winning of a full pawn) dxe5 26.Rxe5 Nf6 27.Qh4 Qb7 28.Re1 h5 29.Rf3 Nh7 30.Qxa4 Qc6. White is now a pawn up without compensation — nothing to do at this level. 31.Qxc6 Rxc6 32.Ba4 Rb6 33.b3 Kg8 34.c4 Rd8 35.Nb5 Bb7 36.Rfe3 Bh6 37.Re5 Bxc1 38.Rxc1 Rc6 39.Nc3 Rc7 40.Bb5 Nf8 41.Na4 Rdc8 42.Rd1 Kg7 43.Rd6 f6 44.Re2 e5 45.Red2 g5 46.Nb6 Rb8 47.a4 1-0 There is nothing to do, black can't move any more.

The final position:

A great game! And, without knowing who or what is playing, anyone would think it's a top class game played between two humans. Isn't that (at least a little) what we can call A.I.?

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Friday, December 08, 2006

Chess Column

Albert Frank headshot by Albert Frank

Richard RetiRichard Reti

The four famous hypermodern chess founders are Breyer, Reti, Nimzowitch, and Tartakower.

Reti was both a mathematician and a chess player. He once explained that mathematics was of a purely speculative character, while the over the board struggle in chess, where he could force his opponent to acknowledge the truth of his chess ideas, was more alive. This is what makes him most interesting.

In his early years, 1907-1911, he was a good but not great player. It was in 1918 that he burst on to the international scene. In 1918, he won at Kaschau, with Vidmar, Breyer, Asztalos, Havasi and Mieses in that tournament. He shared 1st prize at Budapest in the same year, was 1st at Rotterdam, Amsterdam in 1919 and Vienna in 1920, and above all, he won 1st prize at the great international tournament of Gothenburg in 1920.

Reti then spent the time to write Die neun Ideen im Schachspiel. A year later, an English edition appeared called Modern Ideas In Chess, which all chess players own today.

In 1922 he returned to active international play and was equal 1st at Teplitz-Schonau; in 1923 he was twice 2nd at two important tournaments --- at Mahrisch-Ostrau and Vienna.

When 1924 came around, the great World Champion Jose Capablanca hadn't lost a single game in ten years!! In the great 1924 New York tournament, where Capablanca, Dr. Lasker (the eventual winner), and Dr. Alekhine took part. Reti won against Capablanca. It was the first game lost by Capablanca in 10 years!! Later in the tournament, totally shaken and obviously feeling mortal, Capablanca lost to the great Dr. Lasker.

After this tournament, Reti went to South America and set a World Blindfold Exhibition record of 29 games. He won 20 and lost only 2 (drawing 7). Reti was a great blindfold player, and so was Dr. Alekhine (whose record he broke that day).

Xavier (originally Savielly) Tartakower (1887-1956) Russian-born French chess player and writer, Polish champion (1935, 1937). He wrote some excellent chess books and he is known for some famous quotes about chess:

"There is really only one mistake in chess - underestimating your opponent."
"All chess players should have a hobby."
"Tactics is knowing what to do when there is something to do; strategy is knowing what to do when there is nothing to do."
"A chess game is divided into three stages: the first, when you hope you have the advantage, the second when you believe you have an advantage, and the third… when you know you're going to lose!"

Xavier Tartakower
Xavier Tartakower

The following game, won by Reti in 11 moves, is one of the shortest games ever played between Masters. (The shortest game ever played as this level was: 1. e4 c6 2. d4 d5 3. Nc3 dxe4 4. Nxe4 Nd7 5. Qe2 Ng8-f6 6. Nd6 mate!)

R. Reti - X. Tartakover, Vien 1910

1. e4 c6 2. d4 d5 3. Nc3 dxe4 4. Nxe4 Nf6 5. Qd3 e5 (a dangerous maneuver: it will take two queen moves to recover this pawn, while white will develop his pieces)
6. dxe5 Qa5+ 7. Bd2 Qxe5 8. O-O-O Nxe4??
A loosing mistake. Tartakower is too greedy. He had to play 8…Be7, and try to survive. [See diagram.]

9. Qd8+!! Kxd8 10. Bg5++ Kc7 11. Bd8 mate! …(if 10. Ke8 11. Rd8 mate).

Chess diagram

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Saturday, September 30, 2006

A brief history of modern chess

Albert Frank
author - a former chess
champion of Brussels.
by Albert Frank

The current rules of chess have been used since about 1580, starting in Italy. At the end of the 16th century and during the 17th century, the best players of the word were Spanish and Italian. In the 18th century, the supremacy went to France (Philidor and La Bourdonnais). In the 19th century, England became the most important country for chess. The London chess club was founded in 1807.

The title of Chess Champion of the World dates officially to 1886 (Steinitz), but even before that some players were known to be the best of their time. A dated list of the best players of the word is the following:

Andre Philidor (France) 1747 – 1795
Louis La Bourdonnais (France) 1821 – 1840
Howard Staunton (England) 1843 – 1851
Adolf Anderssen (Germany) 1851 – 1858
Paul Morphy (U.S.A.) 1858 – 1859
William Steinitz (Austria) 1866 – 1894
Emanuel Lasker (Germany) 1894 – 1921
Jose Raoul Capablanca (Cuba) 1921 – 1927
Alexander Alekhine (Russia/France) 1927 – 1935
Max Euwe (Holland) 1935 – 1937
Alexander Alekhine (Russia/France) 1937 – 1946
Mikhail Botvinnik (U.S.S.R.) 1948 – 1957
Vassily Smislov (U.S.S.R.) 1957 - 1958
Mikhail Botvinnik (U.S.S.R.) 1958 – 1960
Mikkail Tal (U.S.S.R.) 1960 – 1961
Mikhail Botvinnik (U.S.S.R.) 1961 – 1963
Tigran Petrossian (U.S.S.R.) 1963 – 1969
Boris Spassky (U.S.S.R.) 1969 – 1972
Bobby Fischer (U.S.A.) 1972 – 1975
Anatoly Karpov (U.S.S.R.) 1975 – 1985
Garry Kasparov (U.S.S.R.) 1985 – ?

We see a supremacy of the (ex) Soviet Union, starting in 1948. (Alekhine who became a French citizen and died in 1946.)

Two Americans have been World champion. Another American, Hans Berliner, was also world champion by correspondence in 1968. Dr. Berliner's work with computer chess at Carnegie University attracted world attention. His Hi-tech program was one of the first to defeat chess masters.

Most people consider Robert James (Bobby) Fischer to have been the best chess player of all time, but some consider Paul Morphy to have been as good as Fischer. Let's have a look at a game that Paul Morphy won in only seventeen moves against Adolf Anderssen who was the best in the world for the eight years before him. This game, played only a few days before Christmas, is a wonderful example of Morphy's skill in creating a situation where his tactical skills could wreak havoc and devastation.

Morphy – Anderssen, 1858

diagram #1

1. e4 c5 2. Nf3 Nc6 3. d4 cxd4 4. Nxd4 e6 5. Nb5 (diagram #1)

Taimanov variation of the Sicilian. It's inter-esting to see such a modern opening being played well over a century ago.

5... d6 6. Bf4 e5 7. Be3 f5?

Anderssen seeks to open things up and give himself an opportunity to launch one of his dazzling attacks. This had always worked for him before, but it played into Morphy's hands. Modern opening theory considers this to be a weak move for Black. (More common now is 7... Nf6 8. Bg5 a6.)

8. N1c3!

Morphy continued his development in preparation for punishing Black's premature aggression.

8... f4 9.Nd5!

Better than anyone before him, Morphy understood the value of initiative and how it is often much more important than mere material.

9... fxe3

Anderssen was already in trouble, but this move would only add to it. Kf7 might have been wiser.

diagram #2

10.Nbc7+ (diagram #2)

10... Kf7

[10...Kd7 11.Qg4#]

11. Qf3+?

Now that his target had been driven into the open, Morphy pursued relentlessly. In this case though, it was a mistake. Nxa8 would have been a much better move; Morphy's immediate pursuit of the black king would have given Anderssen a small chance to draw.

11... Nf6 12. Bc4 Nd4! 13. Nxf6+ d5!

It's unlikely that Anderssen has calculated all variations after Kg6, but his instincts told him it led to disaster. [13... Kg6 14. Qh5+ Kxf6 15. Ne8+ Qxe8 16. Qxe8 Nxc2+ (16... d5 17. 0–0–0 !) 17. Kf1 e2+ ! (17... Nxa1 18. g4 !) 18. Bxe2 Nxa1 19. g4 ! and despite a good material balance Black is defenseless against the new wave of attack. -- Kasparov]

14. Bxd5+ Kg6?

[14...Qxd5 was the safest option, although White has an advantage in the endgame: 15.Nfxd5+ Nxf3+ 16.gxf3 exf2+ 17.Kxf2; 14...Ke7 ! could have made Morphy regret his over-ambitious 11th move, e.g. 15.Qh5 gxf6 16.Qf7+ Kd6 17.Nxa8 -- Kasparov]

digram #3

15. Qh5+ (diagram #3)

15... Kxf6 16.fxe3!

A classic Morphy move! The open f-file ends and with it any hope Black has had. His King is exposed and the White rook has an open file to join the attack. [The tempting 16. Ne8+ ? 16... Qxe8 17. Qxe8 Bb4+ would have been disastrous for White.]

16...Nxc2+

Paul Morphy - 1859

Anderssen could have held out a little longer with Qxc7, but the end result would still have been the same. [16... Qxc7 17. Rf1+ Nf5 18. Rxf5+ ! 18... Bxf5 19. Qxf5+ Ke7 20. Qe6+ Kd8 21. 0–0–0 ! 21... Bd6 22. Bxb7 -- Kasparov]

17. Ke2

Black resigned. Anderssen realized that his exposed king with White's pieces all about, is doomed, especially with the open f-file. It was a very impressive demolition of the strongest European player of the time.

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