From 10acef9e6f2d1f56a39c7f4b9ccf4b4be6f8bed7 Mon Sep 17 00:00:00 2001 From: Scott Gasch Date: Wed, 1 Jun 2016 19:04:57 -0700 Subject: A bunch of chess-related papers. --- evaluation/Shortcut | 154 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 154 insertions(+) create mode 100755 evaluation/Shortcut (limited to 'evaluation') diff --git a/evaluation/Shortcut b/evaluation/Shortcut new file mode 100755 index 0000000..44cb1e6 --- /dev/null +++ b/evaluation/Shortcut @@ -0,0 +1,154 @@ +The tree of posible moves branches so rapidly, one can rarely +search to mate. Which branch of the tree leads to an advantage? +This necessitates the use of search heuristics - or shortcuts +which direct our attention to certain aspects of a position +while ignoring the rest. The application of these heuristic is +what distinguishes between players of different levels. +Grandmasters choose not to use their "masterly" analytic abilities +so much but rely more on search heuristics. The results are they +typically find the best move, and take less time to do it. Below +are some of the heuristics that I compiled which should be +considered when playing chess. These rules were taken from various +publications, including MY SYSTEM by Nimzowitsch, the Father +of positional play! +---------------------------------------------------------------------- + + **** THE FOUR ELEMENTS **** + + FORCE - SPACE - TIME - PAWN STRUCTURE + +RULES OF ATTACK +* Don't trade ATTACKING pieces for defensive ones unnecessarily. +* You must have an advantage in some element in order to ATTACK. +* The major aim of most ATTACKS is to provoke a pawn weakness. +* Apply the force count, count ATTACKING pieces vs defensive ones. + A three + count in your favor constitute condidtions for an ATTACK. +* ATTACK where you have a perponderence of force, unless imploying + a minority attack, striving to create backwardness on an open file. +* ATTACK towards the direction your pawns are pointing. +* A superior position in the center justifies an ATTACK on the flank. + +RULES OF DEFENSE +* DEFEND economically, too many pieces can get in each others way. +* Don't create pawn weaknesses, but if necessary, minimize the weakness. + +RULES OF FORCE +* The person who is ahead in FORCE will win 90% of the times. +* When you are ahead in FORCE, the key principle is "exchange pieces". + +RULES OF SPACE +* Seek to increase your SPACE control. +* DON'T trade pieces, your pieces are worth more - let him stay cramped. +* Open the position by forcing pawn exchanges. +* Focus your attack on a pawn. + +RULES OF TIME +* Don't lock or close the position. +* Open the position by forcing pawn exchanges. + +RULES OF EXCHANGES +* Exchange in order to seize (or open) a file without loss of time. +* Exchange to destory a good defender. +* Exchange in order not to lose time by retreating. +* Exchange when you are ahead in force! +* Exchange when your opponent has a pawn weakness. +* Exchange when you have a passed pawn. +---------------------------------------------------------------------- + +RULES OF BISHOPS (worth 3 points) +* BISHOPS are best in open positions. +* BISHOPS are most effective when on open diagnals. +* BISHOPS are best against passed pawns. + +RULES OF KNIGHTS (worth 3 points) +* KNIGHTS are best in closed positions. +* In order for KNIGHTS to be effective, they must be centrallized. +* KNIGHTS are best when you have connected passed pawns. + +RULES OF ROOKS (worth 5 points) +* ROOKS belong on open files. +* The ultimate goal of ROOKS, are to invade the 7th and 8th rank. + +RULES OF QUEENS (worth 9 points) +* QUEENS should stay home (opening) and centrallized (middlegame). +* + +RULES OF KINGS (worth 3 1/2 points) +* Activate you KING towards the endgame. +* + +RULES OF PAWNS (worth 1 point) +* PAWN structure determines the nature of your plan of action. +* There are three types of PAWN Structures, Weak-Solid-Dynamic. +* Center PAWNS are more important than flank PAWNS. +* PAWNS should not be on the same color as your Bishop in the endgame. +-------------------------------------------------------------------- + +RULES OF PAWN STRUCTURE +Pawn Islands (Weak) +* PAWN ISLANDS are weak because they need protection of the pieces. + They become weaker and weaker as the number of pieces diminish. +* When playing with PAWN ISLANDS, protect them or trade them. +* When playing against PAWN ISLANDS, "Trade Minor Pieces". + +Isolated Pawns (Weak) +Isoloni (Weak/Dynamic) +* ISOLATED PAWNS become weaker and weaker as the number of pieces + on the board diminishes. +* When playing against ISOLATED PAWNS, "Trade Minor Pieces". You + want to play a major piece endgame. +* When playing against ISOLATED PAWNS, you should Blockade them. + +Doubled Pawns (Weak) +* When playing with DOUBLED PAWNS, you should push the most forward. +* When playing against DOUBLED PAWNS, you want to Blockade them. + +Backward Pawns (Weak) +* When playing with BACKWARD PAWNS, you should try to advance it. +* When playing with BACKWARD PAWNS, you should try and trade the + Bishop which is blocked by the BACKWARD PAWN. +* When playing against the BACKWARD PAWN, you should first... + Restrain it - Blockade it - (1) +* After blockading the BACKWARD PAWN, systematiclly bring in + support of the blockader. Rotate pieces in and out of the + pivoting point to confuse the defense. (1) then Destroy it. + +Passed Pawns (Dynamic) +* PASSED PAWNS must be pushed! +* When playing with the PASSED PAWN, you should "Trade Pieces". When + the number of pieces on the board diminishes, the PASSED PAWN + increases in strength. +* When playing against the PASSED PAWN, you should Blockade it. + +Split Pawns (Weak) +* SPLIT PAWNS become weaker and weaker as the game progresses. +* When playing against SPLIT PAWNS, you should not concern yourself + with them in the middlegame -- just place your pieces effectively. +* When playing against SPLIT PAWNS, you should "Trade Minor Pieces". + +Screened Backward Pawns (Weak) +* When playing with SCREEN BACKWARD PAWNS, you have less space. +* When playing against SCREEN BACKWARD PAWNS, advance on the side + of the backward pawn. + +Hanging Pawns (Dynamic) +* When playing against HANGING PAWNS, you should "Trade Minor Pieces". + They get weaker and weaker as the number of pieces on the board + diminish. +* When playing against HANGING PAWNS,you should force your opponent + to move his "c" pawn, then Blockade the pawn on the "d" file. + +Pawn Chains (Solid) +* The Base of a PAWN CHAIN is called the Theater of War, therefore... +* In order to attack a PAWN CHAIN, attack it's base with a pawn. +* Attack the new base with many pieces until a weakness elsewhere + appear, then attack this weakness with great vigor, returning + to the original weakness in the endgame. +---------------------------------------------------------------------- + +If you add to or modify this document, please send it to me +so I can learn something new in chess! I have a lot of room +for improvments. + +ICS Name: ShoNuff +Email ID: bruce@sun.apa.org -- cgit v1.3