Tuesday, May 13, 2008

Zwischenzug

I lost again last Thursday. I wavered about what theme I could use for this post. I was going to whine about how difficult it is to be an expert among masters. I was going to say that I feel like Bruno Kirby next to Robin Williams in “Good Morning Vietnam”. In my heart, I know I’m good at chess. I was going to say that TD stresses and disappointing results have taken their toll and that I was going to take a break from chess after I fail to qualify for the club championship this Thursday. I was going to sink into a morass of self-doubt and bitterness. It seems the chess blogosphere has a flurry of bad weather lately. I tried to go against my natural tendency toward morosity and try for levity, but I got nothin’.

I consider my opponent the strongest player in the club. He apparently has some bad days like the rest of us, but on good days, he can beat regular masters and draw IMs and GMs. After a couple rating performances around 2350, he seemed genuinely surprised that his FIDE rating was so high and that he could just claim a FIDE Master title. There was some argument about what it takes to become an established rated player in FIDE, but the current rulebook says nine games is it. It’s going to cost him $105, but I think most of us untitled players would think earning any certified master’s title – and perhaps flaunting it a little - would be priceless.

Like my other two games against the 2100+ rated club members, I didn’t feel like I was in this game at all. When I blundered, I tried to hang on and fight for some kind of counterplay, but I could find none. I agree with drunknknite when he says you have to fight to refute the erroneous idea of the one-move turning point. But I didn’t feel like I went down fighting so much as I rolled over and piddled on myself in these three games.



Before the game, I had good reconnaissance that he would play a Four Pawns’ Attack against my King’s Indian. I tried to book up with my coach, but one two-hour study session can’t erase years of floundering through my openings. Afterward, my opponent and I discussed the theory of this opening as well as the Budapest Opening that I experiment with sometimes. It was disheartening to see that if I knew my lines up to move twelve or so, he knew them at least to move twenty.

The thing I find most discouraging about the quest for the master title is that there are people like Edwin and Dana who have made it, but in a sense, just barely. Edwin has never been a National Master in the USCF system. Dana has been a National Master, but his rating drifts in the 2100s these days. But they both seem light years ahead of me in their chess calculation ability, and their opening and endgame knowledge.

I guess the silver lining is that I'm finally learning about these openings work and I'm paying for the experience by losing. As for my intermediate-term chess plans go, we'll see what happens this Thursday and let the chips fall where they may.

Thursday, May 8, 2008

Killer Heuristic

I gravitate toward pacifism. The day I start spewing ad hominem attacks at people, deserved or not, is the day I ask, "Where is the body-snatching pod that took away the real me?" However, I'm not above criticizing, likely more than I praise, but I try to keep the criticism on the object before me rather than on the person who produced it. Blue Devil Knight used the term "ad rem" which I only learned today is the opposite of "ad hominem." Latin is still fun to use when you want to talk over people's heads. This discussion reminds me of a favorite short story "Love is a Fallacy" by Max Shulman.

The title of this post sounds like a slasher movie or at least a Heuristic ALgorithm that becomes a killer. The fact that a lot of my posts are titled with violent words or warlike themes, however, tells me that conflict is not altogether a bad thing. Conflict sells advertising spots on the news and tickets at the theater. The two main contenders for this year's Academy Award for Best Picture were "There Will Be Blood" and "No Country For Old Men". I have seen neither, but from the trailers, they seem to have a heftier than usual helping of conflict. There is a lot to be discovered in the crucible of conflict as long as you don't lose too much of yourself. What is chess but a conflict between two people abstracted into a game? I tend to focus on the self-preserving first part of Nietzsche's quote (Conan the Barbarian translation) "That which does not kill us, makes us stronger." while the meat of the quote is the self-improvement second part.

A few years back, one of my projects was trying to program my own chess computer engine. I did it out of the challenge of the thing, and the fact that it married my two favorite pastimes. I had these grand schemes of having the program spar with computer programs I have at home and even releasing it from captivity into the wild and wooly world of FICS or ICC. But I didn't get very far because my perfectionist side began nagging at me before I got far enough to implement the things it was suggesting. "Have you considered taking advantage of the MMX? Why don't you optimize your slow algorithm? Bitboards or no bitboards?" I managed to make a program that could play legal, 1 to 2-ply chess, but it was still close to playing giveaway chess. The slow algorithm started to implement beta cutoff, but I never got around to implementing killer heuristic.

At temposchlucker's great blog, he's exploring the mysterious workings of the mind in the context of tactical ability and trying in the formalized manner of a methodical researcher to discover a new method of training the stagnant chess player. Currently he's elucidating and formalizing the step of "scanning" or finding targets, training his mind to use the method, and seeing where the research leads. Andres Hortillosa is supposed to give us some tips on analysis at his Monroi blog. So far it seems big on framework, but skimpy on detail of scanning improvement. While I wait, I think I will begin to construct my own scanning method, of course plagiarizing from the best so that I can stand on the shoulders of the giants.

I couldn’t find any particular chess personality who coined this phrase, but apparently some chess teachers tell their students to "listen to the pieces." Basically ask, "What's out there?" Scanning and target recognition are important because as many of us who Fritz our games know, many combinations lurk beneath the surface, obscured by features of the chess board, hiding in our blind spots. A saying I made up a long time ago is "Somewhere on the chess board, hidden among inaccuracies, weak moves, and outright blunders, the best move is waiting." I think I was single when I made that up.

One idea I suggested which temposchlucker either didn't see or dismissed without comment was the idea of the killer heuristic. It might be improper to put it in the scanning stage, but in the context of tempo's frustrating 1.5 hour-long search, I thought killer heuristic could lead to faster analysis. Many years ago, I wrote out my move selection method. At the top on the list was "Can I checkmate him?" Working my way down the priorities, next came "Can he checkmate me?" and "Can I win decisive material from him?" and its reciprocal. The two recent examples of problems that temposchlucker gave had the common element that high priority checking moves (Qxg7+ and Bxe4+) could be used as guidewires to find the key move of the combination.

Years later, I lumped my steps into "Forcing Moves First". From Googling this phrase, I see now that there is a book I was unaware of by FM Charles Hertan called Forcing Chess Moves. I'm not sure I'm even going to read this book, since the gist seems to be summed up in the reviews. Hertan recommends "use computer eyes and always look at forcing moves first," no matter how silly those moves look to our human bias. Kassa Korley remarked that GM Hikaru Nakamura calculates very similar to a computer. After seeing what he can do, I believe it. Kotov's tree method is similar to the computer's thinking method, adapted for us mere mortals. Arguments for and against Kotov's method seem to boil down to whether it's too hard for humans to apply. Despite anti-computer sentiment (and perhaps envy), I would not be unhappy if I "suddenly got good" and found that I could calculate like Fritz does.

It was only recently I began to equate the efficiencies gained from "Forcing Moves First" to the concept of the "Killer Heuristic". The computer algorithm employing the killer heuristic will keep one or two moves in memory to check first because the move contained the features of a very violent and decisive resolution to the chess position. If the killer move proves strong, all subsequent moves will achieve more efficient beta cutoff (computer jargon for "Stop looking, there's no contest between this move and the other one") leading to a quicker evaluation that doesn't suffer too much in terms of accuracy compared with full-width-depth brute force minimax.

What is a forcing move? In my estimation, the pecking order of moves is:
Moves that checkmate or threaten to checkmate
Moves that check or threaten to check
Moves that win or threaten oodles of material
Moves that win or threaten a little material

Toward the bottom of this list of priority are all the positional attributes that bounce upward like quantum irregularities and are rather difficult to constantly and accurately balance against the material. But evaluate we must because most of the time, at least in my games, the positions seem rather quiet and there isn't a forcing continuation at the head of the line.

For the same reasons as the Killer Heuristic, computer chess algorithms sort the remaining moves they consider by certain characteristics, probably by the material they win and the capturing piece value (e.g. pxQ ahead of QxN ahead of quiet moves). This is done at every node, because the time cost of sorting reaps downstream benefits in the efficiency of the overall algorithm. Prioritization leads to time savings and efficiency.

I'm sure I have only scratched the surface of this one, but likely I'll come back when I draft my scanning list.

Wednesday, May 7, 2008

MacArthur

Much of my blogging, trying to intertwine movies and chess, has been about art imitating art. I hope the reader finds that the combination is a tasteful blend rather than a Frankenstinian monstrosity. The great thing about our game, I believe more than other games like bridge, checkers, Monopoly and even Milton Bradley’s Checkered Game of Life, is that chess imitates life. It’s been said many different ways, using all kinds of metaphorical variations, but I prefer the simple simile attributed to World Champion Boris Spassky: “Chess is like life.” Chess is one of the special life-imitating arts like music and dance that incorporates motion and time.

Today, I’ll try something a little riskier, prompting a disclaimer. I do not intend to offend veterans or their families who sacrificed so much, the people and nationalities that suffered in World War II, or the players of this game. By recounting a war story with a chess game, I do not intend to trivialize the events of World War II or any other conflict. Through my research, I’ve come to appreciate that Douglas MacArthur was a controversial figure. I come neither to praise nor to condemn nor to bury, but merely to recount. Hopefully with artistic license and attempts to stay away from bad taste, I won’t invoke the wrath of my four-person audience.

This game was the top board during the final round in the Open section. Since the other players in contention had drawn or lost, the winner of this game would win clear first, a cool $2,000. IM Enrico Sevillano had White against GM Melikset Khachiyan. Although Khachiyan has the better title, Sevillano actually has the higher USCF rating, so he’s definitely no slouch. Fpawn has already annotated this game for the USCF website wrap-up on the 2008 Far West Open and even quoted me, but I wanted to embellish a bit more. Sevillano opened with his favored Alapin system against Khachiyan’s Sicilian. On moves 11 and 12, White offered a double pawn sacrifice which Black only partially accepted, but White succeeded in marooning Black’s King in the center. Black then offered three pawns of his own to get his rooks out. Through a series of inaccuracies and one blunder in moves 23-30, White's large advantage dissipated to nothing. Black seized the initiative on move 31 and returned his King to the kingside to participate in the final siege on White’s King.

Sevillano,E (2567) - Khachiyan,M (2556) [B22]
Far West Open Reno, NV (6.1), March 23, 2008

1.e4 c5 2.c3 d6 3.d4 Nf6 4.Bd3 Nc6 5.Nf3 Bg4 6.d5 Bxf3 7.Qxf3 Ne5 8.Bb5+! Ned7 9.0-0 g6 10.Bg5 Bg7 11.e5!?
An interesting pawn sacrifice. 11...dxe5 12.d6 e4! [ 12...exd6? 13.Rd1 e4 14.Qf4 d5 15.Bxf6 Qxf6 16.Qc7+- White wins a piece and needs only to tame Black's pawn roller.]

In December 1941, days after their attack at Pearl Harbor, Japan invaded the Philippines and took control despite an American military presence based in Manila headed by General Douglas MacArthur.

13.Qf4 e6? Black's king is now stuck in the center helping the overloaded queen defend the Black Knights against White's Bishops. [ 13...a6!+/=] 14.Bxd7+!? [ Fritz prefers 14.Rd1! Nh5 ( 14...0-0?? 15.Bxd7 e5 16.Qh4 h6 17.Bxf6 Bxf6 18.Qh3 retains a piece advantage.) 15.Qxe4!! Qc8 ( 15...Qxg5? 16.Bxd7+ Kxd7 17.Qxb7+ mate in 6.)] 14...Kxd7 15.Nd2 e5? Black trades material to activate his rooks. 16.Qxe5 Re8 17.Qxc5+- White has all the cards: material, space, king safety, and development.

MacArthur had become a legendary hero during World War I, but his reputation became tarnished when he was forced to flee the Philippines, leaving behind his forces who were ultimately captured by the Imperial Japanese Army. Once he landed in Terowie, Australia, MacArthur vowed, “I shall return.”

17...Qb6 Surprisingly, although Black is behind in so many ways, offering a queen trade becomes a good way to blunt the disadvantage of the vulnerable king on this move and on move 24. White knows it and declines, but he must give ground. 18.Qc4 Re6 19.Bxf6 Bxf6 20.Nxe4 Rc8 21.Qa4+ [ 21.Nxf6+ Considering how the fortunes of the two minor pieces diverge, trading into an all heavy piece ending might have been a better choice for White. 21...Rxf6 22.Qg4+ Re6+-] 21...Rc6 22.Rad1 Bd8
There is a mate in chess called the epaulette mate, so named since the King, flanked by two Rooks in chess diagrams resembles a high-ranking military officer wearing shoulder boards, also known as epaulettes. In the position after 21...Rc6, the alignment of the epaulettes isn’t quite right, invoking an image of an officer with poor posture and shoulders slumped forward.

Fritz estimates that White has a whopping +3.5 advantage. Over the next four moves, White's advantage evaporates. 23.Rd4? +2.5 [ 23.Nd2!] 23...f5! 24.Ng3? +1.5. White's knight becomes rather useless here. [ 24.Nd2!]

The summer of 1944 saw Allied victories in the Marianas, Peleliu, and Morotai Islands, shrinking the Japanese Empire and giving the Allies strategic airbases. The Battle of the Philippine Sea crippled Japanese naval and air forces.

24...Qa6! Again, the queen trade offer is best for Black. 25.Qc2 [ 25.Qxa6 Rxa6+/= leaves the game nearly equal.] 25...Qxa2?! 26.Ra4?!+/- +1.1 [ 26.Ne2 rehabilitates the knight. 26...Rcxd6 27.Nc1 Qa5 28.Ra4 retains some advantage for White.] 26...Rxc3! 27.Qxc3 Qxa4 28.Qg7+ Kxd6 29.Qxb7 Bb6 30.Qf3?!= 0.0 Dead even according to Fritz [ Pawn hunting might actually have been better. 30.Qxh7 f4+/=] 30...Ke7 31.Rd1?! [ 31.b3!?=] 31...Qc2!=/+ The first advantage to Black in the game. Black threatens to overload the White Queen with Bxf2+. 32.Rf1 'A sad necessity.' - fpawn. 32...Kf6 33.b3 h5 34.h4 Qd2 35.Qa8 Qd8 36.Qb7? White's Queen loses active threats for a couple moves, enough time for the Black Queen to pick up h4. [ 36.Qxd8+ Bxd8 37.Rd1=/+ White should hold a draw despite Black's better King and pieces.] 36...Qd4!-+ 37.Qh7 Qxh4

In the fall of 1944, the Allies turned their attention to the Philippines retaking Philippine soil in The Battle of Leyte.

38.Qh8+ Kg5!
Other moves draw or worse.

On October 20, 1944, MacArthur waded ashore on Leyte Beachhead and triumphantly proclaimed, “I have returned.”

39.Qc8 Re5 40.Nh1 White's army is in quite a sad state.

Although, the Japanese Army retreated to the Philippine hills and held out for a year, Manila became secure enough that MacArthur set up headquarters and began planning the invasion of Japan.

40...Qd4 41.Kh2 Qh4+

Operation Downfall became unnecessary following the atomic bombings of Hiroshima and Nagasaki.

42.Kg1 Qd4 43.Kh2 Re4 44.Qc1+ Kf6 45.f4 h4 46.Nf2? Rxf4
White resigned 0-1

On September 2, 1945, General MacArthur received the formal Japanese surrender aboard the U.S.S. Missouri, thus ending World War II.


What surprised me about this game is how large an advantage can be overcome at this high level. I’ve been putting together games bulletins for the Reno tournaments for four years now and I don’t remember too many times that turnarounds occurred among 2400-rated players. The evaluations over the course of the game usually move in a monotonic manner from edge, to advantage, to winning, and to won. It seems at high levels, strong technique prevents comebacks, but this game serves as a good counterexample.

Friday, May 2, 2008

King Kong Hong

Last night’s game was against the player I consider my nemesis. One of our games is recounted in my previous post on Luck, namely bad luck. My current score against my nemesis is 2 wins, 2 draws and 9 losses. Considering my two wins were in the first three games, it has been a bad run of 8 losses and 2 draws over the past 27 months.

Polly recounts titanic struggles against her nemeses, Kong, Jr. and Kong, Sr., two gigantic monkeys on her back. But I’m going to turn around the reference toward the tragic figure in King Kong, the movie. I’ll play King Kong, a strong but dumb animal who doesn’t really stand a chance against the forces of man and woman. The opening is my Scandinavian beauty whose allure is irresistible. My opponent is the ruthlessly efficient air force comprised of Curtis Helldiver biplanes.

Incidentally, the only “King Kong” I’ve seen is the 1976 version starring Jeff Bridges and Jessica Lange. I haven’t even seen Peter Jackson’s 2005 effort, although I heard it suffered from having too many T-Rexes. Black and white classics are just not my cup of tea.

Kong falls in love with a Scandinavian beauty he doesn’t understand, but he desires her anyway (move 3). Smitten, he’s easily captured and transported to New York (move 22). He breaks his bonds, grabs his femme fatale, and desperately runs for freedom in a strange land (move 23). Kong makes his last stand atop the Empire State Building (move 36). His lady having deserted him and surrounded by biplanes mounted with machine guns, he swats at them as best he can, but they just keep coming (move 41).
Finally, Kong falls to earth and dies partly from the trauma, but mostly from the broken heart.

Going into the game, my heart and courage weren’t in it. My coach and another chessplaying friend noted my psychological defect. I’m not sure how to break the bad cycle of morale. Perhaps I need to face it head on and play a six-game match against my nemesis, hoping that I’ll catch him in one of the games and rediscover my confidence.

Wednesday, April 30, 2008

Bayonet and Knights Errant

The title is somewhat of an intentional anachronism. Knights had swords, not rifles, so they would never employ a bayonet. But I’ll explain later.

In my second game of the Championship Qualifier, I got skewered by the Bayonet. I tried my usual improvisation through the late opening against a prepared opponent and got an inferior position. In the critical moment, my opponent found a combination that wasn’t quite winning in all variations, but scary enough to rattle me and I chose badly, giving up my queen and pawn for rook and minor. The rest of the game was losing for me. I tried to hang on, but couldn't see any counterchances, and I resigned before a second queen came after me.

Kramnik apparently won a couple King’s Indian Bayonet games against Kasparov, causing the latter to avoid the opening and then the King’s Indian’s popularity waned at all levels. Teimour Radjabov remains a steadfast champion, essaying it five times against the likes of Kramnik (draw), Gelfand (win), Aronian (loss), and Carlsen (draw) in the 2008 Corus Wijk aan Zee Tournament.

This week, I started some chess lessons with my opponent. He’s not much higher rated than I am, but he knows a lot more theory and he's beaten me 4-0. In our first lesson, we ran through the ideas of the King’s Indian Defense, Mar del Plata Variation, Bayonet Attack. It was quite valuable because he corrected a lot of misconceptions that I had about the Bayonet. The King’s Indian is usually a no-holds-barred opposite side attack similar to the Yugoslav Dragon but with locked pawns. Here are two of my major misconceptions: 1) I thought the Bayonet was an accelerated attack on c5 and d6 and 2) Black’s queen bishop is too valuable to give up for a marauding knight at e6. Black’s queen bishop is a key piece that is not only his good bishop, but also often sacrifices for a pawn on h3, delivering the last blow of the battering ram and destroying White’s fortress.

This is what I learned. The idea of b4 is not necessarily to quickly advance c5 and attack d6 so much as to provide space for Qb3, Rb1, and Bb2/a3. White bides his time, keeps his knight at f3, and patiently waits for Black to play his thematic f5. White responds with Ng5 and eventually Ne6 with Bxe6 likely forced and then pressurizes d5 and the crumbling center. If Black uses time to prepare f5 with h6, then White switches back to the flank idea with Nd2, c5, Nc4. In the lines with Ng5-Ne6, Bxe6, Black maintains his chances mostly by maneuvering his knights around the center. For example, right after the Bayonet move 9.b4, Black plays 9…Nh5 eyeing f4. White typically plays 10.Re1 to create a retreat square for the Be2 in case of 10…Nf4. The game often continues: 10…f5 11.Ng5 Nf6 12.f3 Nh5 13.Qb3 Bf6 14.Ne6 Bxe6. Black continues to maneuver his knights all around to help encircle the pawn on e6 and get whatever good posts they can get. The win of a pawn helps compensate for the loss of the key queen’s bishop.

From the start of the game, Black’s king knight typically goes Ng8-Nf6-Nh5-Ng7(after Bf6)-Nxe6 while the queen knight typically goes Nb8-Nc6-Ne7-Nc6-Nd4-Nxe6. I was thinking about the movement of the knights in the game, especially the circular movement of Black’s king knight and I thought of the Knights Errant doing De La Maza’s Circles.

Tuesday, April 29, 2008

Mobile Infantry

I’m a little ashamed to say that one of my favorite movies is ”Starship Troopers”. A hierarchical insect-like alien society starts an intergalactic war with Earth. In order to fight more effectively, humans transform their society into a more fascist and insect-like one where the sacrifice of the individual for the common good becomes paramount. The human army has the traditional division between the foot-oriented Mobile Infantry(M.I.) and the flight-oriented Fleet. M.I. serves the usual cannon fodder role, and the plot surrounds their misfortunes. At one point, Johnny Rico says, “M.I. does the dying. Fleet just does the flying.” I liked the campy movie a lot better than Robert Heinlein’s book. The straight-to-DVD sequel royally sucked. Don’t go there.

In honor of the Mobile Infantry, here are four pawn endings: one simple, two moderately complex, and one highly complex.

Starship Troopers starts off aptly with a football game, an abstraction of war. Johnny Rico and quarterback Dizzy Flores successfully employ a play named “Flip-six-three-hole” and Johnny scores a touchdown. The first ending is a fairly common ending cited in all kinds of endgame books. Specifically, I will refer to GM-RAM #22 which I have flipped horizontally so that the six pawns are on the queenside like the other three problems. The GM-RAM problems are given without annotations and without even mention of which side is to move, sometimes giving double the content in lessons.

We’ll start with White to move. White wins by sacrificing two pawns in order to make a hole for one of the outside pawns, a or c, depending on how Black makes the first capture. 1.b6! axb6 2.c6! cxb6 3.a6 and the white pawn scores a touchdown early enough to mop up the three black pawns. Similarly, 1.b6! cxb6 2.a6! bxa6 3.c6 and the white pawn queens. In analyzing this position, it’s important to know that the method works because of the position of the Black King on h4. This king is out of the square of all of the white pawns on the queenside, especially the c-pawn. If the king were anywhere between f5 and f8 inclusive, or to the left of those squares, the second variation would fail for White after 3. c6 Ke6.

If Black is on move in the diagram, he stops all nonsense by playing b6 himself. This endgame has never been practical for me to know as I’ve never had such an advanced, well-regimented trio of pawns against a similar opponent pawn line. But the kernel of the idea presented itself in two pawn endings I have studied and only now began to link back to this elementary example.

In boot camp, Johnny and Dizzy adapt the “Flip-six-three-hole” stratagem during a capture-the-flag military exercise and win again. Diagram 2 is a position that only arose in a side line of my analysis of a recent game.

The analysis goes like this. Material is equal. White has the advantage of a better king position. Black’s King can move back and forth between e7 and f7 while keeping White’s King back with the help of the pawn control on g6 and d6. This means that opposition doesn’t come into play yet. The White King can capture any Black pawn that comes to the rank a5-h5 and isn’t protected by another pawn. Therefore Black needs to hold his pawns back. When the pawn fronts come into contact, both sides may begin to run out of moves, leading to opposition/zugzwang. When that happens, White would like to have a route into Black’s kingside or queenside. If White can somehow force Black to advance c7-c6, then the route e5-d6-c7 would become available and b7 would become the second weakness to the h7 pawn. The solution is to try to advance a pawn to b6. At one point White will weaken his queenside pawn structure to do this.

1.b4 Ke7 2.a4 Kf7 3.c5 Ke7 4.a5!! (4.b5 slow buildup fails 4...axb5 5.axb5 Kf7 6.b6 cxb6 7.cxb6 Ke7 8.h4 Kd7! and Black can tie in the queening race.) 4...Kf7 (4...c6 gives White his second pathway. ; 4...Kd7 allows 5.Kf6 and White wins the queening race.) 5.h4 White’s opposition guarantees that he can capture h7 or b7. 5.b5!! axb5 (5...Ke7 6.c6! (6.b6 also wins) 6…bxc6 7.bxa6 +-) 6.c6! bxc6 7.a6.

What astounded me about this endgame was that I never knew that starting with mobile pawns and moving them into the formation a5-b4-c5 would be a good plan until I saw it in this particular game. The b5 hole, especially with Black having played a6, looks like a bad weakness to allow, but rules change when your pawns and king are more advanced. The further fact that c7-c6 stops the pawn breakthrough, but allows the king breakthrough is what struck me as beautiful about this endgame.

In the middle of “Starship Troopers”, Johnny in an act of brave improvisation, jumps on the back of a gigantic powerbug, shoots a hole in its carapace and polishes off the bug with some grenades. He gets covered in bug guts, but it’s all taken in stride for the hero. I tried constructing an endgame study with the queenside pawns as they are after 4.a5, taking away the h-pawns, and positioning the kings as they are in the first pawn endgame, but the outcome and the lesson I learned were surprising.
After 1.b5, Black cannot capture as seen above, but he also cannot sit still because White can break through on the next move with c6. Like in the first example, Black precludes the threat by playing it himself with 1...c6!!. Any other move loses. Now, without the pawn breakthrough, it looks as though White is doomed, since Black’s king is more advanced and can move laterally to pick up the a-pawn and c-pawns. But White has surprising drawing resources after 2.b6!! Kg4 3.Kg2 Kf4 4.Kf2 Ke4 5.Kg3! Kd5 6.Kf4! Kxc5 7.Ke5! Kb5 8.Kd6! c5 9.Kc7! c4 10.Kxb7 c3 11.Ka7 c2 12.b7 c1Q 13.b8Q+ Kxa5 14.Qb6+ Ka4 15.Qxa6=. So the caption for the above diagram should be White to move and draw, but 1.b5 is not the only path to a draw. All the moves annotated with exclams above are only moves, but 1.b5 is not one of them. Apparently 1.Kg2 and even 1.Kg1 draw.

At the end of “Starship Troopers”, Johnny finds himself deep in enemy territory. The bugs have shown their hand in that a large brain bug, like the king of the insect society, shows up to interrogate the humans by sucking up their brains. Johnny appeals to the brain bug’s sense of self-preservation by negotiating a temporary cessation in hostilities using a hand-held nuclear bomb. The brain bug retreats. The last example is even more complicated, but it builds on the sacrificial ideas. GM-RAM #23 is an ending between Artur Yusupov – Sergey Ionov, Podolsk 1977. This may have been some sort of training game as I can’t locate it in my Big Database 2003. I’m not even sure how I found the names Yusupov and Ionov.

Despite the pawns being equal in number, White has three resources in the structure of the queenside pawns. First, the a-pawn has two reserve tempi. Second, White's pawns are more advanced, meaning they can queen faster. Third and most extraordinary, by sacrificing in rapid succession the c, a, and b pawns, the d-pawn can queen. Black himself cannot touch the queenside pawns because c6 allows White to capture twice and queen a pawn two moves later. But first, White maneuvers Black’s King to the corner and then blows up the queenside at the right moment. 1.Kf4! Ke7 (1...g6 2.h6! g5+ 3.Kf3!! ( 3.Ke3 also wins. 3...Kg6 4.a4 Kxh6 5.c5!! dxc5 6.a5! bxa5 7.b6! cxb6 8.d6!; 3.Kg4? Kg6 4.a4! Kxh6! 5.c5! bxc5 6.a5! c4! 7.a6! bxa6! 8.bxa6! c3! 9.a7! c2! 10.a8Q! c1Q!=) 3...Kg6 4.a4! Kxh6 5.c5!! ( 5.a5? bxa5 6.c5 b6!-+) 5...dxc5 6.a5! bxa5 7.b6! cxb6 8.d6!] 2.Kg5 Kf7 3.Kf5 Kf8 4.Kg6 Kg8 5.a3!! White has to time his pawn advances carefully so that Black's King is on g8 at the appropriate time. 5...Kf8 6.a4! Kg8 7.c5!! Now! (7.a5? bxa5 8.c5 b6!-+) 7...dxc5 8.a5! bxa5 9.b6! cxb6 10.d6! Kf8 11.d7! Ke7 12.Kxg7 a4. It looks as if Black might queen with check, at least tying the race, but looks can be deceiving. (12...b5 13.h6 Kxd7 14.h7 Kc6 15.h8Q b4 16.Qc8+ Kb6 17.Kf6+-; 12...Kxd7 13.h6 Kc7 14.h7 Kb8 15.h8Q+ Ka7 16.Kf7 mate in 14) 13.h6 a3 14.h7 a2 15.d8Q+! Kxd8 16.h8Q+ Kd7 17.Qa8 +-. I know it’s extremely hard to follow variations 35 ply deep from a diagram. To a large degree GM-RAM is about self-help. I was tempted to put up diagrams to help spoonfeed the lazy, but then I would be coddling. I guess that makes me a #32.Blog Luddite.

Civics Teacher/Lieutenant Jean Rasczak: “Figuring things out for yourself is practically the only freedom anyone really has nowadays. Use that freedom.”

Career Sergeant Zim: “Anytime you think I'm being too rough, anytime you think I'm being too tough, anytime you miss-your-mommy, QUIT! You sign your 1248, you get your gear, and you take a stroll down washout lane. Do you get me?”

Monday, April 28, 2008

Emergence

After 17 years of tournament play, it’s still surprising how complex pawn endgames are. The movements of pawns and kings seem so elementary, yet they combine in such complex ways as to simulate emergence.

I think I first learned of emergence while watching Nova Science Now hosted by Neil Degrasse Tyson. Basically simple things like birds and fish organize themselves into complex systems like flocks and schools with the emergence of phenomena that are more than the sum of the parts.

I suppose the entirety of chess is an example of emergence, including how chess players teach themselves and blog to try to pass on their wisdom to other chess players. In Arthur C. Clarke’s short story “Quarantine”, chess is described as a problem with only six simple operators, but whose solution is so complex and compelling as to represent an infectious hazard to all rational thought.