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Saturday, December 28, 2019

Chess strategy

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Chess_strategy

Chess strategy is the aspect of chess playing concerned with evaluation of chess positions and setting of goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares (e.g. diagonals, open files, and individual squares). Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances (e.g. having more valuable pieces or better pawn structure), which tend to persist for many moves, from dynamic imbalances (such as one player having an advantage in piece development), which are temporary. This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to ultimately decide the outcomes of games more often than strategy does. Many chess coaches thus emphasize the study of tactics as the most efficient way to improve one's results in serious chess play.

The most basic way to evaluate one's position is to count the total value of pieces on both sides. The point values used for this purpose are based on experience. Usually pawns are considered to be worth one point, knights and bishops three points each, rooks five points, and queens nine points. The fighting value of the king in the endgame is approximately four points. These basic values are modified by other factors such as the position of the pieces (e.g. advanced pawns are usually more valuable than those on their starting squares), coordination between pieces (e.g. a bishop pair usually coordinates better than a bishop plus a knight), and the type of position (knights are generally better in closed positions with many pawns, while bishops are more powerful in open positions).

Another important factor in the evaluation of chess positions is the pawn structure or pawn skeleton. Since pawns are the most immobile and least valuable of the chess pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes, once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset, such as the possibility to develop an attack.


Basic concepts of board evaluation

A material advantage applies both strategically and tactically. Generally more pieces or an aggregate of more powerful pieces means greater chances of winning. A fundamental strategic and tactical rule is to capture opponent pieces while preserving one's own.

Bishops and knights are called minor pieces. A knight is about as valuable as a bishop, but less valuable than a rook. Rooks and the queen are called major pieces. Bishops are usually considered slightly better than knights in open positions, such as toward the end of the game when many of the pieces have been captured, whereas knights have an advantage in closed positions. Having two bishops (the bishop pair) is a particularly powerful weapon, especially if the opposing player lacks one or both of their bishops.

Three pawns are likely to be more useful than a knight in the endgame, but in the middlegame, a knight is often more powerful. Two minor pieces are stronger than a single rook, and two rooks are slightly stronger than a queen. The bishop on squares of the same color as the player is slightly more valuable in the opening as it can attack the vulnerable f7/f2-square. A rook is more valuable when doubled with another rook or queen; consequently, doubled rooks are worth more than two unconnected rooks

One commonly used simple scoring system is:
Piece Value
Pawn 1
Knight 3
Bishop 3
Rook 5
Queen 9
The scoring system Stockfish uses is:
Piece Value
Pawn 1.98
Knight 8.17
Bishop 8.36
Rook 12.70
Queen 25.21
Under a system like this, giving up a knight or bishop to win a rook ("winning the exchange") is advantageous and is worth about two pawns. This ignores complications such as the current position and freedom of the pieces involved, but it is a good starting point. In an open position, bishops are more valuable than knights (a bishop pair can easily be worth seven points or more in some situations); conversely, in a closed position, bishops are less valuable than knights. However, a knight in the center of the board that cannot be taken is known as a knight outpost and threatens several fork instances. In such a case, a knight is worth far more than a bishop. Also, many pieces have a partner. By doubling up two knights, two rooks, rook and queen or bishop and queen the pieces can get stronger than the sum of the individual pieces alone. When pieces lose their partner, their values slightly decrease. The king is priceless since its capture results in the defeat of that player and brings about the end of that game. However, especially in the endgame, the king can also be a fighting piece, and is sometimes given a fighting value of three and a half points. 

Space

Other things being equal, the side that controls more space on the board has an advantage. More space means more options, which can be exploited both tactically and strategically. A player who has all pieces developed and no tactical tricks or promising long-term plan should try to find a move that enlarges their influence, particularly in the center. However, in some openings, one player accepts less space for a time, to set up a counterattack in the middlegame. This is one of the concepts behind hypermodern play. 

The easiest way to gain space is to push the pawn skeleton forward. However, one must be careful not to over stretch. If the opponent succeeds in getting a protected piece behind enemy lines, this piece can become such a serious problem that a piece with a higher value might have to be exchanged for it. 


abcdefgh
8
Chessboard480.svg
a8 black rook
d8 black queen
f8 black rook
g8 black king
a7 black pawn
b7 black bishop
c7 black pawn
d7 black knight
e7 black bishop
f7 black pawn
g7 black pawn
h7 black pawn
b6 black pawn
d6 black pawn
f6 black knight
d5 white pawn
e5 black pawn
c4 white pawn
e4 white pawn
a3 white pawn
c3 white knight
g3 white pawn
b2 white pawn
e2 white knight
f2 white pawn
g2 white bishop
h2 white pawn
a1 white rook
c1 white bishop
d1 white queen
f1 white rook
g1 white king
8
77
66
55
44
33
22
11

abcdefgh
White has an advantage in space.
 
Larry Evans gives a method of evaluating space. The method (for each side) is to count the number of squares attacked or occupied on the opponent's side of the board. In this diagram from the Nimzo-Indian Defense, Black attacks four squares on White's side of the board (d4, e4, f4, and g4). White attacks seven squares on Black's side of the board (b5, c6, e6, f5, g5, and h6 – counting b5 twice) and occupies one square (d5). White has a space advantage of eight to four and Black is cramped.

Control of the center


abcdefgh
8
Chessboard480.svg
a8 black rook
b8 black knight
c8 black bishop
d8 black queen
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
d7 black pawn
e7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
d5 black cross
e5 black cross
d4 black cross
e4 black cross
a2 white pawn
b2 white pawn
c2 white pawn
d2 white pawn
e2 white pawn
f2 white pawn
g2 white pawn
h2 white pawn
a1 white rook
b1 white knight
c1 white bishop
d1 white queen
e1 white king
f1 white bishop
g1 white knight
h1 white rook
8
77
66
55
44
33
22
11

abcdefgh
Center squares are marked by "X". 
 
The strategy consists of placing pieces so that they attack the central four squares of the board. However, a piece being placed on a central square does not necessarily mean it controls the center, e.g., a knight on a central square does not attack any central squares. Conversely, a piece does not have to be on a central square to control the center. For example, the bishop can control the center from afar. 

Control of the center is generally considered important because tactical battles often take place around the central squares, from where pieces can access most of the board. Center control allows more movement and more possibility for attack and defense.

Chess openings try to control the center while developing pieces. Hypermodern openings are those that control the center with pieces from afar (usually the side, such as with a fianchetto); the older Classical (or Modern) openings control it with pawns. 

Initiative

The initiative belongs to the player who can make threats that cannot be ignored, such as checking the opponent's king. They thus put their opponent in the position of having to use their turns responding to threats rather than making their own, hindering the development of their pieces. The player with the initiative is generally attacking and the other player is generally defending. 

Defending pieces

It is important to defend one's pieces even if they are not directly threatened. This helps stop possible future campaigns from the opponent. If a defender must be added at a later time, this may cost a tempo or even be impossible due to a fork or discovered attack. The approach of always defending one's pieces has an antecedent in the theory of Aron Nimzowitsch who referred to it as "overprotection." Similarly, if one spots undefended enemy pieces, one should immediately take advantage of those pieces' weakness.

Even a defended piece can be vulnerable. If the defending piece is also defending something else, it is called an overworked piece, and may not be able to fulfill its task. When there is more than one attacking piece, the number of defenders must also be increased, and their values taken into account. In addition to defending pieces, it is also often necessary to defend key squares, open files, and the back rank. These situations can easily occur if the pawn structure is weak. 

Exchanging pieces

To exchange pieces means to capture a hostile piece and then allow a piece of the same value to be captured. As a rule of thumb, exchanging pieces eases the task of the defender who typically has less room to operate in.

Exchanging pieces is usually desirable to a player with an existing advantage in material, since it brings the endgame closer and thereby leaves the opponent with less ability to recover ground. In the endgame even a single pawn advantage may be decisive. Exchanging also benefits the player who is being attacked, the player who controls less space, and the player with the better pawn structure.

When playing against stronger players, many beginners attempt to constantly exchange pieces "to simplify matters". However, stronger players are often relatively stronger in the endgame, whereas errors are more common during the more complicated middlegame.

Note that "the exchange" may also specifically mean a rook exchanged for a bishop or knight. 

Specific pieces


Pawns

An example of visualizing pawn structures

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8
Chessboard480.svg
a8 black rook
c8 black bishop
e8 black rook
g8 black king
a7 black pawn
b7 black pawn
d7 black knight
f7 black pawn
g7 black bishop
h7 black pawn
c6 black pawn
d6 white rook
f6 black knight
g6 black pawn
e5 black pawn
c4 white pawn
e4 white pawn
c3 white knight
e3 white bishop
f3 white knight
h3 white pawn
a2 white pawn
b2 white pawn
f2 white pawn
g2 white pawn
c1 white king
f1 white bishop
h1 white rook
8
77
66
55
44
33
22
11

abcdefgh
After 12...Re8 in Tarrasch–Euwe, 1922 ...

abcdefgh
8
Chessboard480.svg
a7 black pawn
b7 black pawn
f7 black pawn
h7 black pawn
c6 black pawn
g6 black pawn
e5 black pawn
c4 white pawn
e4 white pawn
h3 white pawn
a2 white pawn
b2 white pawn
f2 white pawn
g2 white pawn
8
77
66
55
44
33
22
11

abcdefgh
... and its pawn skeleton ("The Rauzer formation")
In the endgame, passed pawns, unhindered by enemy pawns from promotion, are strong, especially if advanced or protected by another pawn. A passed pawn on the sixth rank is roughly as strong as a knight or bishop and often decides the game.

Knights

Since knights can easily be chased away by pawn moves, it is often advantageous for knights to be placed in holes in the enemy position as outposts—squares where they cannot be attacked by pawns. Such a knight on the fifth rank is a strong asset. The ideal position for a knight is the opponent's third rank, when it is supported by one or two pawns. A knight at the edge or corner of the board controls fewer squares than one on the board's interior, thus the saying: "A Knight on the rim is dim!" 

A king and one knight is not sufficient material to checkmate an opposing lone king. A king and two knights can checkmate a lone king but it cannot be forced. 

Bishops

A bishop always stays on squares of the color it started on, so once one of them is gone, the squares of that color become more difficult to control. When this happens, pawns moved to squares of the other color do not block the bishop, and enemy pawns directly facing them are stuck on the vulnerable color. 

A fianchettoed bishop, e.g. at g2 after pawn g2–g3, can provide a strong defense for the castled king on g1 and often exert pressure on the long diagonal h1–a8. After a fianchetto, giving up the bishop can weaken the holes in the pawn chain; doing so in front of the castled king may thus affect its safety. 

In general, a bishop is of roughly equal value to a knight. In certain circumstances, one can be more powerful than the other. If the game is "closed" with lots of interlocked pawn formations, the knight tends to be stronger, because it can hop over the pawns while they block the bishop. A bishop is also weak if it is restricted by its own pawns, especially if they are blocked and on the bishop's color. Once a bishop is lost, the remaining bishop is considered weaker since the opponent can now plan their moves to play a white or black color game. 

In an open position with action on both sides of the board, the bishop tends to be stronger because of its long range. This is especially true in the endgame; if passed pawns race on opposite sides of the board, the player with a bishop usually has better winning chances than a player with a knight. 

A king and a bishop is not sufficient material to checkmate an opposing lone king, but two bishops and a king checkmate an opposing lone king easily. 

Rooks

Rooks have more scope of movement on half-open files (ones with no pawns of one's own color). Rooks on the seventh rank can be very powerful as they attack pawns that can only be defended by other pieces, and they can restrict the enemy king to its back rank. A pair of rooks on the player's seventh rank is often a sign of a winning position. 

In middlegames and endgames with a passed pawn, Tarrasch's rule states that rooks, both friend and foe of the pawn, are usually strongest behind the pawn rather than in front of it. 

A king and a rook is sufficient material to checkmate an opposing lone king, although it's a little harder than checkmating with king and queen; thus the rook's distinction as a major piece above the knight and bishop. 

Queen

Queens are the most powerful pieces. They have great mobility and can make many threats at once. They can act as a rook and as a bishop at the same time. For these reasons, checkmate attacks involving a queen are easier to achieve than those without one. Although powerful, the queen is also easily harassed. Thus, it is generally wise to wait to develop the queen until after the knights and bishops have been developed to prevent the queen from being attacked by minor pieces and losing tempo. When a pawn is promoted, most of the time it is promoted to a queen. 

King

During the middle game, the king is often best protected in a corner behind its pawns. Such a position for either of the players is often achieved by castling by that player. If the rooks and queen leave the first rank (commonly called that player's back rank), however, an enemy rook or queen can checkmate the king by invading the first rank, commonly called a back-rank checkmate. Moving one of the pawns in front of the king (making a luft) can allow it an escape square, but may weaken the king's overall safety otherwise. One must therefore wisely balance between these trade-offs. 

Castling is often thought to help protect the king and often "connects" the player's two rooks together so the two rooks may protect each other. This can reduce a threat of a back-rank skewer in which the king can be skewered with capture of a rook behind it.

The king can become a strong piece in the endgame. With reduced material, a quick checkmate becomes less of a concern, and moving the king towards the center of the board gives it more opportunities to make threats and actively influence play.

Considerations for a successful long term deployment

Chess strategy consists of setting and achieving long-term goals during the game—for example, where to place different pieces—while tactics concentrate on immediate maneuver. These two parts of chess thinking cannot be completely separated, because strategic goals are mostly achieved by the means of tactics, while the tactical opportunities are based on the previous strategy of play.

Because of different strategic and tactical patterns, a game of chess is usually divided into three distinct phases: Opening, usually the first 10 to 25 moves, when players develop their armies and set up the stage for the coming battle; middlegame, the developed phase of the game; and endgame, when most of the pieces are gone and kings start to take an active part in the struggle. 

Opening

A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings and have been given names such as the Ruy Lopez or Sicilian Defence. They are catalogued in reference works such as the Encyclopaedia of Chess Openings. It is recommended for anyone but the chessmasters that when left with a choice to either invent a new variation or follow a standard opening, choose the latter.

There are dozens of different openings, varying widely in character from quiet positional play (e.g. the Réti Opening) to very aggressive (e.g. the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to 30–35 moves or more. Professional players spend years studying openings, and continue doing so throughout their careers, as opening theory continues to evolve.

The fundamental strategic aims of most openings are similar:
  • Development: To place (develop) the pieces (particularly bishops and knights) on useful squares where they influence the game.
  • Control of the center: Control of the central squares allows pieces to be moved to any part of the board relatively easily, and can also have a cramping effect on the opponent.
  • King safety: Correct timing of castling can enhance this.
  • Pawn structure: Players strive to avoid the creation of pawn weaknesses such as isolated, doubled or backward pawns, and pawn islands.
During the opening, some pieces have a recognized optimum square they try to reach. Hence, an optimum deployment could be to push the king and queen pawn two steps followed by moving the knights so they protect the center pawns and give additional control of the center. One can then deploy the bishops, protected by the knights, to pin the opponent's knights and pawns. The optimum opening is ended with a castling, moving the king to safety and deploying for a strong back rank and a rook along the center file

Apart from these fundamentals, other strategic plans or tactical sequences may be employed in the opening.

Most players and theoreticians consider that White, by virtue of the first move, begins the game with a small advantage. Black usually strives to neutralize White's advantage and achieve equality, or to develop dynamic counterplay in an unbalanced position. 

Middlegame

The middlegame is the part of the game when most pieces have been developed. Because the opening theory has ended, players have to assess the position, to form plans based on the features of the positions, and at the same time to take into account the tactical possibilities in the position.

Typical plans or strategic themes—for example the minority attack, that is the attack of queenside pawns against an opponent who has more pawns on the queenside—are often appropriate just for some pawn structures, resulting from a specific group of openings. The study of openings should therefore be connected with the preparation of plans typical for resulting middlegames.

Middlegame is also the phase when most combinations occur. Middlegame combinations are often connected with the attack against the opponent's king; some typical patterns have their own names, for example the Boden's Mate or the Lasker—Bauer combination.

Another important strategical question in the middlegame is whether and how to reduce material and transform into an endgame (i.e. simplify). For example, minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of one or two pawns. 

Endgame


abcdefgh
8
Chessboard480.svg
c8 black king
c7 white pawn
d6 white king
8
77
66
55
44
33
22
11

abcdefgh
An example of zugzwang: The side to move has a disadvantage. 
 
The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and endgame:
  • During the endgame, pawns become more important; endgames often revolve around attempting to promote a pawn by advancing it to the eighth rank.
  • The king, which must be protected in the middlegame owing to the threat of checkmate, becomes a strong piece in the endgame and it is often brought to the center of the board where it can protect its own pawns, attack the pawns of opposite color, and hinder movement of the opponent's king.
  • Zugzwang, a disadvantage because the player has to make a move, is often a factor in endgames and rarely in other stages of the game. For example, in the adjacent diagram, Black on move must go 1...Kb7 and allow white to queen after 2.Kd7, while White on move must allow a draw either after 1.Kc6 stalemate or losing the last pawn by going anywhere else.
Endgames can be classified according to the type of pieces that remain on board. Basic checkmates are positions where one side has only a king and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. For example, king and pawn endgames involve only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other more complicated endings are classified according to the pieces on board other than kings, e.g. "rook and pawn versus rook endgame". 

Quotes

  • "Strategy requires thought; tactics require observation." – Max Euwe
  • "To play according to textbooks is fine, up to a certain level. Perhaps up to master level, but not to grandmasters." – Vladimir Kramnik[11]

Outline of chess

From Wikipedia, the free encyclopedia
Starting position of a game of chess
 
The following outline is provided as an overview of and topical guide to chess: 

Chess is a two-player board game played on a chessboard (a square-checkered board with 64 squares arranged in an eight-by-eight grid). In a chess game, each player begins with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The object of the game is to checkmate the opponent's king, whereby the king is under immediate attack (in "check") and there is no way to remove or defend it from attack, or force the opposing player to forfeit.

Nature of chess

Chess can be described as all of the following:
  • Form of entertainment – form of activity that holds the attention and interest of an audience, or gives pleasure and delight.
    • Form of recreation – activity of leisure, leisure being discretionary time.
      • Form of play – voluntary, intrinsically motivated activity normally associated with recreational pleasure and enjoyment.
        • Game – structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
          • Board game – game in which counters or pieces are placed, removed, or moved on a premarked surface or "board" according to a set of rules. Games may be based on pure strategy, chance or a mixture of the two and usually have a goal which a player aims to achieve.
          • Strategy game – game (e.g. computer, video or board game) in which the players' uncoerced, and often autonomous decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree style thinking, and typically very high situation awareness.
          • Two-player game – game played by just two players, usually against each other.
        • Sport – form of play, but sport is also a category of entertainment in its own right (see immediately below for description)
    • Sport – organized, competitive, entertaining, and skillful activity requiring commitment, strategy, and fair play, in which a winner can be defined by objective means. It is governed by a set of rules or customs. Chess is recognized as a sport by the International Olympic Committee.
      • Mind sport – game where the outcome is determined mainly by mental skill, rather than by pure chance.

Chess equipment


Essential equipment

  • Chessboard – board with 64 squares (eight rows and eight columns) arranged in two alternating colors (light and dark). The colors are called "black" and "white", although the actual colors vary: usually they are dark green and buff for boards used in competition, and often natural shades of light and dark woods for home boards. Chess boards can be built into chess tables, or dispensed with (along with pieces) if playing mental chess, computer chess, Internet chess and sometimes correspondence chess.
    • Rank – horizontal row of squares on the chessboard.
    • File – vertical (i.e. in the direction from one player to the other) column of squares on the chessboard.
A Staunton chess set
  • Chess set – all the pieces required to play a game of chess. Chess sets come in various materials and styles, and some are considered collectors' items and works of art. The most popular style for competitive play is the Staunton chess set, named after Howard Staunton. The relative values given are approximate and depend on the game situation.
    • Chess pieces – two armies of 16 chess pieces, one army white, the other black. Each player controls one of the armies for the entire game. The pieces in each army include:
      • 1 king – most important piece, and one of the weakest (until the endgame). The object of the game is checkmate, by placing the enemy king in check in a way that it cannot escape capture in the next move. On the top of the piece is a cross.
      • 1 queen – most powerful piece in the game, with a relative value of 9 points. The top of the piece is crown-like. Official tournament chess sets have 2 queens of each color, to deal with pawns being promoted 
      • 2 rooks – look like castle towers and have a relative value of 5 points each.
      • 2 bishops – stylized after mitres (bishops' hats), and have a relative value of 3 points each.
      • 2 knights – usually look like horse heads and have a relative value of 3 points each.
      • 8 pawns – smallest pieces in the game, each topped by a ball. Pawns have a relative value of 1 point each.

Specialized equipment

Digital game clock
  • Game clock – dual timer used to monitor each player's thinking time. Only the timer of the player who is to move is active. Used for speed chess, and to regulate time in tournament games.
  • Score sheet and writing implement – Tournament games require scores to be kept, and many players like to record other games for later analysis.

Rules of chess

Rules of chess – rules governing the play of the game of chess.
  • White and Black in chess – one set of pieces is designated "white" and the other is designated "black". White moves first. Some older sets had white and red.
  • Cheating in chess – methods that have been used to gain an unfair advantage by breaking the rules.

Initial set up

  • Initial set up – initial placement of the pieces on the chessboard before any moves are made.

Moves

  • Capture – move of a piece to a square occupied by an opposing piece, which is removed from the board and from play.
  • Check – situation in which the king would be subject to capture (but the king is never actually captured).
  • Checkmate – a winning move which makes capture of the opposing king inevitable.

How each piece moves

  • Moving a pawn – pawns move straight forward one space at a time, but capture diagonally (within a one-square range). On its first move, a pawn may move two squares forward instead (with no capturing allowed in a two-square move). Also, pawns are subject to the en passant and promotion movement rules (see below).
    • En passant – on the very next move after a player moves a pawn two squares forward from its starting position, an opposing pawn that is guarding the skipped square may capture the pawn (taking it "as it passes"), by moving to the passed square as if the pawn had stopped there.
    • Pawn promotion – when a pawn reaches its eighth rank it is exchanged for the player's choice of a queen, rook, bishop or knight (usually a queen, since it is the most powerful piece).
  • Moving a knight – knights move two squares horizontally and one square vertically, or two squares vertically and one square horizontally, jumping directly to the destination while ignoring intervening spaces.
  • Moving a bishop – bishops move any distance in a straight line in either direction along squares connected diagonally. One bishop in each army moves diagonally on white squares only, and the other bishop is restricted to moving along black squares.
  • Moving a rook – rook may move any distance along a rank or a file (forward, backward, left, or right), and can also be used for castling (see below).
    • Castling – special move available to each player once in the game (with restrictions) where the king is moved two squares to the left or right and the rook on that side is moved to the other side of the king.
  • Moving the queen – queen can move like a rook or like a bishop (horizontally, vertically, or diagonally), but no castling.
  • Moving the king – king may move one square in any direction, but may not move into check. It may also make a special move called "castling" (see above).

End of the game

  • Resigning – a player may end the game by resigning, which cedes victory to the opponent.
  • Checkmate – object of the game – a king is in check and has no move to get out of check, losing the game.
  • Draw – neither side wins or loses. In competition this usually counts as a half-win for each player.
    • Draw by agreement – players may agree that the game is a draw.
    • Stalemate – if the player whose turn it is to move has no legal move and is not in check, the game is a draw by stalemate.
    • Fifty-move rule – if within the last fifty moves by both sides, no pawn has moved and there have been no captures, a player may claim a draw.
    • Threefold repetition – if the same position has occurred three times with the same player to move, a player may claim a draw.
      • Perpetual check – situation in which one king cannot escape an endless series of checks but cannot be checkmated. This was formerly a rule of chess to result in a draw, and still used informally, but superseded by the threefold repetition rule and fifty-move rule, which make it implicit.

Competition rules and other features

  • Adjournment – play stops, and the game is resumed later. This has become rare since the advent of computer analysis of chess games.
  • Chess notation – system of recording chess moves.
  • Draw by agreement – the two players agree to call the game a draw, as neither is likely to win.
  • Time control – each player must complete either a specified number of moves or all of his moves before a certain time elapses on his game clock.
  • Touch-move rule – if a player touches his own piece, he must move it if it has a legal move. If he touches an opponent's piece, he must capture it if he can legally.

Minor variants

  • Blindfold chess – one or both players play without seeing the board and pieces.
  • Chess handicap – one of the players gives a handicap to the other player, usually starting the game without a certain piece.
  • Fast chess – chess played with a time control limiting each player to a specified time of 60 minutes or less (can be as low as 1 minute).

Gameplay

  • Blunder – very bad move.
  • Candidate move – move that upon initial observation of the position, warrants further analysis. Spotting these moves is the key to higher-level play.
  • Compensation – having positional advantages in spite of material disadvantages.
  • Chess handicap – way to enable a weaker player to have a chance of winning against a stronger one. There are a variety of such handicaps, such as material odds (the stronger player surrenders a certain piece or pieces), extra moves (the weaker player has an agreed number of extra moves at the beginning of the game), extra time on the chess clock, and special conditions (such as requiring the odds-giver to deliver checkmate with a specified piece or pawn). Various permutations of these, such as "pawn and two moves", are also possible.
  • Chess piece relative value – relative value of chess pieces, based on their relative power.
  • Premove – used in fast online games, it refers to a player making his next move while his opponent is thinking about his move. After the opponent's move, the premove will be made, if legal, taking only 0.1 seconds on the game clock.
  • Priyome – typical maneuver or technique in chess.
  • Ply – half-turn, that is, one player's portion of a turn.
  • Tempo – a "unit" similar to time, equal to one chess move, e.g. to lose a tempo is to waste a move or give the opponent the opportunity of an extra move. Sometimes a player may want to lose a tempo.

General situations

  • En prise – when an unguarded piece is in position to be captured.
  • Initiative – situational advantage in which a player can make threats that cannot be ignored, forcing the opponent to use his turns to respond to threats rather than make his own.
  • Transposition – sequence of moves resulting in a position which may also be reached by another common sequence of moves. Transpositions are particularly common in openings, where a given position may be reached by different sequences of moves. Players sometimes use transpositions deliberately in order to avoid variations they dislike, lure opponents into unfamiliar or uncomfortable territory or simply to worry opponents.
  • Time trouble – having little thinking time left in a timed game, thereby increasing the likelihood of making weak or losing moves or overlooking strong or winning moves.
  • Zugzwang – situation in which a player would prefer to pass and make no move, because he has no move that does not worsen his position.

Pawn structure

Pawn structure – describes features of the positions of the pawns. Pawn structure may be used for tactical or strategic effect, or both.
  • Backward pawn – pawn that is not supported by other pawns and cannot advance.
  • Connected pawns – pawns of the same color on adjacent files so that they can protect each other.
  • Doubled pawns – two pawns of the same color on the same file, so that one blocks the other.
  • Half-open file – file that has pawns of one color only.
  • Isolated pawn – pawn with no pawns of the same color on adjacent files.
  • Maróczy Bind – formation with white pawns on c4 and e4, after the exchange of White's d-pawn for Black's c-pawn.
  • Open file – file void of pawns.
  • Passed pawn – pawn that can advance to its eighth rank without being blocked by an opposing pawn and without the possibility of being captured by a pawn on an adjacent file.

Chess tactics

Chess tactics – a chess tactic is a move or sequence of moves which may result in tangible gain or limits the opponent's options. Tactics are usually contrasted with strategy, in which advantages take longer to be realized, and the opponent is less constrained in responding.
  • Anti-computer tactics – tactics used by humans in games against computers that the program cannot handle very well
  • Capture – to remove an opposing piece from the board by taking it with one of your own. Except in the case of an en passant capture, the capturing man replaces the captured man on its square. Also, a move that captures. Captures can be executed offensively or defensively.
  • Combination – series of moves, often with an exchange or sacrifice, to achieve some advantage.
  • Exchange – capturing a piece in return for allowing another piece to be captured.
    • The exchange – exchange of a bishop or knight for a rook. The rook is generally the stronger piece unless a player obtains other advantages for allowing the exchange.
  • Flight square – square that the king can retreat to, if attacked.

Fundamental tactics

Fundamental tactics include:
  • Battery – two or more pieces that can move and attack along a shared path, situated on the same rank, file, or diagonal; e.g., the queen and a bishop, or the queen and a rook, or both rooks, or the queen and both rooks.
  • Block (blocking an attack) – interposing a piece between another piece and its attacker. When the piece being attacked is the king, this is blocking a check.
  • Deflection – tactic that forces an opposing piece to leave the square, rank or file it occupies, thus exposing the king or a valuable piece.
  • Discovered attack – moving a piece uncovers an attack by another piece along a straight line
  • Fork – attack on two or more pieces by one piece
  • Interference – blocking the line along which an enemy piece is defended, leaving it vulnerable to capture.
  • Overloading – giving a defensive piece an additional defensive assignment which it cannot complete without abandoning its original defensive assignment.
  • Pin – piece is under attack and either cannot legally move because it would put its king in check or should not move because it will allow an attack on a more valuable piece.
  • Skewer – if a piece under attack moves it will allow an attack on another piece
  • Undermining – capturing a defensive piece, leaving one of the opponent's pieces undefended or underdefended. Also known as "removal of the guard".
  • X-ray – (1) synonym for skewer. The term is also sometimes used to refer to a tactic where a piece either (2) indirectly attacks an enemy piece through another piece or pieces or (3) defends a friendly piece through an enemy piece.

Offensive tactics

  • Battery – two or more pieces that can move and attack along a shared path, situated on the same rank, file, or diagonal; e.g., the queen and a bishop, or the queen and a rook, or both rooks, or the queen and both rooks.
    • Alekhine's gun – formation named after the former World Chess Champion, Alexander Alekhine, which consists of placing the two rooks stacked one behind another and the queen at the rear.
  • Cross-check – tactic in which a check is played in response to a check, especially when the original check is blocked by a piece that itself either delivers check or reveals a discovered check from another piece.
  • Decoy – ensnaring a piece, usually the king or queen, by forcing it to move to a poisoned square with a sacrifice on that square.
  • Deflection – forces an opposing piece to leave the square, rank or file it occupies, thus exposing the king or a valuable piece.
  • Discovered attack – attack revealed when one piece moves out of the way of another.
    • Discovered check – discovered attack that is also a check
  • Domination – occurs when a piece has a relatively wide choice of destination squares, but nevertheless cannot avoid being captured.
  • Double attack – attack on two pieces at once, such as in a fork, or via a discovered attack where the piece that was blocked attacks one piece while the piece moving out of the way threatens another.
    • Double check – check delivered by two pieces at the same time. In chess notation, it is sometimes symbolized by "++".
  • Fork – when a piece attacks two or more enemy pieces at the same time
  • Interference – interrupting the line between an attacked piece and its defender by sacrificially interposing a piece. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself represent a threat.
  • King walk – several successive movements of the king, usually in the endgame to get it from a safe square (where it was hiding during the middlegame) to a more active position. Not to be confused with "king hunt", where a player forces his opponent's king out of safety and chases it across the board with a series of checks.
  • Outpost – square where a piece can attack the opponent's position without being attacked by enemy pawns. Knights are good pieces to occupy outposts.
  • Overloading – giving a defensive piece an additional defensive assignment which it cannot complete without abandoning its original defensive assignment.
  • Pawn promotion – moving a pawn to the back row to be promoted to a knight, a bishop, a rook, or a queen. While this is a rule, it is also a type of move, with tactical significance. Pawn promotion, or the threat of it, often decides the result of a chess endgame.
    • Underpromotion – promotion to a knight, bishop, or rook is known as an "underpromotion". Although these pieces are less powerful than the queen, there are some situations where it is advantageous to underpromote. For example, since the knight moves in a way which the queen cannot, knight underpromotions can be very useful, and are the most common type of underpromotion. Promoting to a rook or bishop is advantageous in cases where promoting to a queen would result in an immediate stalemate.
  • Pawn storm – several pawns are moved in rapid succession toward the opponent's defenses.
  • Pin – piece is under attack and either cannot legally move because it would put its king in check or should not move because it will allow an attack on a more valuable piece.
    • Absolute pin – pin against the king is called absolute since the pinned piece cannot legally move (as moving it would expose the king to check).
    • Relative pin – where the piece shielded by the pinned piece is a piece other than the king, but typically more valuable than the pinned piece.
    • Partial pin – when a rook or queen is pinned along a file or rank, or a bishop or queen is pinned along a diagonal
    • Situational pin – when a pinned piece is shielding a square and moving out of the way will allow the enemy to move there, resulting in a detrimental situation for the player of the pinned piece, such as checkmate.
  • Sacrifice – move which deliberately allows the loss of material, either because the player can win the material back or deliver checkmate if it is taken (sham sacrifice or pseudosacrifice), or because the player judges he will have positional compensation (true or positional sacrifice).
    • Greek gift sacrifice – typical sacrifice of a bishop by White playing Bxh7+ or Black playing Bxh2+.
    • Queen sacrifice – sacrifice of the queen, invariably tactical in nature.
    • Plachutta – a piece sacrifices itself on a square where it could be captured by two different pieces in order to deflect them both from crucial squares.
  • Skewer – attack upon two pieces in a line and is similar to a pin. In fact, a skewer is sometimes described as a "reverse pin"; the difference is that in a skewer, the more valuable piece is in front of the piece of lesser or equal value.
    • Absolute skewer – when the King is skewered, forcing him to move out of check, exposing the piece behind him in the line of attack.
    • Relative skewer – the skewered piece can be moved, but doesn't have to be (because it is not the King in check).
  • Swindleruse by which a player in a losing position tricks his opponent, and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to obtaining a win or draw from a clearly losing position.
  • The exchange – see § Chess tactics above
  • Triangulation – technique of making three moves to wind up in the same position while the opponent has to make two moves to wind up in the same position. The reason is to lose a tempo and put the opponent in zugzwang.
  • Undermining – capturing a defensive piece, leaving one of the opponent's pieces undefended or underdefended. Also known as "removal of the guard".
  • Windmill – repeated series of discovered checks which the opponent cannot avoid, winning large amounts of material.
  • X-ray attack – indirect attack of a piece through another piece.
  • Zwischenzug ("Intermediate move") – To make an intermediate move before the expected move to gain an advantage.
Checkmate patterns
Checkmate pattern – a particular checkmate. Some checkmate patterns occur sufficiently frequently, or are otherwise of such interest to scholars, that they have acquired specific names in chess commentary. Here are some of the most notorious:
  • Back-rank checkmate – checkmate accomplished by a rook or queen on the opponent's first rank, because the king is blocked in by its own pieces.
  • Bishop and knight checkmate – fundamental checkmate with a minimum amount of material. It is notoriously difficult to achieve.
  • Boden's Mate – checkmate pattern characterized by a king being mated by two bishops on criss-crossing diagonals, with possible flight squares blocked by friendly pieces.
  • Fool's mate – shortest possible checkmate, on Black's second move. It is rare in practice.
  • Scholar's mate – checkmate in as few as four moves by a player accomplished by a queen supported by a bishop (usually) in an attack on the f7 or f2 square. It is fairly common at the novice level.
  • Smothered mate – checkmate accomplished by only a knight because the king's own pieces occupy squares to which it would be able to escape.

Defensive tactics

  • Artificial castling (also known as "castling by hand") – taking several moves to get the king to the position it would be in if castling could have been done.
  • Block (blocking an attack) – interposing a piece between another piece and its attacker. When the piece being attacked is the king, this is blocking a check.
  • Blockade – to block a passed pawn with a piece.
  • Desperado – piece that seems determined to give itself up, typically either (1) to sell itself as dearly as possible in a situation where both sides have hanging pieces or (2) to bring about stalemate if it is captured (or in some instances, to force a draw by threefold repetition if it is not captured).
  • Luft – German for "air", meaning squares available for the king to escape an attack, typically through a fortress.
  • X-ray defense – indirect defense of a piece through another piece.
Possible responses to an attack
  • Capture the attacking piece
  • Move the attacked piece
  • Block – interpose another piece in between the two
  • Guard the attacked piece and permit an exchange
  • Pin the attacking piece so the capture becomes illegal or unprofitable
  • Use a zwischenzug
  • Create a counter-threat

Chess strategy

Chess strategy – aspect of chess playing concerned with evaluation of chess positions and setting of goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares (e.g. diagonals, open files, individual squares).
  • Corresponding squares – usually used as a tool in king and pawn endgames, a pair of corresponding squares are such that if one king is on one of them, the opposing king needs to be on the other.
  • Fianchetto – moving the pawn in front of the knight and placing the bishop on that square.
  • Permanent brain – thinking when it is the opponent's turn to move.
  • Prophylaxis – move that prevents some tactical moves by the opponent.
  • First-move advantage in chess – theory that White's having the first move gives him an advantage.

Schools of chess

School of chess – group of players that share common ideas about the strategy of the game. There have been several schools in the history of modern chess. Today there is less dependence on schools – players draw on many sources and play according to their personal style.
  • Modenese Masters – school of chess thought based on teachings of 18th century Italian masters, it emphasized an attack on the opposing king.
  • Hypermodernism – school of thought based on ideas of some early 20th century masters. Rather than occupying the center of the board with pawns in the opening, control the center by attacking it with knights and bishops from the side.

Game phases

  1. Chess opening – first phase of the game, where pieces are developed before the main battle begins.
  2. Chess middlegame – second phase of the game, usually where the main battle is. Many games end in the middlegame.
  3. Chess endgame – third and final phase of the game, where there are only a few pieces left.

Chess openings

Chess opening – group of initial moves of a chess game. Recognized sequences of opening moves are referred to as openings as finished by White, or defenses as finished by Black, but opening is also used as the general term.
  • Checkmates in the opening – examples of a player being checkmated during the first few moves of the game (i.e. in the opening).
    • Fool's mate – also known as the Two-Move Checkmate, it is the quickest possible checkmate in chess. A prime example consists of the moves: 1.f3 e5 2.g4 Qh4#
    • Scholar's mate – checkmate achieved by the moves: 1.e4 e5 2.Qh5 Nc6 3.Bc4 Nf6? 4.Qxf7#. The moves might be played in a different order or in slight variation, but the basic idea is the same: the queen and bishop combine in a simple mating attack on f7 (or f2 if Black is performing the mate).
    • Smothered mate – checkmate delivered by a knight in which the mated king is unable to move because he is surrounded (or smothered) by his own pieces.
    • Back rank checkmate – checkmate delivered by a rook or queen along a back rank (that is, the row on which the pieces (not pawns) stand at the start of the game) in which the mated king is unable to move up the board because the king is blocked by friendly pieces (usually pawns) on the second rank (Burgess 2009:16).
    • Boden's mate – checkmating pattern in chess characterized by bishops on two criss-crossing diagonals (for example, bishops on a6 and f4 delivering mate to a king on c8), with possible flight squares for the king being occupied by friendly pieces. Most often the checkmated king has castled queenside, and is mated on c8 or c1.
    • Epaulette mate – checkmate where two parallel retreat squares for a checked king are occupied by his own pieces, preventing his escape. The most common Epaulette mate involves the king on his back rank, trapped between two rooks.
    • Légal's mate – chess opening trap, characterized by a queen sacrifice followed by checkmate with minor pieces if Black accepts the sacrifice. The trap is named after the French player Sire de Légal (1702–1792).
  • Chess Informant
  • Chess opening theory table
  • Encyclopaedia of Chess Openings
  • Gambit – sacrifice of material (usually a pawn) to gain a positional advantage (usually faster development of pieces)
  • List of chess openings

Chess engine

From Wikipedia, the free encyclopedia
https://en.wikipedia.org/wiki/Chess_engine

In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Over the last years, there are chess engines available for mobile phones and tablets, which makes their usage easier. The list includes chess engines like Stockfish, Komodo, Texel, Bagatur and many others.

History

The meaning of the phrase "chess engine" has evolved over time. In 1986, Linda and Tony Sherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and marketed by their company Sys-10, Inc.[3] By 1990, the developers of Deep Blue, Feng-hsiung Hsu and Murray Campbell were writing of giving their program a 'searching engine,' apparently referring to the software rather than the hardware.[4] In December 1991, Computer-schach & Spiele is referring to Chessbase's recently released Fritz as a 'Schach-motor,' the German translation for 'chess engine. By early 1993, Marty Hirsch was drawing a distinction between commercial chess programs such as Chessmaster 3000 or Battle Chess on the one hand, and 'chess engines' such as ChessGenius or his own MChess Pro on the other. In his characterization, commercial chess programs were low in price, had fancy graphics, but did not place high on the SSDF (Swedish Chess Computer Association) rating lists while engines were more expensive, and did have high ratings.

In 1994, Shay Bushinsky was working on an early version of his Junior program. He wanted to focus on the chess playing part rather than the graphics, and so asked Tim Mann how he could get Junior to communicate with Winboard. Tim's answer formed the basis for what became known as the Chess Engine Communication Protocol or Winboard engines, originally a subset of the GNU Chess command line interface.

Also in 1994, Stephen J. Edwards released the Portable Game Notation (PGN) specification. It mentions PGN reading programs not needing to have a "full chess engine." It also mentions three "graphical user interfaces" (GUI): XBoard, pgnRead and Slappy the database.

Interface protocol

Common Winboard engines would include Crafty, ProDeo (based on Rebel), Chenard, Zarkov and Phalanx.
 
In 1995, Chessbase released a version of their database program including Fritz 4 as a separate engine. This was the first appearance of the Chessbase protocol. Soon after, they added the engines Junior and Shredder to their product line up, including engines in CB protocol as separate programs which could be installed in the Chessbase program or one of the other Fritz style GUI's. Fritz 1-14 were only issued as Chessbase engines, while Hiarcs, Nimzo, Chess Tiger and Crafty have been ported to Chessbase format even though they were UCI or Winboard engines. Recently, Chessbase has begun to include UCI engines in their playing programs such as Komodo, Houdini, Fritz 15–16 and Rybka rather than convert them to Chessbase engines.

In 2000, Stefan Meyer-Kahlen and Franz Huber released the Universal Chess Interface, a more detailed protocol that introduced a wider set of features. Chessbase soon after dropped support for Winboard engines, and added support for UCI to their engine GUI's and Chessbase programs. Most of the top engines are UCI these days: Stockfish, Komodo, Leela Chess Zero, Houdini, Fritz 15-16, Rybka, Shredder, Fruit, Critter, Ivanhoe and Ruffian.
 
From 1998, the German company Millenium 2000 briefly moved from dedicated chess computers into the software market, developing the Millennium Chess System (MCS) protocol for a series of CD's containing ChessGenius or Shredder, but after 2001 ceased releasing new software. A more longstanding engine protocol has been used by the Dutch company, Lokasoft, which eventually took over the marketing of Ed Schröder's Rebel.
 

Increasing strength

Chess engines increase in playing strength each year. This is partly due to the increase in processing power that enables calculations to be made to ever greater depths in a given time. In addition, programming techniques have improved, enabling the engines to be more selective in the lines that they analyze and to acquire a better positional understanding. A chess engine often uses a vast previously computed opening "book" to increase its playing strength for the first several moves up to possibly 20 moves or more in deeply analyzed lines.

Some chess engines maintain a database of chess positions, along with previously computed evaluations and best moves, in effect, a kind of "dictionary" of recurring chess positions. Since these positions are pre-computed, the engine merely plays one of the indicated moves in the database, thereby saving compute time, resulting in stronger, more rapid play. 

Some chess engines use endgame tablebases to increase their playing strength during the endgame. An endgame tablebase includes all possible endgame positions with small groups of material. Each position is conclusively determined as a win, loss, or draw for the player whose turn it is to move, and the number of moves to the end with best play by both sides. The tablebase identifies for every position the move which will win the fastest against an optimal defense, or the move that will lose the slowest against an optimal offense. Such tablebases are available for all chess endgames with seven pieces or fewer (trivial endgame positions are excluded, such as six white pieces versus a lone black king).

When the maneuvering in an ending to achieve an irreversible improvement takes more moves than the horizon of calculation of a chess engine, an engine is not guaranteed to find the best move without the use of an endgame tablebase, and in many cases can fall foul of the fifty-move rule as a result. Many engines use permanent brain (continuing to calculate during the opponent's turn) as a method to increase their strength.

Distributed computing is also used to improve the software code of chess engines. In 2013, the developers of the Stockfish chess playing program started using distributed computing to make improvements in the software code. As of June 2017, a total of more than 745 years of CPU time has been used to play more than 485 million chess games, with the results being used to make small and incremental improvements to the chess-playing software.

Limiting an engine's strength

By the late 1990s, the top engines had become so strong that few players stood a chance of winning a game against them. To give players more of a chance, engines began to include settings to adjust or limit their strength. In 2000, when Stefan Meyer-Kahlen and Franz Huber released the Universal Chess Interface protocol they included the parameters uci_limitstrength and uci_elo allowing engine authors to offer a variety of levels rated in accordance with Elo rating. Most GUIs for UCI engines allow users to set this Elo rating within the menus. Even engines that have not adopted this parameter will sometimes have an adjustable strength parameter (e.g. Stockfish). Engines which have a uci_elo parameter include Houdini, Fritz 15-16, Rybka, Shredder, Hiarcs, Junior, Zappa and Sjeng. GUI's such as Shredder, Chess Assistant, Convekta Aquarium, Hiarcs Chess Explorer or Martin Blume's Arena have dropdown menus for setting the engine's uci_elo parameter. The Fritz family GUI's, Chess Assistant and Aquarium also have independent means of limiting an engine's strength apparently based on an engine's ability to generate ranked lists of moves (called multipv for 'principle variation'). 

Comparisons


Tournaments

The results of computer tournaments give one view of the relative strengths of chess engines. However, tournaments do not play a statistically significant number of games for accurate strength determination. In fact, the number of games that need to be played between fairly evenly matched engines, in order to achieve significance, runs into the thousands and is, therefore, impractical within the framework of a tournament. Most tournaments also allow any types of hardware, so only engine/hardware combinations are being compared.

Historically, commercial programs have been the strongest engines. If an amateur engine wins a tournament or otherwise performs well (for example, Zappa in 2005), then it is quickly commercialized. Titles gained in these tournaments garner much prestige for the winning programs, and are thus used for marketing purposes.

Ratings

Chess engine rating lists aim to provide statistically significant measures of relative engine strength. These lists play multiple games between engines on standard hardware platforms, so that processor differences are factored out. Some also standardize the opening books, in an attempt to measure the strength differences of the engines only. These lists not only provide a ranking, but also margins of error on the given ratings. Also rating lists typically play games continuously, publishing many updates per year, compared to tournaments which only take place annually. 

There are a number of factors that vary among the chess engine rating lists:
  • Time control. Longer time controls, such as 40 moves in 120 minutes, are better suited for determining tournament play strength, but also make testing more time-consuming.
  • Hardware used. Faster hardware with more memory leads to stronger play.
  • 64-bit (vs. 32-bit) hardware and operating systems favor bitboard-based programs
  • Multiprocessor vs. single processor hardware.
  • Ponder settings (speculative analysis while the opponent is thinking) aka Permanent Brain.
  • Transposition table sizes.
  • Opening book settings.
These differences affect the results, and make direct comparisons between rating lists difficult.

Rating list Time control
(moves/minutes)
Year
started
Last updated Engine/platform
entries
Games
played
Top three engines Rating
CCRL 40/40
Ponder OFF
2005 February 24, 2018 2050 798,040 Stockfish 9 x64
Houdini 6.0 x64
Komodo 11.2 x64
3449
3411
3405
CEGT 40/20
Ponder OFF
2006 February 25, 2018 1555 1,107,155 Stockfish 9.0 x64
Houdini 6.0 x64
Komodo 11.2 x64
3504
3442
3422
IPON 5m+3s
~16min/game
Ponder ON
2006 February 5, 2018 203 529,930 Stockfish 9
Houdini 6.02
Komodo 11.2.2
3380
3350
3319
  • Note that the listings in the above table only count the best entry for a given engine.
These ratings, although calculated by using the Elo system (or similar rating methods), have no direct relation to FIDE Elo ratings or to other chess federation ratings of human players. Except for some man versus machine games which the SSDF had organized many years ago (which were far from today's level), there is no calibration between any of these rating lists and player pools. Hence, the results which matter are the ranks and the differences between the ratings, and not the absolute values. Also, each list calibrates their Elo via a different method. Therefore, no Elo comparisons can be made between the lists. 

Missing from many rating lists are IPPOLIT and its derivatives. Although very strong and open source, there are allegations from commercial software interests that they were derived from disassembled binary of Rybka. Due to the controversy, all these engines have been blacklisted from many tournaments and rating lists. Rybka in turn was accused of being based on Fruit, and in June 2011, the ICGA formally claimed Rybka was derived from Fruit and Crafty and banned Rybka from the International Computer Games Association World Computer Chess Championship, and revoked its previous victories (2007, 2008, 2009, and 2010). The ICGA received some criticism for this decision. Rybka is still included on several society ranking lists.

Top chess engine ratings have been improving at about 20 ELO per year since the advent of the CCRL rating list in 2005, and the yearly increment does not appear to be decreasing. With the Dec. 2017 debut of the AlphaZero chess engine, based on its spectacular record of success against Stockfish 8 giving it a speculative rating about 150 points higher or 3575, the question has been raised what the ELO rating would be of an engine that plays perfect chess. Statistician and chessmaster Ken Regan estimates that over the human international (FIDE) player pool, that number might be 3600 ELO, though that number is not directly comparable to engine ratings. However, the few man-machine matches played since 1997 have led theorists to recognize that some deflation in engine ratings has apparently occurred relative to human ELO scales, amounting to about 100 ELO points. That means for example that a human would have to be rated 100 ELO points stronger than an engine to achieve comparable play.

Test suites

Engines can be tested by measuring their performance on specific positions. Typical is the use of test suites where for each given position there is one best move to find. These positions can be geared towards positional, tactical or endgame play. The Nolot test suite, for instance, focuses on deep sacrifices. The BT2450 and BT2630 test suites measure the tactical capability of a chess engine and have been used by REBEL. There is also a general test suite called Brilliancy which was compiled mostly from How to Reassess Your Chess Workbook. The Strategic Test Suite (STS) tests an engine's strategical strength. Another modern test suite is Nightmare II which contains 30 chess puzzles.

Kasparov versus the World (chess game played with computer assistance)

In 1999, Garry Kasparov played a chess game "Kasparov versus the World" over the Internet, hosted by the MSN Gaming Zone. Both sides used computer (chess engine) assistance. The "World Team" included participation of over 50,000 people from more than 75 countries, deciding their moves by plurality vote. The game lasted four months, ending after Kasparov's 62nd move when he announced a forced checkmate in 28 moves found with the computer program Deep Junior. The World Team voters resigned on October 22. After the game Kasparov said "It is the greatest game in the history of chess. The sheer number of ideas, the complexity, and the contribution it has made to chess make it the most important game ever played."

Engines for chess variants

Some chess engines have been developed to play chess variants, adding the necessary code to simulate non-standard chess pieces, or to analyze play on non-standard boards. ChessV and Fairy-Max, for example, are both capable of playing variants on a chessboard up to 12×8 in size, such as Capablanca Chess (10×8 board).

For larger boards however, there are few chess engines that can play effectively, and indeed chess games played on an unbounded chessboard (infinite chess) are virtually untouched by chess-playing software. 

Graphical User Interfaces

Xboard/Winboard was one of the earliest graphical user interfaces (GUI). Tim Mann created it basically to provide a GUI for the GNU Chess engine, but after that, other engines such as Crafty appeared which used the Winboard protocol. Eventually, the program Chessmaster included the option to import other Winboard engines in addition to the King engine which was included.

In 1995, Chessbase began offering the Fritz engine as a separate program within the Chessbase database program and within the Fritz GUI. Soon after, they added the Junior and Shredder engines to their product line up, packaging them within the same GUI as was used for Fritz. In the late 1990s, the Fritz GUI was able to run Winboard engines via an adapter, but after 2000, Chessbase simply added support for UCI engines, and no longer invested much effort in Winboard.

In 2000, Stefan Meyer-Kahlen started selling Shredder in a separate UCI GUI of his own design, allowing UCI or Winboard engines to be imported into it.

Convekta's Chess Assistant and Lokasoft's ChessPartner also added the ability to import Winboard and UCI engines into their products. Shane Hudson developed Shane's Chess Information Database, a free GUI for Linux, Mac and Windows. Martin Blume developed Arena, another free GUI for Linux and Windows. Lucas Monge entered the field with the free Lucas Chess GUI. All three can handle both UCI and Winboard engines. 

On Android, Aart Bik came out with Chess for Android, another free GUI, and Gerhard Kalab's Chess PGN Master and Peter Osterlund's Droidfish can also serve as GUIs for engines. 

See the Computer Chess Wiki for an extensive list of chess GUI's.

Post-normal science

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