Dictionary Definition
chess
Noun
1 weedy annual native to Europe but widely
distributed as a weed especially in wheat [syn: cheat, Bromus
secalinus]
2 a game for two players who move their 16 pieces
according to specific rules; the object is to checkmate the
opponent's king [syn: chess
game]
User Contributed Dictionary
English
Etymology
From Old French esches, plural of eschec < Vulgar Latin *scaccus < Arabic (shah, king in chess) < Persian (shah, king).Pronunciation
- , /ʧɛs/, /tSEs/
- Rhymes with: -ɛs
Noun
- A two-player boardgame played with a board of eight rows of eight squares of alternating colours and 16 pieces for each player: eight pawns, two knights, two rooks, two bishops, a queen and a king; the aim is to get the opponent's king in a position on the board such that it cannot avoid being captured (the state known as checkmate).
Translations
two-player board game
- Afrikaans: skaak
- Arabic: (šáṭranǰ)
- Armenian: ճատրակ (chatrak), շախմատ (shakhmát)
- Bosnian: šah , santrač (poetic)
- Breton: echedoù p
- Bulgarian: шах
- Catalan: escacs p
- Chinese: 棋 (qi)
- Crimean Tatar: şahmat
- Croatian: šah
- Czech: šachy
- Danish: skak
- Dutch: schaakspel , schaken
- Esperanto: ŝako
- Estonian: male
- Finnish: šakki (older spelling: shakki)
- French: échecs
- German: Schach
- Greek: σκάκι
- Hebrew: שחמט (shakhmat')
- Hindi: (shatranj)
- Hungarian: sakk
- Indonesian: catur
- Irish: ficheall
- Italian: scacchi
- Japanese: 西洋将棋; チェス (chesu)
- Korean: 교판 (gyopan)
- Kurdish:
- Sorani: شهتڕهنج
- Latin: latrúnculī m|p, latrunculṓrum gen pl
- Maltese: ċess
- Norwegian: sjakk
- Persian: (shatranj)
- Polish: szachy
- Portuguese: xadrez
- Romanian: șah
- Russian: шахматы (šákhmaty)
- Sanskrit: चतुरङग (ćaturaṅga)
- Serbian:
- Slovak: šach, šachy
- Slovene: šah
- Spanish: ajedrez , juego de ajedrez
- Swedish: schack
- Telugu: చదరంగం (chadaraMgaM)
- Turkish: şatranç, satranç, santıraç, santraç
- Ukrainian: шахи
- Welsh: gwyddbwyll
Related terms
See also
Extensive Definition
Chess is a recreational and competitive game played between two players.
Sometimes called Western chess or international chess to
distinguish it from its
predecessors and other chess
variants, the current form of the game emerged in Southern
Europe during the second half of the 15th century after
evolving from similar, much older games of Indian and Persian origin.
Today, chess is one of the world's most popular games, played by
millions of people worldwide in clubs, online,
by correspondence,
in
tournaments and informally.
The game is played on a square chequered chessboard with 64 squares
arranged in an eight-by-eight square. At the start, each player
(one controlling the white pieces, the other controlling the black
pieces) controls 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 it from attack on the next move.
The tradition of organized competitive chess
started in the sixteenth century and has developed extensively.
Chess today is a recognized sport of the
International Olympic Committee. The first official World
Chess Champion, Wilhelm
Steinitz, claimed his title in 1886; Viswanathan
Anand is the current World Champion. Theoreticians have
developed extensive chess
strategies and tactics
since the game's inception. Aspects of art are found in chess
composition.
One of the goals of early computer scientists was
to create a chess-playing
machine, and today's chess is deeply influenced by the
abilities of current chess programs and by the possibility to play
online. In 1996, a
match between Garry
Kasparov, then World Champion, and a computer proved for the
first time that machines are able to beat even the strongest human
players.
Rules
For a simple demonstration of the gameplay, see sample chess game.Setup
Chess is played on a square board of eight
rows (called ranks and
denoted with numbers 1 to 8) and eight columns (called files and
denoted with letters a to h) of squares. The colors of the
sixty-four squares alternate and are referred to as "light squares"
and "dark squares". The chessboard is placed with a light square at
the right hand end of the rank nearest to each player, and the
pieces are set out as shown in the diagram, with each queen on
its own color.
The pieces are divided, by convention, into White
and Black sets. Each player is referred to by the color of their
pieces and begins the game with sixteen pieces. These
comprise one king, one
queen, two
rooks, two
bishops,
two knights
and eight pawns. White
moves first. The players alternate moving one piece at a time (with
the exception of castling, when two pieces are
moved simultaneously). Pieces are moved to either an unoccupied
square, or one occupied by an opponent's piece, capturing it and
removing it from play. With one exception (en passant),
all pieces capture opponent's pieces by moving to the square that
the opponent's piece occupies.
When a king is under immediate attack by the
opponent's pieces, the king is said to be in check. When
in check, only moves that result in a position in which the king is
not in check are permitted. Each player must not make any move that
would place their king in check. The object of the game is to
checkmate the
opponent; this occurs when the opponent's king is in check, and
there is no way to remove the king from attack.
Moves
Each chess piece has its own style of moving. The X's mark the squares where the piece can move if no other pieces are on the X's between the piece's initial position and destination. If there is an opponent's piece at the destination square, then moving piece can capture the opponent's piece. The only exception is the pawn which can only capture the white circles.Special moves
Castling
Once in every game, each king is allowed to make
a special move, known as castling. Castling consists of
moving the king two squares towards a rook, then placing the rook
immediately on the far side of the king. Castling is only
permissible if all of the following conditions hold:
- Neither of the pieces involved in the castling may have been previously moved during the game;
- There must be no pieces between the king and the rook;
- The king may not currently be in check, nor may the king pass through squares that are under attack by enemy pieces. As with any move, castling is illegal if it would place the king in check.
- The king and the rook must be on the same rank (to exclude castling with a promoted pawn, described later).
En passant
When a pawn advances two squares, if there is an opponent's pawn on an adjacent file next to its destination square, then the opponent's pawn can capture it and move to the square the pawn passed over, but only on the next move. For example, if the black pawn on f5 has just advanced two squares to f5, then one of the white pawns on e5 and g5 can take it via en passant on f6.Promotion
When a pawn advances to its eighth rank, it is exchanged for the player's choice of a queen, rook, bishop, or knight of the same color. Usually, the pawn is chosen to be promoted to a queen, but in some cases another piece is chosen, called underpromotion. In the diagram on the right, the pawn on c7 can choose to advance to the eighth rank to promote to a better piece.Game's end
Chess games do not have to end in checkmate — either player may resign if the situation looks hopeless. Games also may end in a draw (tie). A draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of a position, the fifty move rule, or a draw by impossibility of checkmate (usually because of insufficient material to checkmate).Time control
Besides casual games without exact timing, chess is also played with a time control, mostly by club and professional players. If a player's time runs out before the game is completed, the game is automatically lost. The timing ranges from long games played up to seven hours to shorter rapid chess games lasting usually 30 minutes or one hour per game. Even shorter is blitz chess with a time control of three to fifteen minutes for each player and bullet chess (under three minutes).The international rules of chess are described in
more detail in the FIDE Handbook, section
Laws of Chess.
Strategy and tactics
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.
Fundamentals of strategy
Chess strategy is concerned with evaluation of
chess positions and with setting up goals and long-term plans for
the future play. During the evaluation, players must take into
account the value of pieces on board, pawn
structure, king safety, space, and control of key squares and
groups of squares (for example, diagonals, open-files, and dark or
light squares). The most basic step in evaluating a position is to
count the total
value of pieces of both sides. The point values used for this
purpose are based on experience; usually pawns are considered worth
one point, knights and bishops about three points each, rooks about
five points (the value difference between a rook and a bishop being
known as the
exchange), and queens about nine points. In the endgame, the
king is generally more powerful than a minor piece but less
powerful than a rook, thus it is sometimes assigned a fighting
value of four points. These basic values are then modified by other
factors like position of the piece (for example, advanced pawns are
usually more valuable than those on initial positions),
coordination between pieces (for example, a pair of bishops usually
coordinates better than the pair of a bishop and knight), or 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 (sometimes known as the pawn
skeleton), or the configuration of pawns on the chessboard. Pawns
being the least mobile 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
(for example, by the possibility to develop an attack).
Fundamentals of tactics
In chess, tactics in general concentrate on
short-term actions — so short-term that they can be calculated in
advance by a human player or by a computer. The possible depth of
calculation depends on the player's ability or speed of the
processor. In quiet positions with many possibilities on both
sides, a deep calculation is not possible, while in "tactical"
positions with a limited number of forced variants, it is possible
to calculate very long sequences of moves.
Simple one-move or two-move tactical actions —
threats, exchanges of material, double attacks etc. — can be
combined into more complicated variants, tactical maneuvers, often
forced from one side or from both. Theoreticians described many
elementary tactical methods and typical maneuvers, for example
pins,
forks,
skewers,
discovered
attacks (especially discovered checks), zwischenzugs, deflections,
decoys,
sacrifices,
underminings,
overloadings,
and interferences.
A forced variant which is connected with a
sacrifice and usually results in a tangible gain is named a
combination.
Brilliant combinations — such as those in the Immortal
game — are described as beautiful and are admired by chess
lovers. Finding a combination is also a common type of chess puzzle
aimed at development of players' skills.
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.
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 will have an impact on 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: It is often enhanced by castling.
- Pawn structure: Players strive to avoid the creation of pawn weaknesses such as isolated, doubled or backward pawns, and pawn islands.
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 strategical 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 in which 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
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 has to 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 diagram on the right, 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 in which 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".
History
Predecessors
Chess originated in India, where its
early form in the 6th century was chaturanga, which translates
as "four divisions of the military" – infantry, cavalry, elephants,
and chariots, represented respectively by pawn, knight, bishop, and
rook. In Persia around 600
the name became shatranj and the rules were
developed further. Shatranj was taken up by the Muslim world
after the
Islamic conquest of Persia, with the pieces largely retaining
their Persian names. In Spanish
"shatranj" was rendered as ajedrez and in Greek as
zatrikion, but in the rest of Europe it was replaced by versions of
the Persian shāh ("king").
The game reached Western Europe and Russia by at
least three routes, the earliest being in the 9th century. By the
year 1000 it had spread throughout Europe. Introduced into the
Iberian
Peninsula by the Moors in the 10th
century, it was described in a famous 13th century manuscript
covering shatranj, backgammon, and dice named the Libro
de los juegos.
Another theory, championed by David H.
Li, contends that chess arose from the game xiangqi, or at least a
predecessor thereof, existing in China since the 2nd
century BC.
Origins of the modern game (1450–1850)
Around 1200, rules of shatranj started to be
modified in southern Europe, and around 1475, several major changes
rendered the game essentially as it is known today. and in Spain. Pawns gained
the option of advancing two squares on their first move, while
bishops and queens acquired their modern abilities. This made the
queen the most powerful piece; consequently modern chess was
referred to as "Queen's Chess" or "Mad Queen Chess". These new
rules quickly spread throughout western Europe, with the exception
of the rules about stalemate, which were finalized in the early
nineteenth century.
This was also the time when chess started to
develop a corpus of theory. The oldest preserved printed chess
book, Repetición de Amores y Arte de Ajedrez (Repetition of Love
and the Art of Playing Chess) by Spanish
churchman Luis
Ramirez de Lucena was published in Salamanca in
1497. Centers of chess life in this period were coffee
houses in big European cities like
Café de la Régence in Paris and Simpson's
Divan in London.
As the nineteenth century progressed, chess
organization developed quickly. Many chess clubs,
chess books and chess journals appeared. There were correspondence
matches between cities; for example the London Chess Club played
against the Edinburgh Chess
Club in 1824. Chess
problems became a regular part of nineteenth century
newspapers; Bernhard
Horwitz, Josef Kling
and Samuel Loyd
composed some of the most influential problems. In 1843,
von der Lasa published his and Bilguer's
Handbuch
des Schachspiels (Handbook of Chess), the first comprehensive
manual of chess theory.
Birth of a sport (1850–1945)
The first modern chess tournament was held in London in 1851 and won, surprisingly, by German Adolf Anderssen, relatively unknown at the time. Anderssen was hailed as the leading chess master and his brilliant, energetic — but from today's viewpoint strategically shallow — attacking style became typical for the time. Sparkling games like Anderssen's Immortal game or Morphy's Opera game were regarded as the highest possible summit of the chess art.Deeper insight into the nature of chess came with
two younger players. American
Paul
Morphy, an extraordinary chess
prodigy, won against all important competitors, including
Anderssen, during his short chess career between 1857 and 1863.
Morphy's success stemmed from a combination of brilliant attacks
and sound strategy; he intuitively knew how to prepare attacks.
Prague-born
Wilhelm
Steinitz later described how to avoid weaknesses in one's own
position and how to create and exploit such weaknesses in the
opponent's position. In addition to his theoretical achievements,
Steinitz founded an important tradition: his triumph over the
leading German master Johannes
Zukertort in 1886 is regarded as the first official World
Chess Championship. Steinitz lost his crown in 1894 to a much
younger German mathematician Emanuel
Lasker, who maintained this title for 27 years, the longest
tenure of all World Champions.
It took a prodigy from Cuba,
José Raúl Capablanca (World champion 1921–27), who loved simple
positions and endgames, to end the German-speaking dominance in
chess; he was undefeated in tournament play for eight years until
1924. His successor was Russian-French Alexander
Alekhine, a strong attacking player, who died as the World
champion in 1946, having briefly lost the title to Dutch player
Max Euwe
in 1935 and regaining it two years later.
Between the world wars, chess was revolutionized
by the new theoretical school of so-called hypermodernists
like Aron
Nimzowitsch and Richard
Réti. They advocated controlling the center of the board with
distant pieces rather than with pawns, inviting opponents to occupy
the center with pawns which become objects of attack.
Since the end of 19th century, the number of
annually held master tournaments and matches quickly grew. Some
sources state that in 1914 the title of chess
grandmaster was first formally conferred by Tsar Nicholas
II of Russia to Lasker, Capablanca, Alekhine, Tarrasch
and Marshall,
but this is a disputed claim. This tradition was continued by the
World Chess Federation (FIDE), founded in 1924
in Paris. In
1927,
Women's World Chess Championship was established; the first to
hold it was Czech-English
master Vera
Menchik.
Post-war era (1945 and later)
After the death of Alekhine, a new World Champion was sought in a tournament of elite players ruled by FIDE, who have, since then, controlled the title. The winner of the 1948 tournament, Russian Mikhail Botvinnik, started an era of Soviet dominance in the chess world. Until the end of the Soviet Union, there was only one non-Soviet champion, American Bobby Fischer (champion 1972–1975).In the previous informal system, the World
Champion decided which challenger he would play for the title and
the challenger was forced to seek sponsors for the match. FIDE set
up a new system of qualifying tournaments and matches. The world's
strongest players were seeded into "Interzonal
tournaments", where they were joined by players who had qualified
from "Zonal tournaments". The leading finishers in these
Interzonals would go on the "Candidates" stage, which was initially
a tournament, later a series of knock-out matches. The winner of
the Candidates would
then play the reigning champion for the title. A champion defeated
in a match had a right to play a rematch a year later. This system
worked on a three-year cycle.
The next championship, the so-called
Match of the Century, saw the first non-Soviet challenger since
World
War II, American Bobby
Fischer, who defeated his Candidates opponents by unheard-of
margins and clearly won the world championship match. In 1975,
however, Fischer refused to defend his title against Soviet
Anatoly
Karpov when FIDE refused to meet his demands, and Karpov
obtained the title by default. Karpov defended his title twice
against Viktor
Korchnoi and dominated the 1970s and early 1980s with a string
of tournament successes.
Karpov's reign finally ended in 1985 at the hands
of another Russian player, Garry
Kasparov. Kasparov and Karpov contested five world title
matches between 1984 and 1990; Karpov never won his title
back.
In 1993, Garry Kasparov and Nigel Short
broke with FIDE to organize their own match for the title and
formed a competing
Professional Chess Association (PCA). From then until 2006,
there were two simultaneous World Champions and World
Championships: the PCA or Classical champion extending the
Steinitzian tradition in which the current champion plays a
challenger in a series of many games; the other following FIDE's
new format of many players competing in a tournament to determine
the champion. Kasparov lost his Classical title in 2000 to Vladimir
Kramnik of Russia.
The
FIDE World Chess Championship 2006 reunified the titles, when
Kramnik beat the FIDE World Champion Veselin
Topalov and became the undisputed World Chess Champion. In
September 2007, Viswanathan
Anand became the next champion by winning a championship
tournament.
Place in culture
Pre-modern
In the Middle Ages and during the Renaissance, chess was a part of noble culture; it was used to teach war strategy and was dubbed the "King's Game". Gentlemen are "to be meanly seene in the play at Chestes," says the overview at the beginning of Baldassare Castiglione's The Book of the Courtier (1528, English 1561 by Sir Thomas Hoby), but chess should not be a gentleman's main passion. Castiglione explains it further:And what say you to the game at chestes?
It is truely an honest kynde of enterteynmente
and wittie, quoth Syr Friderick. But me think it hath a fault,
whiche is, that a man may be to couning at it, for who ever will be
excellent in the playe of chestes, I beleave he must beestowe much
tyme about it, and applie it with so much study, that a man may
assoone learne some noble scyence, or compase any other matter of
importaunce, and yet in the ende in beestowing all that laboure, he
knoweth no more but a game. Therfore in this I beleave there
happeneth a very rare thing, namely, that the meane is more
commendable, then the excellency.
Beautiful chess sets used by the aristocracy of
the time are mostly lost, but some of the surviving examples, like
the twelfth century Lewis
chessmen, are of high artistic quality.
At the same time, chess was often used as a basis
of sermons on morality.
An example is Liber de moribus hominum et officiis nobilium sive
super ludo scacchorum ('Book of the customs of men and the duties
of nobles or the Book of Chess'), written by an Italian Dominican
monk Jacobus
de Cessolis circa 1300. The popular work was translated into
many other languages (first printed edition at Utrecht in 1473) and
was the basis for William
Caxton's The Game and Playe of the Chesse (1474), one of the
first books printed in English.
Different chess pieces were used as metaphors for different classes
of people, and human duties were derived from the rules of the game
or from visual properties of the chess pieces.
The knyght ought to be made alle armed upon an
hors in suche wyse that he haue an helme on his heed and a spere in
his ryght hande/ and coueryd wyth his sheld/ a swerde and a mace on
his lyft syde/ Cladd wyth an hawberk and plates to fore his breste/
legge harnoys on his legges/ Spores on his heelis on his handes his
gauntelettes/ his hors well broken and taught and apte to bataylle
and couerid with his armes/ whan the knyghtes ben maad they ben
bayned or bathed/ that is the signe that they shold lede a newe lyf
and newe maners/ also they wake alle the nyght in prayers and
orysons vnto god that he wylle gyue hem grace that they may gete
that thynge that they may not gete by nature/ The kynge or prynce
gyrdeth a boute them a swerde in signe/ that they shold abyde and
kepe hym of whom they take theyr dispenses and dignyte.
On the other side, political and religious
authorities in many places forbade chess as frivolous or as a sort
of gambling.
Known in the circles of clerics, students and
merchants, chess entered into the popular culture of Middle Ages.
An example is the 209th song of Carmina
Burana from the thirteenth century, which starts with the names
of chess pieces, Roch, pedites, regina…
Modern
To the Age of Enlightenment, chess appeared mainly for self-improvement. Benjamin Franklin, in his article "The Morals of Chess" (1750), wrote:"The Game of Chess is not merely an idle
amusement; several very valuable qualities of the mind, useful in
the course of human life, are to be acquired and strengthened by
it, so as to become habits ready on all occasions; for life is a
kind of Chess, in which we have often points to gain, and
competitors or adversaries to contend with, and in which there is a
vast variety of good and ill events, that are, in some degree, the
effect of prudence, or the want of it. By playing at Chess then, we
may learn:
1st, Foresight, which looks a little into
futurity, and considers the consequences that may attend an
action…
2nd, Circumspection, which surveys the whole
Chess-board, or scene of action: - the relation of the several
Pieces, and their situations…
3rd, Caution, not to make our moves too
hastily…"
With these or similar hopes, chess is taught to
children in schools around the world today and used in armies to
train minds of cadets and officers. Many schools hold chess clubs
and there are many scholastic tournaments specifically for
children. In addition, many countries have chess federations, such
as the United States Chess Federation, that hold tournaments
regularly in addition to FIDE.
Moreover, chess is often depicted in the arts; significant works, where
chess plays a key role, range from Thomas Middleton's A Game at
Chess over Through
the Looking-Glass by Lewis Carroll to The Royal
Game by Stefan Zweig or Vladimir Nabokov's The Defense.
Chess is also important in films like Ingmar Bergman's The
Seventh Seal or Satyajit Ray's The Chess
Players.
Chess is also present in the contemporary popular
culture. For example, J. K. Rowling's Harry Potter
plays "Wizard's
Chess" while the characters of Star Trek
prefer "Tri-Dimensional
Chess" and the hero of
Searching for Bobby Fischer struggles against adopting the
aggressive and misanthropic views of a real chess Grandmaster..
Chess has also been used as the core theme of a musical,
Chess, by
Tim
Rice, Björn
Ulvaeus and Benny
Andersson.
Notation for recording moves
Chess games and positions are recorded using a
special notation, most often algebraic
chess notation. Abbreviated (or short) algebraic notation
generally records moves in the format abbreviation of the piece
moved - file where it moved - rank where it moved, e.g. Qg5 means
"queen moves to the g-file and 5th rank (that is, to the square
g5). If there are two pieces of the same type that can move to the
same square, one more letter or number is added to indicate the
file or rank from which the piece moved, e.g. Ngf3 means "knight
from the g-file moves to the square f3". The letter P indicating a
pawn is not used, so that e4 means "pawn moves to the square
e4".
If the piece makes a capture, "x" is inserted
before the destination square, e.g. Bxf3 means "bishop captures on
f3". When a pawn makes a capture, the file from which the pawn
departed is used in place of a piece initial, and ranks may be
omitted if unambiguous. For example, exd5 (pawn on the e-file
captures the piece on d5) or exd (pawn on e-file captures something
on the d-file).
If a pawn moves to its last rank, achieving
promotion, the piece chosen is indicated after the move,for example
e1Q or e1=Q. Castling is indicated by the special notations 0-0 for
kingside castling and 0-0-0 for queenside. A move which places the
opponent's king in check usually has the notation "+" added.
Checkmate can be indicated by "#" (occasionally "++", although this
is sometimes used for a double check
instead). At the end of the game, "1-0" means "White won", "0-1"
means "Black won" and "½-½" indicates a draw.
Chess moves can be annotated with punctuation
marks and other symbols. For example ! indicates a good move,
!! an excellent move, ? a mistake, ?? a blunder, !? an interesting
move that may not be best or ?! a dubious move, but not easily
refuted.
For example, one variant of a simple trap known
as the Scholar's
mate, animated in the picture to the right, can be recorded:
- e4 e5
- Qh5?! Nc6
- Bc4 Nf6??
- Qxf7# 1-0
Chess composition
Chess composition is the art of creating chess
problems (these problems themselves are sometimes also called chess
compositions). A person who creates such problems is known as a
chess
composer.
Most chess problems exhibit the following
features:
- The position is composed, that is, it has not been taken from an actual game, but has been invented for the specific purpose of providing a problem.
- There is a specific stipulation, that is, a goal to be achieved; for example, to checkmate black within a specified number of moves.
- There is a theme (or combination of themes) that the problem has been composed to illustrate: chess problems typically instantiate particular ideas. Many of these themes have their own names, often by persons who used them first, for example Novotny or Lacny theme.
- The problem exhibits economy in its construction: no greater force is employed than that required to guarantee that the problem's intended solution is indeed a solution and that it is the problem's only solution.
- The problem has aesthetic value. Problems are experienced not only as puzzles but as objects of beauty. This is closely related to the fact that problems are organized to exhibit clear ideas in as economical a manner as possible.
There are many types of chess problems. The two
most important are:
- Directmates: white to move first and checkmate black within a specified number of moves against any defense. These are often referred to as "mate in n" - for example "mate in three" (a three-mover).
- Studies: orthodox problems in which the stipulation is that white to play must win or draw. Almost all studies are endgame positions.
Chess composition is a distinct branch of chess
sport, and tournaments (or tourneys) exist for both the composition
and solving of chess problems.
Competitive play
Organization of competitions
Contemporary chess is an organized sport with structured international and national leagues, tournaments and congresses. Chess's international governing body is FIDE (Fédération Internationale des Échecs). Most countries have a national chess organization as well (such as the US Chess Federation and English Chess Federation), which in turn is a member of FIDE. FIDE is a member of the International Olympic Committee (IOC), but the game of chess has never been part of the Olympic Games; chess does have its own Olympiad, held every two years as a team event. An estimated 605 million people worldwide know how to play chess, and 7.5 million are members of national chess federations, which exist in 160 countries worldwide. This makes chess one of the most popular sports worldwide.The current World Chess Champion is Viswanathan
Anand of India. The reigning
Women's World Champion is Xu Yuhua from
China.
However, the world's highest rated female player, Judit
Polgar, has never participated in the
Women's World Chess Championship, instead preferring to compete
with the leading men and maintaining a ranking among the top 20
male players.
Other competitions for individuals include the
World Junior Chess Championship, the
European Individual Chess Championship and the
National Chess Championships. Invitation-only tournaments
regularly attract the world's strongest players and these include
Spain's Linares
event, Monte Carlo's Melody Amber
tournament, the
Dortmund Sparkassen meeting, Sofia's M-tel
Masters and Wijk aan Zee's Corus
tournament.
Regular team chess events include the
aforementioned Chess
Olympiad and the European
Team Championship. The 37th
Chess Olympiad was held 2006 in Turin, Italy; Armenia won the
gold in the unrestricted event, and Ukraine took the
top medal for the women. The
World Chess Solving Championship and World Correspondence
Chess Championships are both team and individual events.
Besides these prestigious competitions, there are
thousands of other chess tournaments, matches and festivals held
around the world every year, which cater to players of all levels,
from beginners to experts.
Titles and rankings
The best players can be awarded specific lifetime titles by the world chess organization FIDE:- Grandmaster (shortened as GM, sometimes International Grandmaster or IGM is used) is awarded to world-class chess masters. Apart from World Champion, Grandmaster is the highest title a chess player can attain. Before FIDE will confer the title on a player, the player must have an Elo chess rating (see below) of at least 2500 at one time and three favorable results (called norms) in tournaments involving other Grandmasters, including some from countries other than the applicant's. There are also other milestones a player can achieve to attain the title, such as winning the World Junior Championship.
- International Master (shortened as IM). The conditions are similar to GM, but less demanding. The minimum rating for the IM title is 2400.
- FIDE Master (shortened as FM). The usual way for a player to qualify for the FIDE Master title is by achieving a FIDE Rating of 2300 or more.
- Candidate Master (shortened as CM). Similar to FM, but with a FIDE Rating of at least 2200.
International titles are awarded to composers and
solvers of chess problems, and to correspondence chess players (by
the International Correspondence Chess Federation). Moreover,
national chess organizations may also award titles, usually to the
advanced players still under the level needed for international
titles; an example is the Chess expert
title used in the United States.
In order to rank players, FIDE, ICCF and national
chess organizations use the Elo
rating system developed by Arpad Elo. Elo
is a statistical
system based on assumption that the chess performance of each
player in their games is a random variable. Arpad Elo thought of a
player's true skill as the average of that player's performance
random variable, and showed how to estimate the average from
results of player's games. The US
Chess Federation implemented Elo's suggestions in 1960, and the
system quickly gained recognition as being both fairer and more
accurate than older systems; it was adopted by FIDE in 1970.
The highest ever FIDE rating was 2851, which
Garry Kasparov had on the July 1999 and January 2000 lists. In the
most recent list (January 2008), the highest rated players are the
current world champion Viswanathan Anand of India and the former
one Vladimir Kramnik of Russia with a rating of 2799.
Mathematics and computers
Chess is interesting from the mathematical point of view. Many combinatorical and topological problems connected to chess were known of for hundreds of years. In 1913, Ernst Zermelo used it as a basis for his theory of game strategies, which is considered as one of the predecessors of game theory.The number of legal positions in chess is
estimated to be between 1043 and 1050, with a game-tree
complexity of approximately 10123. The game-tree complexity of
chess was first calculated by Claude
Shannon as 10120, a number known as the Shannon
number. Typically an average position has thirty to forty
possible moves, but there may be as few as zero (in the case of
checkmate or stalemate) or as many as 218.
The most important mathematical challenge of
chess is the development of algorithms which can play
chess. The idea of creating a chess playing machine dates to the
eighteenth century; around 1769, the chess playing automaton called The Turk became
famous before being exposed as a hoax. Serious trials based on
automatons, such as
El
Ajedrecista, were too complex and limited to be useful.
Since the advent of the digital
computer in the 1950s, chess enthusiasts and computer
engineers have built, with increasing degrees of seriousness
and success, chess-playing machines and computer programs. The
groundbreaking paper on computer chess, "Programming a Computer for
Playing Chess", was published in 1950 by Shannon. He wrote:
The chess machine is an ideal one to start with,
since: (1) the problem is sharply defined both in allowed
operations (the moves) and in the ultimate goal (checkmate); (2) it
is neither so simple as to be trivial nor too difficult for
satisfactory solution; (3) chess is generally considered to require
"thinking" for skillful play; a solution of this problem will force
us either to admit the possibility of a mechanized thinking or to
further restrict our concept of "thinking"; (4) the discrete
structure of chess fits well into the digital nature of modern
computers.
The
Association for Computing Machinery (ACM) held the first major
chess tournament for computers, the
North American Computer Chess Championship, in September 1970.
CHESS 3.0, a chess program from Northwestern
University, won the championship. At first considered only a
curiosity, the best chess playing
programs, for example Rybka or Hydra, have
become extremely strong. Garry
Kasparov, then ranked number one in the world, lost a match
against
IBM's Deep Blue
in 1997. Nevertheless, from the point of view of artificial
intelligence, chess-playing programs are relatively simple:
they essentially explore huge numbers of potential future moves by
both players and apply an evaluation
function to the resulting positions, an approach described as
"brute
force" because it relies on the sheer speed of the
computer.
With huge databases of past games and high
analytical ability, computers also help players to learn chess and
prepare for matches. Additionally, Internet
Chess Servers allow people to find and play opponents all over
the world. The presence of computers and modern communication tools
have also raised concerns regarding cheating during games, most
notably the "bathroom
controversy" during the 2006 World Championship.
Psychology
There is an extensive scientific literature on chess psychology. Alfred Binet and others showed that knowledge and verbal, rather than visuospatial, ability lies at the core of expertise. Adriaan de Groot, in his doctoral thesis, showed that chess masters can rapidly perceive the key features of a position. According to de Groot, this perception, made possible by years of practice and study, is more important than the sheer ability to anticipate moves. De Groot also showed that chess masters can memorize positions shown for a few seconds almost perfectly. Memorization ability alone does not account for this skill, since masters and novices, when faced with random arrangements of chess pieces, had equivalent recall (about half a dozen positions in each case). Rather, it is the ability to recognize patterns, which are then memorized, which distinguished the skilled players from the novices. When the positions of the pieces were taken from an actual game, the masters had almost total positional recall.More recent research has focused on the
respective roles of knowledge and look-ahead
search; brain
imaging studies of chess masters and novices; blindfold
chess; the role of personality
and intelligence in
chess skill, gender differences, and computational models of chess
expertise. In addition, the role of practice and talent in the
development of chess and other domains of expertise has led to a
lot of research recently. Ericsson and colleagues have argued that
deliberate practice is sufficient for reaching high levels of
expertise, like master in chess. However, more recent research
indicates that factors other than practice are important. For
example, Gobet and colleagues have shown that stronger players
start playing chess earlier, that they are more likely to be
left-handed, and that they are more likely to be born in late
winter and early spring.
There are also some attempts to use the game of
chess
as mental training.
Variants
Chess variants are forms of chess where the game is played with a different board, special fairy pieces or different rules. There are more than two thousand published chess variants, the most popular being xiangqi in China and shogi in Japan.Chess variants can be divided into:
- Direct predecessors of chess, chaturanga and shatranj.
- Traditional national or regional chess variants like xiangqi, shogi, janggi and makruk, which share common predecessors with Western chess.
- Modern variants of chess, such as Chess960, where the initial position is selected randomly before each game. This random positioning makes it almost impossible to prepare the opening play in advance.
See also
Notes
References
- Reprint: (1996) ISBN 0-19-280049-3
Further reading
- The World's Great Chess Games
- Moves in mind: The psychology of board games
- The Art of Chess (see the included supplement, "How Do You Play Chess")
- Understanding Your Chess
- The Immortal Game: A History of Chess
- The Game of Chess. Algebraic Edition
- ICCF - International Correspondence Chess Federation
- ACP - Association of Chess Professionals
- Chessbase news
- Chessville
- The Week in Chess
- ChessGames.com - online chess database and community
- ChessLive - online database
- Wildchess - free online chess database
- Mathworld - chess and mathematics
- Jmrw.com - chess and art
chess in Afrikaans: Skaak
chess in Amharic: ቼዝ
chess in Arabic: شطرنج
chess in Aragonese: Axedrez
chess in Asturian: Axedrez
chess in Azerbaijani: Şahmat
chess in Bengali: দাবা
chess in Min Nan: Kok-chè bú-kî
chess in Bosnian: Šah
chess in Breton: Echedoù
chess in Bulgarian: Шахмат
chess in Catalan: Escacs
chess in Czech: Šachy
chess in Welsh: Gwyddbwyll
chess in Danish: Skak
chess in German: Schach
chess in Lower Sorbian: Šach
chess in Estonian: Male
chess in Modern Greek (1453-): Σκάκι
chess in Spanish: Ajedrez
chess in Esperanto: Ŝako
chess in Basque: Xake
chess in Persian: شطرنج
chess in Faroese: Talv
chess in French: Échecs
chess in Irish: Ficheall
chess in Gan Chinese: 棋
chess in Galician: Xadrez
chess in Korean: 체스
chess in Armenian: Շախմատ
chess in Upper Sorbian: Šach
chess in Croatian: Šah
chess in Ido: Shak-ludo
chess in Indonesian: Catur
chess in Interlingua (International Auxiliary
Language Association): Chacos
chess in Icelandic: Skák
chess in Italian: Scacchi
chess in Hebrew: שחמט
chess in Kannada: ಚದುರಂಗ (ಆಟ)
chess in Georgian: ჭადრაკი
chess in Swahili (macrolanguage):
Sataranji
chess in Latin: Scacci
chess in Latvian: Šahs
chess in Luxembourgish: Schach
chess in Lithuanian: Šachmatai
chess in Lojban: caxmati
chess in Hungarian: Sakk
chess in Macedonian: Шах
chess in Malayalam: ചെസ്സ്
chess in Marathi: बुद्धिबळ
chess in Malay (macrolanguage): Catur
chess in Mongolian: Шатар
nah:Cuappatōlli
chess in Dutch: Schaken
chess in Japanese: チェス
chess in Norwegian: Sjakk
chess in Norwegian Nynorsk: Sjakk
chess in Uzbek: Shaxmat
chess in Low German: Schachspeel
chess in Polish: Szachy
chess in Portuguese: Xadrez
chess in Romanian: Şah (joc)
chess in Quechua: Qhapaq chunkana
chess in Russian: Шахматы
chess in Yakut: Саахымат
chess in Albanian: Shahu
chess in Sicilian: Scacchi
chess in Simple English: Chess
chess in Sindhi: شطرنج
chess in Slovak: Šach (hra)
chess in Slovenian: Šah
chess in Serbian: Шах
chess in Serbo-Croatian: Šah
chess in Finnish: Shakki
chess in Swedish: Schack
chess in Tagalog: Ahedres
chess in Tamil: சதுரங்கம்
chess in Telugu: చదరంగం (ఆట)
chess in Thai: หมากรุกสากล
chess in Vietnamese: Cờ vua
chess in Tajik: Шоҳмот
chess in Turkish: Satranç
chess in Ukrainian: Шахи
chess in Volapük: Cög
chess in Yiddish: שאך (שפיל)
chess in Contenese: 棋
chess in Samogitian: Šachmatā
chess in Chinese: 國際象棋
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