The Q & A Way by Bruce Pandolfini Compute This Question To what extent do you use computer-based instruction in your lessons? Also, what teaching techniques do you employ when using computers? (Tim Sweeney, USA) Answer I first started using computers to aid in instructing chess around 1980, when I was a spokesperson for Mattel Electronics. The company had come out with several handheld computer games, one being chess. The early computer chess games were primitive, but through the years, as products became more advanced and accessible, I've utilized them increasingly to help in teaching the game. There are many ways to use computers to help tutor chess, and some of the most creative uses are yet to be discovered. The chief technique I've relied on is to play with the student in tandem against the computer. There's an immediacy to it that can't be gotten from looking at a game after it's been played, when some of the thinking behind the moves has become muddled or lost. By virtue of being there as the game is conceived the teacher can ask particularly relevant questions to get inside the mind and derive insights into how and what a student thinks. Being there also avoids the problem of incorrect scores, where moves have been recorded inaccurately or not all. Every teacher knows how frustrating it can be to reconstruct a game from mysterious jottings and blank spaces. But there's another factor that makes this form of instruction playing with the student against the computer especially helpful. It's that the discussion between teacher and student can be revealing and direct without affecting the opponent's response. Think how absurd it would be to discuss strategy and tactics with a student in front of a live opponent. He or she would hear the conversation and take steps to counteract it. But the computer is dumb in this sense. It plays on as if in a vacuum, oblivious to such consultations. So the teacher can state a plan openly and the student can actually see it implemented, practically with no interference. The result is powerful instruction, for the student sees the value of the teacher's thinking immediately and successfully, rather than having to comprehend it in the lingering doubt of analytic afterthought. Post-game suggestions are seldom as effective as instant explanations, and here this is true even when the teacher's on-site suggestions are off the mark, for the computer allows moves to be taken back. So if a plan doesn't work, the teacher/student pair can see why, and this too becomes valuable learning, as in cases where the student overrides the teacher's guidance and insists on following through with his or her own reasoning. Once it becomes clear that the journey has gone awry, the game can be taken back to the point of dispute and replayed from there, this time trying the teacher's idea. The likely difference in outcome should speak for itself. The student learns the hard way, and the hard way is usually memorable. This technique, though, is not the only means by which computers can be used to assist chess study. For example, with regard to opening work, you could take the last known theoretical position and play numerous games from there to generate new ideas and to extend the length of your pet lines. Or you could use various software products to search for related situations to see how they were handled. Such a strategy aims to amass a stockpile of corresponding positions so that selected patterns and concepts can be assimilated by sheer force and in all their totality. While we never want to stop thinking, there is something to be said for some repetitive learning until certain useful reactions become automatic and therefore "intuitive." This frees energy for creativity and productive thinking, as well as for inspirational awareness of when rules should be broken. One of the most instructive things a student can use a computer for is to compile his or her own games. Compiling them enables the material to be referenced quickly, easily, and in distinctive ways that highlight key ideas. The process also tends to reduce mistakes and save time. A mere click will take you back to the branching point without having to move pieces or check for incorrect placements. Finally, if the program allows it, you can then print out positions from your games for visual reinforcement. And these are just a few of the things you can do with computers. Surely much more will be learned as chess teachers continue to arm themselves with the new technology. Question I am an average intermediate player, rated perhaps about US 1600, who until now has mostly played against one or two keen chess friends but never joined a club. I have a limited amount of time available for chess but enjoy reading chess books, love playing the game, and would like to become a strong intermediate player over time. I was pleased to recently discover the internet chess servers, and am ready to start playing lots of practice games online and later study them to see how I might improve. My question is: What would you suggest as a good time-control to use for an intermediate player for his or her regular practice games? I find I need a reasonable amount of time to look at the board, come up with a strategic plan, test it in my mind, and then execute it by making a move. I find it easy to do this when there is an hour per player available, but most opponents on the internet are interested in playing shorter games. So I am thinking it is probably more practical to make my regular practice games limited to only twenty or thirty minutes per player, but given the bewildering array of time-controls available, Fischer and ordinary, it is hard for the average player like me to know exactly which to choose! Does the developing player have to be wary of choosing the wrong time-control? Thank you for your informative column on The Chess Caf‚. (Robert Gollagher, Australia) Answer It's hard to say what's right for an individual. I suggest that you assay different time controls of twenty minutes or more, say at five-minute intervals. You could also try increments, where a certain number of seconds are added for every move made. After a trial period you can decide for yourself which of these circumstances work well for you, for it's usually best to experience a set of conditions firsthand, rather than merely to follow someone's impersonal advice. I would suggest, however, that you stick to your guns and avoid the mindless rapidity of typical Internet games. Maybe it's true that many players seek breakneck controls, and after issuing some challenges you might have to wait. But you shouldn't really have trouble finding opponents who prefer more time. Eventually you'll make contacts and friendly adversaries who tend to go online at specific slots. You might even be able to schedule playing sessions with them as you get to know their habits. Do you have to be wary of choosing the wrong time control? Not if you approach the matter experimentally and objectively. Be a scientist. Maybe you won't be able to prove what works, but you'll often be able to sense what doesn't work, and nothing teaches like failed experience. Question As a tournament player with a rating equivalent to roughly 1700 FIDE, I have devised an improvement program based upon working through history, as it were. That is, I was thinking of beginning with the games of Morphy, progressing to Tarrasch, Rubinstein, Lasker, Capablanca, Alekhine, etc. right through to Karpov, Kasparov and the other modern greats such as Anand, Kramnik, and Shirov. In parallel with playing through the games, I was also thinking of studying books in the areas of strength of each player so that their games might illustrate the principles. For example, tactics with Morphy, endgames with Capablanca, attacking play with Alekhine, My System with Nimzovich . . . However, given that such a program of studying is obviously very much a long term proposition, do you think spending so long studying the "classics" would hinder rather than help my progress as a player, given that I wouldn't be exposed to some of the more recent ideas in modern games? If so, do you think it would be better to study the players by grouping a modern player with a classic one (giving exposure to both schools of thought) or in a random order? Any advice you give is much appreciated. (Nicholas Cooper, Australia) Answer The historical method you've described for studying chess has its own history, though you are to be congratulated for coming up with it independently. Richard Reti's evolutionary approach was first propounded in his Modern Ideas In Chess and Masters of the Chessboard, the latter finished in 1933 by Hans Kmoch after Reti's death in 1929. In these books Reti drew from then prevailing theories in science, philosophy, and history to put forth the notion that the development of the individual chessplayer recapitulates the development of chess theory itself. Reti advocated that in studying chess ideas it would be prudent to begin at the beginning, with the first class of strong masters. These players laid down the fundamentals of sound play, which everyone should know. From these classicists Reti argued that students should shift their attention to the next generation of leading players, who logically built upon the ideas of their predecessors. From there the student should move to the third generation of good players and beyond, proceeding naturally through the history of chess and its ever increasing levels of complexity. Another version of this was posed in Imre Koenig's From Morphy to Botvinnik. Koenig applied his modification of Reti to the openings, especially four different ones: the Ruy Lopez, the Queen's Gambit, the King's Gambit, and the English Opening. For example, Koenig started by presenting how Morphy conducted some aspects of the Ruy Lopez. Then he showed how Anderssen and Steinitz treated a different Lopez variation. Then he offered Lasker's refinements in another Lopez line, and so on. (Actually, Koenig had adhered to Reti's concept in an earlier treatise on the Queen's Indian Defense, which preceded "From Morphy to Botvinnik" by several years.) Two later twists on Koenig's adaptation of Reti were offered by Max Euwe in his Development of Chess Style and Andy Soltis in his two-volume set Opening Ideas and Analysis for Advanced Players. Euwe's book correlates nicely with your idea of identifying individual players by style and personal characteristics (as does Anthony Saidy's entertaining The Battle of Chess Ideas).The Soltis volumes show modern applications of specific openings, with some explanation of the underlying history. Some coaches, such as Jack Collins, Bobby Fischer's chess teacher, have also made Reti's formula the backbone of their presentation. Although I don't think he's written much about it, Jack is famous for his evolutionary course on the world champions. It requires his students to play over one hundred games of every title-holder. That's 1300 stellar games in which practically all the important ideas of chess are given a forum. Of course, as you've already implied, you shouldn't have to play over so many games to start deriving benefit. Nor do you have to emphasize the champs. Surely much can be learned from the games of Tarrasch, Nimzovich, Rubinstein, Keres, Bronstein, Korchnoy, Larsen, Anand, Kramnik, Shirov and others. Moreover, in line with your thinking, you could split your efforts between some classic players and some contemporary ones, trying perhaps to establish stylistic links. Obviously, there's a lot of room for creative enterprise here, using the past to understand the present and to improve the future. Good luck on the implementation of your exciting program. Question I think your endgame book is one of the great five or six books all chess players should have. I read that blitz can do a lot for your game (Buckley Chess Analysis) and that it is fast food leading nowhere (Yermo). What do you think? Did fast blitz play help B. Fischer as Mark Buckley says? (Niall Murphy, Ireland) Answer I doubt the following answer will settle this debate, and the truth is that both positions could be defended adequately. When you play blitz you get to see more games and positions. After you've seen a lot of situations you can place particular emphasis on the most appealing ideas and follow-up with further study. Speed chess also tends to develop tactical awareness, though not necessarily for the deep stuff, and this is perhaps the chief thing against it. Too much blitz instills superficiality, where the tendency is to play for shallow tactics and coffee house traps. But it doesn't have to be this way, especially if you are aware of the potential problems and mindfully try to balance your program, with an emphasis on more serious chess pursuits. Certainly you shouldn't play an abundance of speed chess just prior to entering a tournament with slower time controls. Yet speed chess can be fun, and the attainment of pleasure is one reason we play at all. So if you suddenly feel an urge to play some blitz, go right ahead, but do it with an overview of who you are and where you want to be. Did speed chess help Bobby Fischer? I don't know, but he played remarkably well, fast or slow. Question I have a chess rating of 1675 (USCF) and I have been playing chess tournaments for the last five years. I find myself getting nervous in intense middle game situations. Once a queenless endgame is reached I feel considerably more relaxed. This is where most of my success comes from winning endgames. Would it be possible or is it possible to recommend a set of openings that could bypass the middle game and lead one to a playable endgame? Also, could you recommend some endgame books to study? (John Jackson, USA) Answer Playing good chess is partly about feeling comfortable. If skipping the opening to reach an ending makes you feel at ease, then this strategy is right for you, regardless of the method's general merit. And indeed, it's often quite possible to play the opening in such a way as to reach a favorable ending by skipping the middlegame. The Exchange Lopez is such an attempt. From Emmanuel Lasker to Bobby Fischer we've seen players cede the two bishops to obtain a favorable pawn imbalance on the kingside. Whenever you weigh such a policy, exchanging to reach an endgame, you should factor in the resulting pawn structures and how particular pieces will thrive or falter after the trades. If you have a choice, you certainly don't want to trade down to an inferior endgame, with lifeless pawns and scope-less pieces. A number of authors have dealt with this theme of presenting openings according to the types of endgames that are likely to arise. Edmar Mednis, for one, has treated this material in his excellent book From the Opening to the Endgame, and so has Shereshevsky in his informed two-volume set Mastering the Endgame. Shereshevsky's first volume presents typical endings, arranged by opening, from open and semi-open games, and his second volume deals with those endings that tend to come about from closed games. If you want to find additional examples you might try using a software tool such as Chessbase. Here you could search for games stemming from particular opening variations that go a certain number of moves (so that it's likely they have reached the endgame phase) and also with a decisive outcome, where your side scores. Later you can do a similar search to see how the other side wins these endings, to learn what to avoid. Then you can round off your efforts by looking at the draws, for these can be just as important. So if you feel more comfortable with the queens off the board, go ahead and trade them. Yet make sure you realize that an ill- considered exchange could lead to a losing position, whereas keeping queens on the board, as displeasing as it may be to your aesthetic, might at least offer some chances. But the choice is yours. Question I am a chess enthusiast and beginning player. I always wanted to get this question cleared up. How do chess players think when playing a game? Of course, I have read all about analyzing a position and so on but still, is it a move-by-move game? Because when you have a plan and go about it, your opponent's move disrupts it and sometimes it fails. So it looks like you are constantly planning after every move but not achieving it because your opponent knows exactly what is going on in your mind. He defends against it well. I am a beginner and with my peers I tend to have equal games. I rather want to have games where I develop an advantage and maintain it. Yes, that is what is wrong. It seems like I have an advantage but I just don't seem to be able to maintain it which results either in a loss or boring games. I guess I have a lot to learn. Is there any advice you can give? (Siddarth Shankar, India) Answer How do good players think? They do several things, including analyzing their opponent's last move for immediate pro- and-con tactics. They try to strengthen their own positions and spot possible weaknesses. They try to ward off danger ahead of time. They look for future possibilities and make plans, and they stay with their plans unless the situation requires a change or they see an opportunity, whereupon they will veer from their plans. But in reality they are not veering from their plans at all. This is because a good plan takes into account the possibility of unexpected or unforeseen possibilities. Good plans, like good planners, are flexible. To learn more about planning you might turn to books containing well-annotated games, with notes in both words and variations. A balanced mixture is essential if all the ideas are to be understood. In this regard the game collections of Alekhine and Botvinnik stand out, as does Bronstein's Zurich 1953 and Tal's Tal-Botvinnik 1960. I would also turn to the "grandmaster-thinks" series of Kotov. But any thoroughly analyzed game collection should do. Generally, the more thoroughly annotated the games, the better. Question I am an unrated player with limited time for study, and have been playing against PC programs and on the internet for about three years. My question concerns the Sicilian. In my study, I have been told that in general (always in general) it is unwise to exchange a central pawn for a pawn closer to a wing. Why, then, should White offer Black his d-pawn for Black's c-pawn? Where is the exception to the above-quoted rule in this situation? Thanks for any help you can offer. (David Graham, USA) Answer When you see a general statement advising you to do something, it doesn't mean the advice applies to all circumstances whatsoever. There are likely to be exceptions and it may be inelegant or impractical for the author to list them. Doing so might impede instruction, while in some cases the number of exceptions could be legion. I can't speak for the author who proffered this wing/center suggestion (which most experienced chessplayers would agree with), but when a writer or teacher says "don't do this," he or she almost always means "don't do this unless this is one of those times you should do this." To be more specific, the framer of the above wisdom was possibly trying to convey something like: Try not to exchange a center pawn for a wing pawn unless you must do so, or unless it's desirable to do so, or unless not doing so is undesirable. Perhaps the writer left off these qualifying remarks thinking that the concept would be understood and therefore didn't want to fill up the page with unnecessary jargon. Clearly we must be leery of placing too much faith in generalities. If playing chess were merely a matter of memorizing a couple of hundred maxims then all of us would play like Garry Kasparov. But this is not the route to chess mastery, let alone the world championship. You might then ask: Well, if general advice is prone to so many limitations and exceptions, what good is it? This is a fair question, and it deserves an answer. When it's your turn you are trying to find the best move. It usually means doing at least two things: answering your opponent's threats while fostering your own aims. This is easy enough when your opponent's moves are direct and your responses are practically forced or when you are following through on clear tactical motifs. But what should you do when nothing is obvious? That's when you might turn to a general principle for guidance. After you've made a preliminary analysis of the situation, making sure you've dealt with your opponent's threats and looked for your own tactical possibilities, and once you've gotten some grasp of the position (materially, structurally, and so on), you might then pose a leading question. You could, for instance, ask yourself: Is there a principle that might help in this situation? If you think of one, then you must see if it actually applies. And if it applies, you still might reject it if the tactics aren't there. Whatever the outcome of this type of investigation, starting with a principle does serve a purpose. It empowers the internal monologue that provides the mechanism for determining your next move. But no principle, no matter how relevant, can replace concrete analysis. To answer your opening question: Why would White exchange a center pawn for a wing pawn in the Sicilian Defense? Because he thinks what he gets (open center, better development, attacking chances) outweighs what he gives up (the trade of d-pawn for c- pawn, leaving Black with a central pawn majority). Which side gets the better deal? As Socrates makes clear at the end of the "Apology," the answer is known only to God.