Chess moves calculator. Chess Game analysis using chess engines. What's inside
Suppose you played a game of chess while visiting or on vacation and wanted to analyze it without delay. I don’t have my favorite chess engine, UI for it, or endgame database at hand. What resources are available to us online for analyzing chess positions?
Debuts on chess.com
More than 3000 opening lines played by masters. You can see the number of games played, the % of games from this opening that ended in victory, draw and loss.
In a couple of seconds you can get an analysis of a position to a depth of 23 to a depth of 38. You can ask for a deeper analysis. The board is connected to the engine in the cloud, and can also use the processor of the local computer directly from the browser without additional installations.
English party
Endgames on syzygy-tables.info
There are 6 pieces or less on the board and you want to know if it was possible to place or get checkmate here? Was it possible to reduce the game to a draw? Easy, syzygy-tables.info provides free access to 6 piece endgames instantly. An additional bonus for developers of chess programs is that there is an open API that, using FEN, allows you to get JSON with position data.
Good day, dear friend!
Computers have been playing stronger than humans for a long time. The best chess programs and even more so, it is impossible for even the strongest chess players to directly compete with them on equal terms.
However, the “iron monster” is not as big and powerful as you might think. Him There is weak spots and disadvantages . Which a chess player of any level simply must take into account.
More on this at the end of the article, but for now let’s look inside the computer for a second and review the best engines and user interfaces.
What's inside?
A computer program (engine) is a counting unit. He counts, operates with numbers and does not understand at all what chess is .
The program translates the chess language into mathematical operations. Adds, subtracts and compares numbers. At the end of each option he gives a numerical rating.
This is how chess engines work.
Engines
There are also competitions between engines, consisting of a large number of games, much larger than between humans. Based on the results, rating lists are compiled.
Engine rating 2016
Komodo
Komodo ranks first in most rankings. The interesting thing is that the Komodo differs in its brains from most of its brothers.
He has learned to better evaluate a position and places more emphasis on evaluation and less on depth of calculation.
Perhaps this is the secret. The engine combines best qualities man and machine. However, these are my suggestions, which, of course, are not the ultimate truth
The latest commercial version of the engine is 11.2 . Komodo 9 and older versions are offered for free distribution.
You can download it at publisher's main portal
Stockfish
This is the logo. Translated, stockfish is dried fish. Where does this allegory come from - I don’t presume to judge
Stokish has been competing lately with Komodo And Houdini and is ahead of its rivals in a number of indicators
Stockfish's success owes much to its distribution policy. Having created a boost, the developers release the version for testing to all users. Perhaps for this reason there are almost no serious bugs left.
The program is free. The latest version is eight. You can download it here: https://stockfishchess.org/download/
But that is not all. It is difficult to use an engine without an interface for practical purposes .
Shells and client programs
In order to use the capabilities of the engine and see its work, you need a shell, an interface. A custom chess program (shell) plus an engine (or several) is a ready-made product suitable for human use.
I will give examples of the best, in my opinion, shells and client programs:
Arena
One of the most famous and powerful programs. Can be used as a user interface, wrapper for almost all the best engines
You can download/install it on the official Arena website.
Chessbase
Perhaps the most advanced analytical program known to the author.
ChessBase provides all the necessary analytical tools and can:
- Work with game databases - watch played games and analyze
- Conduct a search according to certain parameters: openings, positions, material ratio, endgames and more.
- Upload your games, with comments and cards
- Analyze by selecting different engines
- Create player dossiers based on databases
- Print batches and charts in various configurations
And also much more.
Latest version of the program – ChessBase-13
Shredder Classic 3
One of the best chess engines Shredder complete with interface.
- Possibility of playing both with the engine at different levels, and online with real opponents
- Choice of time controls, ability to create your own control.
- Analysis of both parties and positions
- Interface setup: design of the board and pieces, etc. figures, etc. further.
The full version is not free. To get started, you can download the shareware version.
Chess planet
A specialized program associated with the portal http://chessplanet.ru/, where you can play online, in tournaments, by correspondence, play by correspondence. There are competitions and a lot of interesting things.
The client program is installed on the user’s computer and provides the opportunity to play, chat on the forum, view and analyze games, watch lessons, and more.
There is also a simplified version where you can play in the browser without installation client program on the computer
You can install the client and get acquainted with the portal in more detail.
BabasChess
Multilingual interface (though I couldn’t find Russian) for playing via the Internet.
Combines ease of use and a fairly wide range of functions. This is what captivates.
Runs on Windows. Can also work on Linux
For training
For beginner chess players and for training, in my opinion, it is better to use multidisciplinary chess portals or an online school.
However, there are also stand-alone programs. For example, on a smartphone you can install:
Chess training - from simple to complex
Something like a navigator in the world of chess. The application will show you the basic rules and give tips on how to improve the game.
The training course contains more hundreds topics Including basic techniques and typical combinations. More 1000 various examples.
You can find out more and install Here
Don't believe your eyes
The best chess engines are already partly “humanized” and are similar to people in terms of evaluating positions. However, they are also wrong. And rudely.
Just one example, the simplest one:
Position “on the board” is drawn and this is known to most chess players, not only masters. And it’s not difficult to guess - the black king sits in the corner and it’s impossible to smoke him out of there. Neither checkmate nor advance a pawn. And pressed in the corner - stalemate.
So, most engines, even the most modern ones, evaluate this position as won for White. Stockfish gives +7 . If you don't believe me, you can check it yourself.
In fact, I could give about a dozen such examples when the machine makes a gross mistake in assessing a position. Why this happens, I don’t know, but a fact is a fact.
Hence the conclusion: When deifying the computer, it would not be amiss to remember that “even an old woman can get screwed” . It turns out that we are not the only ones who check our calculations using a computer. Sometimes the reverse process is required. That's it.
Thank you for your interest in the article.
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IntroductionThis is a new article about computer chess, in which we will look at the new version of the popular chess program Chessmaster 9000, localized in our country for the first time, and look through it as a prism at the latest chess-computer events.
First, let's look at the localized Chessmaster 9000. This is probably the most popular chess program in the world and in our country. In principle, it is clear why the games of the Chessmaster series have always attracted chess fans. Often, especially in the past, chess programs slipped to two extremes: either there was a powerful chess engine and a not very friendly, boring interface, or, on the contrary, a pleasant interface, beautiful sets of pieces, but a weak chess filling itself. Chessmaster has always combined both (both a strong chess program and a user-friendly interface with a variety of sets of pieces and boards). Thanks to the harmonious combination of form and content, it gained its enormous popularity.
After installing version 9000, a read-me file immediately appears, and the following message immediately catches your eye: if the program starts to crash and display error messages, check that the most latest versions video drivers. What does the chess program and video drivers have to do with it? Does the new version really use pixel or vertex processors of new video accelerators to calculate variations, and to quickly search for positions in the database, chess games are recorded in textures? No, it’s just that now drawing three-dimensional chessboards and pieces has been supplemented with options for bump mapping, reflections and shadows. Now in Chessmaster shadows are drawn no worse than in Doom III, it’s time to supplement the reviews of video cards with tests in this program.
But is this really the only difference between the new version and previous games in the series? Yes, there are new beautiful boards, new sets of figures. For people who love chess, they collect various sets chess pieces, the new version will be very interesting. You can directly take screenshots, print them on a laser printer and put them in your cupboard. But what should fans of the game itself expect? Almost everything has undergone small but noticeable improvements.
Here they are, reflections and shadows. And also - many sets of figures
What makes Chessmaster so valuable? It can be called rather than a chess program; the term “chess game simulator” is more appropriate. The interface is not as convenient for professional analysis of games and opening variations as, for example, the interface of the famous chess program Fritz and other programs of the ChessBase company, which produces computer databases of chess games for highly skilled chess players. On this basis, a stupid misconception arose that Chessmaster itself is inferior in a chess sense to other programs, such as Fritz. Supposedly, they are used by professionals, which means they play better. This is not so, we will return to the specifics of the program’s chess engine, but for now let’s see what is offered to the average user.
Chessmaster 9000
Chessmaster's developers have focused on meeting the needs of everyday chess fans. It is not interesting for non-professionals to play with chess programs on modern powerful computers. They'll count it out - and that'll be the end of it. A game with the computer will turn into a continuous back and forth; in the end, using the brute force method it will be possible to find a winning game and defeat the computer as many times as desired in a given opening variation. But Chessmaster invites the user to play honestly without reversing moves with computer characters simulating players of a certain strength. Each computer player has a rating that should roughly correspond to the rating he would receive in real competitions. The developers concentrated on creating diverse characters and determining their rating as accurately as possible. This is not an easy task at all, because the strength of the game also depends on time control, and you can choose it in any way you want, you can play blitz and with classic time control.Chessmaster determines the processor's performance and adjusts the ratings of its players based on it. The developers of the program found that when playing with a computer, amateurs are very annoyed by the fact that the computer responds very quickly, almost instantly, if you give it a few seconds to think about it. And at the same time he plays quite strongly, then the person also tries to play quickly, and immediately misses something. And if you give the computer a lot of time to think, then, on the one hand, it will get tired of waiting, and on the other, it will play very hard. So the characters in Chessmaster think like humans, according to the established controls, but can play quite weakly.
So, you can play not only with the super strong Chessmaster chess engine, which has the practical strength of playing at the grandmaster level, but also with simulated amateurs with different ratings. You can simply play individual games with the selected character, or create your own tournament and recruit players of varying strengths. And depending on the results, the program will calculate your rating, like that of professional chess players.
It turns out to be an analogue of a chess club or an Internet gaming zone. It’s even better than when playing online, since in a populous gaming area online they play mainly with a control of 3 minutes per game, sometimes plus 1 second per move. Or even a minute per game. Otherwise, the temptation to use the computer’s help is very strong, and then the game moves into a different plane. But a game with such minimal control cannot be called chess, since the time factor plays a huge role. Even with an extra piece in an absolutely winning position, it is quite possible to simply not have time to checkmate. Moves not only have chess power, one must also consider the time required to make that move. For example, a move with a rook across the entire board is quite long, but a move with a king to an adjacent square is fast. If you just moved this piece, then its next move will be shorter than the move of another piece, since you will not need to move the mouse.
So if you don't want to go play chess Club, or it is closed, or one way or another you are deprived of the opportunity to find a suitable opponent, you can use a chess simulator.
Of course, then the developers should try very hard to ensure that the personalities are different from each other, somehow model the behavior of people, and are not just weakened copies of the same chess engine. And so the developers are trying, from version to version, improving the character of the characters and adding new ones. So if you beat everyone from the previous part, you can take on the new one and check if your opponents have changed.
The list of players is opened by a monkey in a multi-colored top hat, making random moves and having a rating of 1. And so on, up to the professional level, like stars in the Milky Way - players either more densely or less often cover the range of ratings. Sometimes you meet colorful personalities. In general, each player has his own opening repertoire, corresponding to his style and manner of play. By the way, an experienced amateur immediately thinks: what if you win against a character once, catch him with the opening variation, and then repeat this game all the time? Naturally, the developers took this possibility into account: firstly, the computer player does not make the same move in the same position all the time. If there are several moves with approximately the same score, there is an element of randomness in the choice of move. Secondly, the computer player remembers his defeats and turns away from the opening variations that led to the loss.
Returning to the characters... There are ordinary average-level amateurs who always make average moves, there are drunken grandmasters, they play very strongly almost all the time, but sometimes they blunder something. In the previous version there was such a player, he had a craving for rooks (well, not bishops or knights), and he even gave up a queen for a rook and several pawns. But it was still hard to win against him because he was very good at calculating his options. And when you play with him, you are always waiting for him to give up the queen for the rook, and the realization will begin. Sometimes you bring out a rook specifically for this purpose. In this version there is an unusual player, a natural blitz player who makes moves instantly, but not always good ones. However, it provokes the player to also play quickly, which, naturally, is fraught.
In general, the characters are quite diverse. Until you learn them all, it's fun to tinker with them. By the way, each computer player has a portrait and a short biography with a text description of their playing style. All this has been translated into Russian, which is somewhat unusual if you always use English versions.
What I always liked about Chessmaster was that it was an honest chess engine without tricks. All parameters that the computer takes into account are clearly visible. And so, among other things, their variations produce various computer characters. By the way, you see, the endgame base has been added. What is this parameter, selective search? You won’t find its description in the documentation; you need to look for older versions, when the developers were still writing the documentation. This parameter determines how quickly the program will discard unpromising options. If you set it to minimum, then the program will not calculate the tactics well, because after a temporary sacrifice it will quickly discard this option and will not be able to get to the point of returning the material. And if you set the maximum value, then the program will always count a lot of nonsense, completely incorrect victims, and work slowly, since it will not discard bad options in a timely manner
In this case, the classic ratio of material is established, but you can make the bishop slightly more valuable than the knight, and the rook less valuable than a minor piece and two pawns
Education
Even in the earliest versions of the program there were computer characters that modeled, in some approximation, the playing style of famous chess players of the past and present. World champions and simply famous grandmasters. Naturally, they are also present here, and the localization made their presence unforgettable. The fact is that computer prototypes have an attached short biography and a description of the playing style of real chess players. Well, the style is understandable, just a simplified idea of amateurs, like Kasparov likes to attack, Karpov likes to defend. But a biography is something completely unimaginable. I haven't laughed so much in a long time. In general, Chessmaster is made by a separate development team, not the one that works on the chess engine. And she is not so immersed in chess. And those who wrote the biography have little to do with chess at all; the information was taken from American sports magazines. They write about chess players much like they write about boxers; the prize fund for matches is always mentioned. Chess player so-and-so entered a match for $2 million with chess player so-and-so. But this is also true, they have a very simple and independent idea of chess intrigue. They write simply, Kramnik became the only chess player who could resist Kasparov in his pursuit of money. And everything like that. And this is translated literally, even somewhat copied.Now in the United States of America, chess is gradually becoming part of education. Americans somehow found out that chess develops logical thinking (which helps to get a higher rating at the university and, thus, a more prestigious and highly paid job). In many states, chess is taught as an optional activity in schools. For example, the new governor of California values chess; it is included in his family's educational program. And now Chessmaster is riding this wave. In addition to the game itself, the program includes an interactive chess textbook.
There are lessons for very beginners who want to get acquainted with chess. How to position the board correctly, how the pieces move, when you can castle, etc. And, accordingly, a set of simple exercises for checkmate in one or two moves, checkmate with king and rook, king and queen. If you do something wrong, the program will explain your mistake and show you the correct move.
For slightly more experienced players, there are training sessions on the basic principles of opening play. The program will play the main classical opening variations and ask you to indicate the correct second, third, fourth opening moves.
Next are several hundred problems on elementary tactics in various types of position, opening, middlegame and endgame.
But it's not as interesting as the challenges for more experienced players. For amateurs who play in the first or second category according to our classification, it will be useful to solve a course of fifty problems on various standard endgames. Such things are taught in classes in various chess clubs and sections. But if you, say, are retired and don’t feel like studying with schoolchildren, you can study these problems and then beat someone in the park.
Finally, you will be asked to take a rating exam, consisting of a mixture of tasks on tactics, endgame technique and strategy. It will also be very useful for advanced chess players. Upon completion of the exam, you will be given an American Chess Federation rating. When FIDE ratings still ended at 2000, America adopted rating system, continuing down the FIDE ratings. So don't be surprised by the rating of 1900, etc.
The training room also contains interesting game- guess the move. It is necessary to indicate the correct moves in positions from games of famous chess players. The games are commented in detail and key positions are explained why the chess players played the way they did. There is also a set of fifty famous studies and compositions of varying complexity. You can get a hint or an explanation why a particular move is wrong.
A small useful exercise on the topic of pawn endgame
The quality of the translation is acceptable, but it could have been translated more literally. For example, don’t write all the time we go here, we go here. Sometimes it was worth writing at least let’s move the pawn to such and such a square, or, using some jargon, let’s move the pawn to such and such a square. But it’s good that at least we’re not “going down as a pawn.” And you shouldn't call the king's or queen's side a side. This results in a clear, but too literal translation.
In general, the program contains several shortcomings; now there are few programs that do not require patches for completely correct operation. And this program is no exception; there are some pretty funny errors. For example, in the game room the computer chess move advisor is glitchy and always recommends h4 or some other stupidity. But he is not particularly needed. Another cool glitch: during installation, the program wrote its files from the root directory of the program to f:\program files, and subdirectories to c:\program files. I was surprised for a very long time, looking at f:\program files, where are these tons of directories? But all this does not interfere with proper work.
The chess material in the textbook itself is of quite high quality, at a professional level. Was used educational materials from the books of American grandmasters who specialize in this, in fact, some advised the program developers. True, there is such a funny moment: there is a list of simple exercises for various types of elementary tactics, forks, etc. And then there are unimaginable positions where you need to find a fork, although there is a checkmate in one move. But, apparently, it is believed that in this way tactical vision for various types of tactics is trained. Although, I think this is a little strange.
By the way, the program also contains a library of eight hundred classical and modern games of famous chess players. The games highlight the main points of the struggle where one side or another made a serious mistake. Otherwise, it may be unclear whether the grandmaster gave up in a hopeless position, or ran out of time in a winning position. Games in electronic form can be more convenient to view than reading in a book and reproducing the moves on the board. This is, of course, very valuable. And this is in addition to just a base of five hundred thousand parties. Probably such a large base cannot be found anywhere else so cheaply. Typically, bases for professional chess players are much more expensive, and differ only in greater freshness, but this is required for those who play in serious tournaments in order to be aware of new openings.
Of course, this course is not extensive enough for those who want to study chess deeply. It is not intended for future professional chess players. Only as one of many benefits. You can find much more extensive interactive computer textbooks on tactics, strategy, whatever. But you still have to look for them, and they are quite expensive, since they are bought only by those who really need them.
So, Chessmaster 9000 is a whole complex that allows everyone to fully immerse themselves in the world of chess. And stay there at least until the next version comes out. However, the question is still interesting: how strong is the Chessmaster chess engine compared to other chess programs?
Match Kasparov-X3Dfritz
At the end of last fall, another match in a series of duels between the strongest chess players on the planet and chess programs took place in New York. The Kasparov-X3Dfritz match was widely publicized in the media, and readers may have heard that it ended in a 2-2 draw. However, this match did not become something special among the Human-Computer fights. It turned out to be a continuation of previous matches. The new round of confrontation turned out to be very closed, they came back to where they left.This article is in many ways a continuation of the article "Computer chess from all points of view", which contains the history of matches between chess players and computers and analysis of the game of chess programs. Actually, the last match confirmed all the conclusions made in the previous publication. So, let's go over the games of this secondary match, since there are only four of them. And let's ask Chessmaster if he will repeat the mistakes of the Fritz program? But, by the way, why did this famous program receive the X3D console? The fact is that the sponsor of the match was a company that produces some “stupid” glasses virtual reality. They developed a technology called X3D, which allows you to see a three-dimensional image on a more or less ordinary monitor using special glasses. This effect is achieved as follows: with a high frequency, an image is generated alternately for the left and right eyes on the monitor screen. And the glasses are made opaque synchronously with the monitor and alternately block the view of the right and left eyes. Thanks to this, a three-dimensional image is formed, approximately like in a dioscope - remember, there were and are such devices for viewing slides? Each eye is shown its own slide, and the picture appears as three-dimensional. X3D works on a similar principle, and the picture is not of very high quality. Although, those who have not seen it with their own eyes cannot appreciate it. Kasparov, who had to play with these glasses, complained that after a long game the image floated somewhat, and, in general, he felt tired. The chessboard is drawn on the monitor screen, and the moves are pronounced by voice. By the way, the computer itself had to recognize them. Not very familiar playing conditions, in general, probably for most chess players the most convenient representation of chess on a computer screen is flat. But for the sake of popularizing chess, Kasparov had to agree to play with glasses. It’s not entirely clear why the producers of this cheap virtual reality chose a chess match for sponsorship, and not some erotic show, where three-dimensionality would probably be more appropriate. It may be easier to calculate the appearance of the chess pieces for each eye, but this is just speculation. One way or another, instead of chess aspects we have to discuss these points. True, without sponsorship the match would not have taken place at all.
The first game of the match, in which Kasparov played as white, became the arithmetic average of the first two white games in his match with Junior. Again the Slavic Defense, again Kasparov has the initiative, only in those games Kasparov first developed a successful attack and won, but in the second game the attack was not so successful, and Kasparov blundered in the drawn position of checkmate. Here Kasparov also received a strong initiative, and even won an exchange, but his king was quite open, and the man could not protect himself from a perpetual check. Thus, the game ended in a draw and did not add anything special.
In the second game, Kasparov played black, and in the Sicilian Defense Fritz didn't really know what to do. He placed the rook stupidly in the center and acted in that spirit. Kasparov was gradually preparing an attack on the king’s side, and everything would have been fine, but the man took and out of the blue blundered a key pawn in one move. In the most ridiculous way, as often happens when playing with a computer. Moved the wrong rook. He should have taken the move back and played the right rook, but Kasparov - not some depraved amateur - courageously continued the game, and after a few moves he gave up. This game also, unfortunately, does not have much value; you can play something like this yourself with your home computer. By the way, what kind of computer was used for the chess program? Especially interesting, what kind of processor is it? It is clear that there must be enough memory. I searched for information about this on the match website for a long time, but could not find it. Everywhere, in every line, you could see the inscription X3D, it can already be written on fences, especially since it consists of three letters. However, I managed to find information in some forum that Fritz was playing on a four-processor Xeon-based server. True, it is not entirely clear whether the entire computer was at his disposal, or whether he shared power with programs that created the image of a chessboard. And there is also the question of whether these were four real processors, or virtual ones, because Xeons have Hyper-Treading virtual multiprocessing technology. One way or another, this is very close to modern desktop computers, especially from a chess point of view. After all, the power of chess programs is more proportional to the logarithm of performance than just speed. On a processor that is twice as fast, the chess program will calculate the options only slightly deeper, not even a move further.
Decisive game
But the third game in the match turned out to be entertaining and caused a lot of controversy. The fact is that many commentators suspected the coordinated nature of the match, in which the fight would certainly end in a draw. Many grandmasters stated in interviews that they were absolutely confident that the match would end in a draw. And so Kasparov, by order, won his last white game. How did this happen? In the opening, Fritz chose a variation that led to a closed position, where the entire board was blocked by a pawn chain. This nature of the position presupposes long-term planned maneuvering of the pieces without immediate threats. So Fritz rearranged the pieces without any plan, just maximizing their formal activity, the number of squares they could go to, and lost very easily. The position had long been strategically hopeless, and he still continued to evaluate it as almost equal. Only at the very end, when large material losses became inevitable, or rather, easily visible, did he understand the full horror of his situation.And then rumors began to spread that, firstly, Fritz deliberately played poorly, and secondly, he deliberately chose a losing option. It will be interesting to see what Chessmaster has to say about this, will he act in the same inept manner? To begin with, the base of five hundred thousand parties included in the program said that the option chosen by blacks is the highest percentage. That is, according to statistics from more than a hundred games, in a given position the chosen continuation gives the highest average percentage of points. Then the opponents followed the same game for a long time, in which Black won. Like this. True, after the debut we found ourselves in a hopeless position. It is interesting that some of the strongest chess players of the middle of the last century played - Reshevsky and Keres. All the same, the Fritz team made a mistake - they chose a percentage option, but not suitable for the program due to the nature of the position.
If you put Chessmaster in key positions from this game, then no matter how much you tune him, attacking, not attacking, and no matter how much time you give him to think, he still acts approximately like Fritz, no understanding. So in this type of position Chessmaster is as stupid as Fritz. True, he had previously begun to evaluate the position in favor of the enemy and, at least, did not move the king back and forth. They say that Junior tried to play more or less correctly, but Junior can do a lot of things, we will see it soon...
In this position, programs only think about how to quickly move e4, as if they win more with this move than the queen. However, the closed center is not in their favor
Now the computer will miss the chance to go f5 and start its counter play on the kingside. Instead of f5 there was a meaningless Kf6
Thus, even if this party was a negotiated one, it was very well made and cannot be distinguished from the real one.
In the last game, the opponents changed everything and agreed to a draw. Thus, the match also ended in a draw, without adding anything new to the already held matches Kaparov-Junior and Kramnik-Fritz. It can be noted that of the five white games, Kasparov won all of them in which his king was secured, and those games in which the king was exposed ended in disappointment. Indeed, people are not cross-eyed, they look in one direction, looking for unexpected side counter attacks. As I already wrote in the previous article, a person fights in unequal conditions with a computer, which gives rise to chess games that have no chess value.
Computer Championship
Let's move on from duels between humans and artificial intelligence to a competition between the chess programs themselves. At the end of the year, the next championship among programs just took place. Such competitions attract more and more attention, especially since their participants then fight with people. Unexpectedly, the computer championship takes place in a much more spectacular and uncompromising fight than human fights. Computers are hardworking, and they don’t make short draws that are unloved by fans. They always choose the sharpest principled continuations: White attacked the rook, Black did not take the rook away in response, but attacked the queen, and White gave check, then pinned the piece that attacked the queen, and so on. The result on the board is an unimaginable “mash”. People never play like this, since most chess players do not risk taking options that they cannot fully calculate more or less reliably. But computers are not cowards, they are not afraid of anything, they do not think that they can easily miscalculate and lose. Indeed, computers are more suitable for chess sports competitions than people, since they have the most important quality necessary for all athletes - unshakable, unshakable self-confidence. Such competitions are in some respects interesting to watch, since the games are replete with the intense struggle so beloved by chess fans. Moreover, programs have allegedly learned to sacrifice material for positional factors. In fact, often such a sacrifice is a long delayed exchange combination that you cannot immediately discern, or a miscalculation when the program did not count the enemy’s response on the tenth move. But it looks enticing. And of course, if programs evaluate positional factors, such as piece activity, in pawns, then they can trade a real pawn for a virtual advantage pawn. Sometimes it looks beautiful and human.Unfortunately, it is difficult to find comments on games of chess programs that would highlight all the stupidity that is happening on the board. The fact is that many commentators have been using the same chess programs for a long time, and in this case they are bad assistants. They make mistakes in the same places as computer players and produce correspondingly incorrect estimates. With their help, it’s good to analyze people’s games (“here the grandmaster didn’t see the pawn being taken away in five moves,” etc.). Computers constantly miscalculate acute positions because they do not see the enemy's quiet counter moves at the end of long multi-move variations, but this is difficult to detect since the programs need to be given a very long time to analyze the position.
And how did Chessmaster, or rather its chess engine, prove itself among its peers? In any case, he didn’t take part at all. The King, the name of the Chessmaster chess engine, won some other championship among programs that took place in the first half of the year. How these championships relate, why programs either take part in them or don’t take part in them is not clear to the uninitiated. This is its own incomprehensible world of incomprehensible intrigues. There is even more room for manipulation than in the human championship. For example, they decided to hold a new championship on multiprocessor machines, and all programs that do not support multiprocessing are at a disadvantage. There are a lot of things you can come up with. Creators sometimes save new versions of programs to prepare them for the same matches with people. As a result, every popular program is a champion. Everything that is sold once won a championship, and on the boxes you can safely write: “The strongest chess program!” It turns out like in boxing, where almost every fighter is a champion, world champion, intercontinental, continental, etc.
Further, probably, in a computer championship, opening preparation means quite a lot, since the computer stores the entire database in its memory and can effectively play at the initial stage of the game according to a pre-developed scenario. This is especially important because chess programs are especially confident in positions with opponent's weaknesses and a clear plan to strengthen and attack weak points in the position. Then they gradually harmonize and carefully strengthen the position of their figures, gradually bringing the superiority to a decisive one. Moreover, without knowing the winning plan in advance, they will see it later when they strengthen the position to the maximum. And this opening preparation is an expensive pleasure, since you need to hire qualified chess players. Entire teams work with popular programs, like leading athletes, who have their own chef and whoever...
Apparently, the creators of Chessmaster decided to save money this time. Fritz and Shredder shared first place, Junior took third, all other programs lagged far behind. They don't have super teams like the big-time programs. They don't need it. Let's look at two interesting examples and compare the moves in the games with those offered by Chessmaster.
This is a position from the Junior game with one of the outsiders. Here Junior will soon lose, and it is this defeat that will not allow him to catch up with the leaders, with whom he will play successfully, since no one else will give points to outsiders. What happened? Junior played White and went Qd3, sacrificing the b4 pawn for the initiative. However, the attack turned out to be incorrect, the opponent ate everything, defended himself and won. After the game, the creators of Junior said that it was a terrible programming problem; this time the program’s intuition failed. This was a game from the first round, probably by mistake the same settings were entered into the program that were in her match against Kasparov. Where she also unexpectedly sacrificed something in the fifth game, and Kasparov went for a draw by repeating moves, because he was afraid to play for victory in a very critical position. But the computer is not afraid of anything, did not repeat moves and beat Junior.
But Chessmaster, of course, doesn’t play like that. He chooses between the most active and accurate h4! and more reliable Rd1. So, at least Junior is not always stronger than Chessmaster.
Here is a key position from the decisive game between Fritz and Shredder in the additional match for first place. Fritz has long had a reputation for being slow and poorly calculating. And then it took its toll; the program seriously miscalculated, not noticing several quiet moves by the enemy. Fritz responded to g6 with Rg3?, not fully calculating the answer Rc8! with a lot of tactical threats, and lost. And Chessmaster also wanted to play Rg3 at the beginning, but quickly found the right move leading to a draw, f-g!
Chess commentators like to use Fritz because the program has a user-friendly interface - so how many holes are there in such analyzes? Especially when considering games between chess programs...
So, we have finished talking about computer chess. As we see, nothing like this is happening - new versions of programs are slowly coming out, everything goes on as before...
Analysis of selected championship games among chess programs.
Website of the Kasparov-X3Dfritz match.
With a huge number of servers on which you can play online with a “live” opponent - from playchess.com to chess.rc-mir.com or chesshotel.ru (and there are a legion of them), finding a web interface for a decent chess “engine” is not easy, offhand. I only managed to dig up this:
1. Play chess online with the Shredder engine:
P.S. According to the professional, the online engine has little to do with the power of the real Shredder :)
2. Play chess online with the Rybka engine:
Code to connect to your website:
P.S. It looks like the second script is buggy - it keeps freezing after several moves.
Loading scripts, especially on slow connections, may take time... In case of problems, press the F5 key in your browser to refresh the page. Applications require images and Javascript enabled in the browser, as well as support for the floating frame tag
We don’t count flash drives either, these are not developing engines with databases, and there are basically 3-4 of them everywhere - Spark Chess, asisChess, Flash Chess.
Well written about UCI engines and protocol.
If you have anything to add, please let me know. It is desirable that the codes be the same as in this article - a simple tag
P.S"s
3 . They also suggested an option, how if you don’t play with the engine, then analyze it:
If you only have a computer with the Internet, but you want to play or analyze with a more or less decent program, then where to go? Free and without registration. So far I don’t see anything better than going to the tournament watcher in such situations and entering what you want to watch as a side option. The engine there, although it spends little time thinking, still finds mistakes in the games of the elite.
1. Click on any Games.
2. Scroll to the beginning.
3. Make a move (directly with the mouse on the board or select under the board).
4. Select an answer option.
More or less real Stockfish plays there with a calculation depth of up to 20 moves. On other sites (tournaments) you can analyze online in a similar way, just get to any game.
Chess Game analysis using chess engines
Part one
translated Russian by Google
Chess game analysis
Using ChessBase Engines
(Part one)
Steve Lopez
Explosion chess programs have been providing many positive benefits to chess players for the past fifteen years, not the least of which is the ability to play chess at any time of one's choosing. You don't have to wait for the weekly chess club meetings or take your chess set to the park in hopes of getting casual games.
But the most important feature provided in almost all chess software packages is often the most overlooked: the ability to have a chess engine analyze your game and provide personalized information on how to improve your game.
The whole reason I bought my first computer back in the early 1990s was to gain access to this feature. I've been playing chess and studying chess books for years, but have never had the experience of someone looking at my games and showing me where I went wrong. After I purchased a computer and some chess programs and began using them to analyze my play, I learned a lot about my own shortcomings as a player. I decided to fix these problems and my board scores improved significantly.
In this short series of articles, I'll show you how to do the same. Although specific step-by-step instructions will apply to using chess engines within the ChessBase Chess Interface program (used byFritz, Hiarcs, Junior, Shredder, Rybki, etc.), the principles we will discuss apply to any chess program that has ability to analyze the game. In the first article we will look at the basics of creating and using the game. Analysis of the features of using the "Full Analysis" feature in the ChessBase production playing program interface. In the second article we'll discuss using the same interface's "Blundercheck" feature, which also provides a full game analysis with the output appearing in a slightly more complex (but also more useful) form. In the last article we'll talk about practical applications of chess program feedback, such as how to use this information to help you improve your own playing skills.
If you want top-notch analysis from your chess engine, there are some things you'll want to do before starting your chess program. Do not run any other programs while your chess engine is being analyzed - you are weakening the engine by doing so. This offer also includes any "background" (ie "Quit and Stay Resident") programs that may be running, such as screen savers, antivirus programs, "rumble guard", etc.
The next step is to run the chess game program (as noted above, we will use ChessBase produced by game programs for this article). Press F3 to access the list of available engines and select the one you want to use, we will use Fritz in this article.
Full analysis
Once you have chosen your chess engine there are several different ways to proceed. One is to go to the game database list, double click on the game you want to analyze (load it into the main chessboard screen), and then go to the Tools menu, select "Analysis" from the menu, and then "Full Analysis" from the submenu. I do not recommend this procedure for several reasons. First, you cannot access the full range of "Full Analysis" options using this method. Secondly, you need to remember to manually save the game to the database after the analysis is complete.
Instead, I recommend the following procedures (which actually saves a couple of steps anyway). First load the database in which you have saved the game you want to analyze - hit F12 to open the game list window, and if the correct database is not shown, go to File / Open / Database to select the correct one. Once you have downloaded the appropriate database, finding the game you want to analyze in the list and with one click on it is to place the cursor over the game to highlight it in the list. Then go to the Tools menu, select "Analysis" and then "Full Analysis" from the submenu. Doing this will display the following dialog:
There's a fair few things to consider here! This dialog allows you to set timing parameters and control the analysis output of your chess engine. Although this dialog may look complicated at first glance, it is actually very easy to use. Let's look at the different sections of this dialog and explore what these options do.
Calculation of time and thresholds
The first thing you should consider is the "Timing" and "Threshold" options. Generally, the more time you allow your engine to calculate deeper ("further ahead") it will appear in that position - and you will therefore have a better analysis in response. However, there are potential disadvantages to setting the timing calculation either too high or too low.
First we have to understand what timing actually means. The value in this field is specified in seconds. If you set this value to, say, "30", this means that your chess engine should (theoretically) analyze each move in the game for about thirty seconds on average. In practice, however, it does not work this way. Setting the value to "30" does not mean that the program will stop analysis when it hits the thirty-second mark and drops the best option, it is in the game score. What this means is that when the thirty-second character is reached the program will complete the analysis of the current depth layer before providing its analysis and moving on to the next move. If the program has just started, say, the tenth layer on the twenty-eight second mark it may take two minutes or more before it finishes evaluating that tenth layer and moves on to the next move.
So we can understand why setting the calculation time parameters too high can be a disadvantage - it can require many, many hours of calculation by the program to complete its analysis. However, setting the parameter too low (for example, to a value of "5") will force the program to fully analyze the game very quickly (in a few minutes), but the quality of the program's suggestions will be quite low.
The appropriate settings will vary from machine to machine and will require some experimentation on your part to discover. Game analysis of a chess engine is best done overnight - it's going to take several hours for the program to provide decent quality analysis (six hours isn't too much time). The trick is to find a convenient analysis time without tying up your computer for ten, twelve or more hours. Start with the value "60" (as shown in the image above). If you find that your program completes the analysis quite quickly (say, within two hours on the 40th move of the game), you'll want to bump up Timing. However, if you start the analysis process, go to bed, returns at eight o'clock, and the program is still analyzing the middlegame of a 40-move game, you will need to reduce the Timing parameter accordingly.
The threshold is given in increments of 1/100th of a pawn - in other words, the threshold value of "1" is 0.01 pawns. Threshold allows you to control how much analysis the chess engine provides and the circumstances under which it will show you the best move. As it analyzes, the program will evaluate each position in the game and find the best move in each position. This will assign a numerical value to each position (ie "If White plays these changes, he will be better by 0.75 pawns").
The threshold shows the difference between the best line the game the chess engine finds and the movement that was actually played in the game. For example, if you set the threshold to "50", the program will display an alternative on a case-by-case basis in which the best line of play (as judged by the program) is better than the actual move by half a pawn or more.
So what value should you assign to the threshold? If you are a beginning chess player I recommend the value "100", this will force the program to show you tactical blunders where you have lost a specific material (eg a pawn or more). It's unlikely that a beginning player will be able to understand why a particular move is better than a fractional pawn value, and beginning players need to focus on tactics anyway, so the "100" setting will work quite nicely, showing you the tactical mistakes you've made.
For intermediate and advanced players I usually recommend a value of 30. Strong chess players and experts computer chess Usually the loss of tempo is estimated to be equivalent to about a third of a pawn. Using a value of "30" will show these types of temporary loss of positional error (as well as any other significant errors of a positional nature).
Some players use very low values (eg "1"), but I don't find this to be very useful. If you play " perfect game"(as if such a thing really existed), most of the moves you play can be improved by a chess engine of 0.05 to 0.10 pawns, and that is simply too close a shave for most human players to gain any significant benefit from.
Other options
Once you have set the "Timing" and "Threshold" parameters, it's time to move on to other switches in this dialog. The "Annotations" window allows you to select the different forms that annotations can take. Let's start at the bottom of the list. "Remove old annotations" means exactly that - the program will delete any existing annotations in the game score. If you have previously manually added any text, symbolic, or graphical commentary to the game (or any other previously selected annotated game), this checkbox will cause such commentary to be deleted - so use this switch wisely.
Returning to the top of the list, "Verbose" means that the program will add some regular language verbal commentary to the game. It's important to note that this commentary is very rudimentary - the program will not give a nine-point dissertation on why you were unable to correctly work with Maroczy's structure to bind your opponent's pawns. We'll show an example of a verbal comment to the program a little later.
"Graphical" means that the program will display colored arrows and squares on the board where it deems such commentary necessary. This usually takes the form of showing weak squares (by the coloring of them), or a control square (for example, you might see many arrows in an isolated pawn, indicating the pieces that attack and defend that pawn).
"Training" allows a program created to focus on training issues at critical points in the game. These are usually in the form of tactics problems in which you are asked to find the best move in a position. Please note that the program will not create these questions in every game - in my experience I have seen them created once every twenty to twenty-four games I have had the analysis program.
Database link
In the image above, you will notice that the "Open Reference" is shown in grayscale and is grayed out. This is because I did not assign a "Reference Database" before I created the illustration. You assign such a database by clicking the "Reference" button. "Reference-DB" button (visible at the bottom of the dialog) and database selection. Selecting the "Open Link" option will allow you to opt out of the program's installed opening options from other games in your game account, as shown below:
In this picture you can see where the program added three alternative variations to the game (as you often see in chess books and magazines) and even designated the move 5...e6 as a "theoretical novelty" (which doesn't mean that 5 ... e6 was necessarily a good move, only that this move was not found in the games reference database).
Please note that when selecting a reference database, the database you select must have an opening key attached to it in order for this feature to work properly. I've also found that the feature works best if the reference database is one containing the opening-only games used in the game being analyzed - otherwise the program sometimes crashes into annotations at the very beginning of a game that are from other, unrelated openings.
You can select any or all of the options in the Notes section; selecting one does not "override" any others.
The radio buttons in the "Side" window are self-explanatory - you can choose to have the chess engine analyze both players moving or only one player moving. My strong suggestion is that you always select "Both" - the program will perform much better if you do so, and it is always beneficial for you to see how your opponent could improve his game by punishing his mistakes.
You can only select one option in the Seed, choosing an option here prevents you from selecting any of the others.
Finally we come to the "Storage" options. "Replace" means that the program will physically replace your game in the database with a new, annotated option (for example, if you have a game analysis program #320 in the database, the old game #320 will be replaced A new version). "Add" means that the program will add the game to the database, "tacking it on" as last game in the game database list (for example, you are analyzing game #320 in the 2474 game database. The program will analyze Game #320, leave the current #320 untouched, and add its analyzed game to the database as the 2475th match in the list). The downside to using Append is that you end up with the same game twice in the database, once in its original form, and a second time in its annotated form.
Start analysis
Once you have set the parameters and selected options in this dialog, click the "OK" button and the chess engine will begin to analyze your game. The display screen will change from the "game list" window to the main chessboard screen. This step is currently being evaluated and is highlighted in the panel label with a dark cursor. If you follow the process for a few minutes you will notice something interesting: the program starts analyzing at the end of the game and works backwards through the moves. Once the program finds the best changes, it will insert them into the game and score as many variations as possible. When the analysis process ends, the program will return to the database "game list" display (if you started the analysis process from the game list, as I recommended above), the highlighting cursor of the newly annotated game is how you'll know the process will be completed.
When the analysis is complete, double click on the game score to load the game. You will notice that the program often uses symbolic commentary to show its assessment of the proposed changes and moves to actually play. To understand the analysis, you must know what these symbols mean:
You can see how much better the recommended line is by comparing the score of the move actually played with the score of the proposed chess engine changes:
Here we see an interesting phenomenon: the chess engine will sometimes show faint lines to illustrate a point. In this graphic we see that this move was actually played, 18.cxd5 leaves white with a significant lead. But if White had captured the black d5 pawns with the rook rather than (18.Rxd5), he would only be left with an equal game after Black's response 18...a5.
Here's a screenshot of the panel notation to give you an idea of the type of comments that the chess engine will provide in the ChessProgram interface:
You can see that the commentary text (created because we selected "Verbose" as the "annotation" option) is very brief and is primarily intended to draw our attention to interesting and/or important points in the game. Sometimes the text describes the purpose of the move (as is the case with the notes after White's seventh move and Black's twelfth move). In other cases, the program's comment text simply alerts us to points at which one player is in trouble (white moves 21 and 23). And sometimes the program will use text to indicate places where the player can improve his game (such as changing White's 31 moves).
Now that we know how the "Full Analysis" option works in the chess program interface, we will look at the method " fine tuning" Analyze and get even more specific information, albeit in numerical rather than verbal form. This "Blundercheck" Analysis option will be explained in the second part of this article series.
(Part two)
Steve Lopez
In the first part of this article series, we looked at the "Full Analysis" function in the ChessProgram ChessBase interface (used by Fritz, Hiarcs, Rybka, Junior, and Shredder). This feature allows you to analyze your games and will provide general information about where you may have gone wrong in your game. The second form of analysis is called "Blundercheck", and is in many ways similar to the "Full Analysis" function. "Blundercheck" will analyze your games and show you where you (and your opponent) made mistakes, but its output is in digital rather than verbal form. This is the traditional chess analysis display mode; it's been around since the first commercial PC chess software appeared in 1980. This traditional numerical analysis is, in many ways, a much more accurate method of analysis in that it will show you the exact (down to 1/100th of a pawn) difference between the move you made, and the recommended move that the chess engine determines to be better. Instead of a symbolic annotation that shows, in general terms, how much better the recommended variations are, numerical scores will show you exactly how your move and the recommended lines differ.
Blundercheck
The name "Blundercheck" means that the program will only show you basic errors, but this is not the case. This analysis mode was originally intended as a way for advanced players to check their own analysis, for example a chess writer might annotate a game and use "Blundercheck" to show errors in his variations as a means of "double checking" his work for "blunders" in your analysis. But "Blundercheck" is much more useful as a means for average players to get a more accurate idea of what the chess engine is showing them.
Let's first show how to create and use the "Blundercheck" function, then we will descibe the engine power. Just like in the previous article for the "full analysis", we will follow similar first steps to get to the "Blundercheck" dialog. After launching your ChessProgram interface, press F3 and select the chess engine you want to use for analysis. After selecting the engine, press F12 to open the game list window. If the proper database is not displayed, go to the File menu and select Open/Databases and use the file selection dialog to navigate to the appropriate folder and database file. Double click on the file name to open the database.
Once the list of games is displayed, click once on the game you want to analyze, this will place a black cursor bar on that entry in the list of games. Now go to the Tools menu, select "Analysis" and then "Blundercheck" to display the following dialog:
Some parts of this dialogue will be familiar to you (after reading the first part of this series). We've already discussed "Side Analyze", but I'll reiterate my best advice to always use "AND" - the program works much better in this mode, and it will also alert you to mistakes that your opponent has made (and that you might would be punished).
"Storage" was also discussed in a previous article.
"Exit" is a new feature unique to the "Blundercheck" feature. "Annotations as text" means that the lines played by the chess engine recommends will be presented as annotation text - that is, they will look strictly like text and the text will not be automatically replayable on the chessboard when you familiarize yourself with the game. Therefore I strongly recommend another option: “annotations as variations”. This will result in the recommended lines of the chess engine, which will be presented as replayable variations (as they appear when you use "Full Analysis") - you will be able to play the variations on the chessboard when you become familiar with the game later.
"Time" Setting is the same as "Calc. Time" in "Full Analysis" mode and the same recommendations apply here. An additional setting here is "Depth", the engine will always analyze the layer depth that you set in this field - never less, never more. "Time" and "Depth" are mutually exclusive, you can set one or the other, but not both. My recommendation is to use the "Time" setting instead of the "Depth"; using the latter often results in short changes that are cut off in a "forcing" line (eg in a series of checks or grabs).
"Threshold" works in "Blundercheck" mode exactly as it does in "Full Analysis" and the same recommendations apply here.
A series of checkboxes follows "Threshold" and gives you a good bit of latitude in how the chess engine will display its output. "Write a complete variation" is an interesting setting. Checking this box means that the chess engine will display a full change (with steps for both sides) when it finds an improvement over what you or your opponent actually played in the games. If you clear this checkbox, the program will only display the initial step when it finds something better than the game itself. Seeing only the first move is not very beneficial for the average player, you will often find yourself asking: "Why was it better to move?" Therefore, I encourage you to keep this checkbox so that you see the "observations" moving to better than the initial movement.
"Remove old annotations" works the same as in "Full Analysis" and is applied to previously annotated games, the program will delete everything up to annotations from gamescore.
"Training" was described in a previous article; it allows the program to generate timed training questions as part of its analysis. This tends to happen about every twenty to twenty-four games on average.
"Store scores" must be checked: this allows the program to add its numerical scores to the changes it inserts into gamescore. Unchecking this box actually defeats the whole purpose of the "Blundercheck" feature for the average player. The option to omit these numerical estimates is included primarily for grandmaster level players, who are presumably able to make these estimates on their own.
"Check the lines" tells the program to evaluate the steps that were actually played in a two-player game. This should always be checked. "Check variations" checkbox for players who want to have the chess engine "double-check" any changes they manually add to gamescore; This field is useful for authors/commentators who want to have an engine check their work for errors.
Once you have set the options in this dialog, click the "OK" button. The program switches to the main chessboard screen, jumps to the last move in the game (as described in the previous article), and begins analysis. It will step back through the game, adding variations and numerical analysis at the points where it finds the best line of play. When the program finishes analyzing the game it will return to the game list screen, where you will see the game again highlighted with a black cursor. Now you can double click on this game to download it and watch and analyze the game:
Note that Fritz (the chess engine used to analyze this particular game) inserted five point variations into the game on which he found the best move for any player (based on the "Threshold" setting provided when the analysis parameters were set). It is interesting to note that the only text in the annotation reads: “The Last Move Book.” This means that 4.Be2 was last step, which was found in the opening of the book that was loaded while the analysis was started. Black's answer, 4...a6, was not found in the opening book.
To understand the numerical analysis of a chess engine, let's take a closer look at one of the options it provided:
Analysis with reference to Black's seventeenth move (17...exd5). Numerical analysis is always given from the white's point of view, positive numbers mean that the position is favorable for white, while negative numbers mean that the position was better for black. In this case we see that White enjoys a 94/100ths pawn advantage (0.94) after Black's actual move of 17...exd5, meaning that White is almost a full pawn ahead according to the chess engines. But Black could improve on this game with 17...Bxc3. The program continues to give a recommended option in which it suggests the best to play for both sides. After this sequence of moves that ends with 22.Qc4, White will still enjoy a 44/100ths advantage of the pawn - but note that this advantage is significantly less than after the actual move of the game. With 17...Bxc3, White was almost a full pawn ahead, but in the change after 17...Bxc3, White's advantage would have been less than half a pawn. Black would have reduced White's advantage by exactly half a pawn (0.94 - 0.44 = 0.50) if he had played the bishop capture instead.
The number "13" after the numerical estimate of the variation tells us how deep the search went ahead of the chess engine arrived at this estimate. In this case, the engine analyzed the position after 17.d5 at a depth of thirteen layers (half moves) to come to its conclusion about how Black could improve his play.
We can easily see how accurate this information is compared to the Full Analysis output. While "Full Analysis" is a little more readable, "Blundercheck" gives us more accurate information. We know exactly how much better the suggested variation is compared to the move actually played, and we also know exactly how deep the search engine is to arrive at its estimate. Therefore, "Blundercheck" is well suited for beginners or inexperienced players, while intermediate and advanced players will enjoy and benefit from the accuracy of the analysis provided by "Blundercheck".
In the final article of this series, we will learn how to apply the information engine to the task of improving our own chess game.
(Part three)
Steve Lopez
In this part, the final installment in a three-part series of articles, we will look at how you will use a chess engine (such as Fritz, Rybka, Shredder, Junior, and Hiarcs) to help you improve at chess. This won't be a software tutorial as such, we won't be looking at "click on x to make y happen" instructions, since we covered those in the two previous articles. We are instead exploring how you will use the output generated by the game's analysis features to help you improve your chess.
Someone once said that "the first step to knowledge is to admit your ignorance", a statement that certainly applies here. In order to benefit from having a chess engine analyze your games, you first need to make the (possibly painful) recognition that there is a lot about chess that you don't know but need to learn. Over the years, I have spoken with more than one user of chess programs who have used function analysis as an "ego booster", admiring the moves that the chess engine considers "correct", while ignoring the bad moves (or outright errors) that the software software discovered. This approach may be "Chicken Soup for the Soul", but a real waste of a valuable chess improvement tool. To get the most out of your own game analysis engine, you must first admit to yourself that your chess needs improvement - there is no other way.
In fact, the whole process is based on the fact that you have already decided that something is wrong with your chess and you want to correct the mistakes. What we need to do now is clarify the process: how will we use the engine-generated analysis to improve?
Contrary to what several development companies would have you believe, no piece of chess software by itself is guaranteed to improve your chess performance. I understand that more than a few players are looking for a "magic bullet": one book or part software, which, in itself, force the player into a kind of "moment master". Sorry, but it's a slim hope that it just won't happen. What we, as players and learners, need to do is find a way to integrate chess research and chess practice into a method for improvement. In fact, that (and the hard work it entails) is the key to getting better at chess.
Let's take a closer look at this idea. Improving in chess is actually a three-step cycle of processes:
Practice
Analysis
Study
No one piece of software will help you in all three areas. Chess game programs excel at helping you with practice (you can play the games at any convenient time) and analysis (you can also have engines analyze your game in your free time). Although some chess programs contain tutorials on various aspects of chess, these are usually aimed at absolute beginners and inexperienced players. For more high level instructions are suitable for intermediate players, you need to turn to books and specialized chess training software. This brings us to one more important point. Chess books and chess programs are not mutually exclusive; it is quite easy to combine chess books and software, using the best of both environments to develop effective training. We'll come back to this idea in a moment. First, however, we must look at the "Learning Cycle" to understand the three processes.
Practice applies to any chess game, which you are playing. Within the curriculum, "practice" doesn't just mean games that "don't count" (such as games against the computer or impromptu games you play for a chess club or against a friend). "Practice" refers to the practical application of existing chess knowledge, that is, the application of what you know under actual game conditions. Any time you play chess (as opposed to tactics puzzle solving or "checkmate at x" problems, etc.) you are practicing what you know. This is what we mean by “practice.”
Analysis means looking at your games after you play them, examining them to discover flaws in your game. While it's always nice to look at the three-move combination that won your opponent's rook and allowed you to win the last game you played (and we all wanted to admire what we did right), it's more important to look at the rest of the game to see , is there anything we could do better. It's ironic that chess has a reputation as a game for egoists, because there are few other activities that require you to be as harshly self-critical as chess demands.
Research is exactly what the word means: the process of learning new methods in order to correct one's shortcomings. "Research" can mean reading a book on positional chess, solving a tactics problem with a chess CD and/or analyzing the games of great chess players; it is any action we take to increase our knowledge of the "nuts and bolts" of our own way of playing chess.