Summary/Abstract
Born out of recent findings from the field of consciousness and mind, the
article explains that chess playing is based upon a fine interplay between a
mind subconsciously triggering moves, and a well disciplined consciousness knowing
what to keep and what to discard. The highly popular opinion that chess playing
is done solely by a conscious self is challenged.
Disputing the concept of “conscious memory”, it is shown that
that one cannot remember material by acts of volition, and that development
of chess skills cannot be explained by concepts revolving around consciousness.
The article takes to task the current pedagogical claims that talent is of no
significance and that exposure to chess material will bring the aspiring player
equally far, and also the prevalent understanding that passion for, taking an
interest in and believing in what you do are important components in improvement,
chess or otherwise. On the contrary, the text demonstrates the significance
of innate ability, and that passion and interest merely can direct our attention
towards certain fields of study, but that acquiring skills involves different
mental processes than these. Avoiding blunders being a major component in development
of chess skills, they are here explained as caused by a flawed interplay between
consciousness and mind, based upon the distinction between seeing and perceiving.
A possible solution to the problem is suggested.
A closer look is taken at the highly popular concept in chess lingua, “pattern
recognition”. By pinpointing practical as well as conceptual problems,
it is shown that the concept does not meaningfully lend itself to explain chess
playing. Specific idiosyncrasies between patterns and structures are scrutinized
to show that the conceptual problems run deeper than mere semantics. The fundamental
difference is argued by looking at how these two relate to each other, and how
they are expressed in chess discourse and chess literature. Since no formal
definition of “pattern” in chess exists, it is impossible effectively
to meaningfully communicate “pattern recognition” as a workable
concept to explain the development of chess skills. To then explain chess playing
and support the claim that the idea of “pattern recognition” is
highly problematic, “exformation” is introduced as a new concept
to chess discourse, thinking and communication.
Upon closure, chess playing is compared with judgment in the field of morality,
trying to explain that just as in morality, chess players constantly encounter
and have to deal with situations (positions) never before encountered.
Finally, it is offered why many present methods of study will not seriously
improve or develop chess skills. In context of the undertaken analysis, Kotov’s
method is suggested for chess improvement, and it is explained why it works.
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Development of Chess Skills – A New Understanding
In light of recent discoveries on consciousness and mind, a whole new framework
regarding development of chess skills and chess playing has to be forged, and
the present discussion takes as its point of departure Jonathan Rowson’s
well written and thought-provoking article from NIC 2008/05. Rowson addresses
the role of talent and also the relationship between opening work and general
chess ability, explaining it by “conscious memorizing” and the more
familiar “pattern recognition”. Our analysis will revolve around
these concepts, revealing a different position than Rowson's as quoted later
below.
Introduction
The premises for challenging Rowson’s point of view are based upon The
User Illusion, Tor Nørretranders’ outstanding and still relevant
book about consciousness from 1991 and we will first have a look at some basic
premises for acquisition of chess skills.
Research (Kornhuber, Deecke, Libet, later reproduced and published in Brain,
1991) has shown that any apparent act of volition normally begins subconsciously
with studies showing that the brain subconsciously prepares actions before consciousness
is informed.
The distinction between what we are conscious of and not, might be called “the
interface of consciousness”, which illustrates the lack of transparency
of the human mind. Illustrative might be an analogy from the world of computers;
what you see on screen is only a fraction of what is going on beneath the surface.
The problem with the notion that man consciously can act on will or
by volition, is that if one finds oneself in a vacuum, a “nowhere”,
so to speak, it is in principle impossible to stringently argue why some actions
are to be preferred to others since all possibilities in some sense might be
considered logically equivalent. This implies that, contrary to popular and
traditional beliefs, consciousness cannot trigger or initiate of actions but
what it can do is to “veto”, or abort, impulses leading to unwanted,
awkward, unfortunate, embarrassing or immoral actions. Thus, the problem of
choosing among an infinite number of equal possibilities is solved; when some
possibilities are presented to consciousness, some more than others already
matter to us, and we are in no position to determine what possibilities should
matter. In this respect, when we say that we by acts of volition want
to do something, we are confusing the concepts, since we do not “choose”
by acting out of some nowhere, but merely relate to possibilities already
subconsciously mattering to us.
Thus, the “free will” is, in a negative sense,
saved, since it does not purposefully or intentionally initiate or trigger impulses/actions,
implying that decisions are “conscious” only in a weak sense, meaning
that “conscious decisions” exist only in the veto, and not in the
triggering. Consciousness might be said to be in the receiving end, so to speak,
of cerebral processes, resembling what our German chess playing friend uses
to say: “What have we here?” These, apparently, quite abstract findings,
certainly have some revolutionary, concrete implications regarding human life
in general and chess playing specifically.
Conscious memory
Regarding the extent of the relationship between opening work and general chess
ability, we begin our discussion by quoting Rowson from p.83-84 (italics ours):
“You may think you are learning opening moves, but while you are consciously
memorizing variations, you are also subconsciously learning new structures,
feeling new squares, picking up new patterns and ideas and most of
these things probably makes you stronger in a more general sense.”
There are several quite confusing and problematic issues (see italics) in this
quote and to start out; there is no such thing as conscious memorizing, due
to the fact that memory and cerebral activity are (subconsciously) independent
of consciousness and possible acts of volition.
A certain Fischer, for example, was renowned for his memory, writing down all
of his 22 blitz games at Herceg-Novi in 1970, and this had nothing to do with
him “wanting” to remember, for natural reasons, the games stuck
in his memory. World class chess players are said to have a strong memory but
there seems to be no reason to assume that they are more “conscious”,
in the sense of being stronger willed to remember, than lesser blessed wood-pushers.
Differently put: chess players, irrespective of strength, share the same quality
or “amount” of consciousness, which again, is different from “presence
of mind” or “awareness”. There are, of course, different memory
“tricks”, which in turn, paradoxically enough, also must be remembered,
but when it comes to remembering chess theory, main lines, subvariations, all
their ramifications, different structures etc. these are simply too ineffective
to work properly.
If memory were conscious, memorizing would seem to rely on acts of volition
where we would have no reason not to remember what we should, including anything
from all kinds of chess material to our loved one’s birthdays. Also, memory
tends to fade with age, which would not be a problem if based on acts of volition,
since we at will, whenever, could reproduce any chess material whatsoever.
Acquisition of Chess Skills
Moving forward, regarding development of chess ability, Rowson (p.84) goes
on to explain Karjakin’s and Magnus Carlsen’s acquisition of chess
skill more by their exposure to games, positions, structures, etc. than innate
talent or ability, which, incidentally, also is in accord with the pedagogic
spirit of the times, underestimating the significance of inborn talent.
Karjakin and Magnus’ talent (i.e. their brains’ ability to absorb
and assimilate what it is exposed to) plays a far greater role than Rowson seems
to admit. Without the ability to absorb or assimilate what one is exposed to,
it does not matter how much or how many times one is exposed to different games,
structures, etc. Rowson’s point of view reduces chess learning to a rather
mechanical exercise and also implies that far more players far more easily would
become far stronger than is actually the case, simply by being exposed to chess
material. If Rowson is correct, we would be hard pressed to explain how younger
players come to be stronger than older ones who have had far more experience
and time to assimilate and absorb infinitely more chess than young prodigies.
True, work can do much, but without talent one will forever sing the song of
mediocrity. What characterizes talent is a certain ability or capacity to much
better exploit, apply and take advantage of a smaller amount of material than
lesser gifted players might. Talent is extremely effective use of presented
material, and this is why both Karjakin and Magnus are as strong as they are
at such a tender age. What characterizes talent, prodigies and whiz kids, is
the ability to absorb and assimilate material amazingly fast which the brain
generalizes and then produces one brilliant move after another, which would
be impossible to explain if exposure to chess was the main component. Differently
put: full conscious transparency with unlimited access to information would
seem to render talent superfluous and we would be hard pressed to explain why
there should be differences in playing strength between players. Rowson is right
when quoted as saying “probably” since nobody knows or has even
the remotest idea about how the brain generalizes or processes the absorbed
material for the simple reason that consciousness is “denied access”
to these inner processes.
Who is Doing the Playing?
Research (Kornhuber, Deecke et.al) showed that thinking, generally and more
specifically, is independent of consciousness and acts of volition (not be confused
with wishes, urges, cravings and desires, which are subconscious) and that most
of the information passing through our central nervous system is subconscious
but we might be able to direct our attention or awareness (though having our
attention caught, might also be argued to be subconscious). The thinking processes,
the material and the preparation themselves are all subconscious, i.e. outside
our conscious control, with the implication that we cannot think “what
we want”, and access only the results of these processes (Julian Jaynes
& William James). The possibility of directing our attention might not be
as straight forward as first thought: the phrase of having our attention or
interest caught implies that something outside our consciousness does the catching,
i.e. we do not decide what to be interested in, what to desire, urge or crave,
nor as to what to direct our attention to. We do not know that we can turn our
head until we are made aware of that we can turn our head. We do not have to
turn our head, but to be able at all to turn it, an impulse making us aware
of the possibility must subconsciously be triggered. When thus turning the head,
a timely question whether this is conscious or not might appropriately posed.
If attention were consciously directed, again we face the problem concerning
actions in a vacuum or a nowhere; why would we direct our attention towards
this and not something else, and again we cannot seek refugee to subconscious
processes like urges, desires or whims, as long as these are subconscious and
therefore outside conscious control. The fundamental problem regarding acts
of volition, is a question about justification; why this and not something else?
Of paramount importance is to recognise the implications of thinking being subconscious
as this seems to undermine the notion and understanding, not only of who is
doing the playing, but also how this playing is explained.
Thinking being subconscious, moves are triggered by the brain and consciousness
working by the “veto”, chess playing (and human activities in general)
is left in the hands of the fine-tuned interplay between conscious and subconscious
processes (rather than a definite and isolated self acting out from nowhere,
so to speak); knowing what to keep and what to discard among all the suggestions,
whims and ideas with which the mind comes up with. Consciousness more or less
functions as blunder check, quite lightly monitoring our play, making sure that
no pieces are left hanging or put en prise. Most of the time when playing, consciousness
is not involved at all. If chess playing were conscious, we would never make
mistakes since nobody blunders on purpose. Why would they? Simply by acts of
volition, we could decide to play the best moves as the chess board in front
of us would yield access to full information; we would have the entire overview
of what is going on since consciousness would be transparent, and the position
on the board would be there for everyone to see. Traditionally, chess games
are explained and moves attempted justified in the analyses after the game and
this is usually the order of the day; first play – then explanation.
If chess playing were conscious, logically, it should be the other way around;
first we explain why certain moves are to be played and then the brain triggers
the requested moves, right? If we could give perfectly viable and reasonable
explanations for every move we make, why would our brain trigger a blunder or
not produce or come up with moves best fitting the explanation thus making chess
the rational game it is perceived to be? The Russian proverb; “We are
all satisfied with our reason, but not with our position”, nicely captures
this apparent paradox. In blitz and rapid games, where consciousness is almost
absent, these kind of games are merely perception and intuition, this being
even more apparent since there is no time to ponder possible explanations before
a move is to be triggered.
Who is blundering?
Blunders might be perceived as some sort of spontaneously ill-conceived move-
suggestions, i.e. impulses to moves which would be detrimental to one’s
position if not aborted. However, we are not talking about strategically weak
moves on a general level, like misplacing a piece due to lack of general chess
ability and understanding but moves literally occurring out of nowhere, moves
there apparently are no sensible reasons to play. The key question is; if consciousness
does not do the playing, then, who does the blundering? Someone or something
must be responsible for players blundering, and who or what part of us might
that be?
As mentioned, a light consciousness monitors while playing, whereas full consciousness
announces itself the moment a chess player blunders, which his/her body language
just too well illustrates. Note the order; we never come across players announcing
their blunders in advance; we only hear about the ones that blundered first,
and THEN became aware of it. We have seen them, haven’t we? The howlers?
Amateurs and professionals alike in the aftermath of a game, trying to explain
their blunder, shaking their heads in disbelief, scratching their brows, sighing
while desperately trying to come up with a rational explanation. This time,
only briefly can we touch upon the “whys” and “hows”
of blunders but as a general pointer, we might say that blunders occur due to
lack of interplay between brain and consciousness and seem to have only three
possible explanations:
-
We take in only parts of the position due to inadequate vision, focussing
only on certain parts of the board.
-
We take in the whole position but something happens while processing the
material resulting in apparently spontaneous and inexplicable blunders.
-
Even when seeing the whole board, our brain does not take it all in.
The first explanation might be the most clear-cut, implying that inadequate
focus results in lack of information and thus absence of interplay between the
brain and mind resulting in being consciously unable to abort the impulse. Mistakes
in this department might be caused both due to fatigue but also due to lack
of general chess ability and experience. Differently put: GMs might fall victim
to these kind of blunder due to fatigue rather than lack of proficiency, whereas
amateurs might suffer from it both because of fatigue and lack of chess skills.
Regarding the second explanation, blunders are something we try to avoid, so
if blunders have anything to do with what we take in, why would the brain process
the material in such a way that it leads to blunders?
This seems to happen only if there is a problem with the “wiring”,
so to speak, which is conceivable if not too frequent. Having consciousness
purposefully misinterpret the information seems to lead to a conflict of interests
since the goal of playing chess is to mate your opponent and why would you want
to cock things up for yourself?
The plot thickens when arriving at the third explanation, valid for both amateurs
and professionals, raising a timely dilemma: it would seem impossible to blunder
when seeing the whole board with our own two eyes, right? Wrong! This reason
for blundering is closely linked to our point about the order in which chess
is played and explained and research shows that only a fraction of all information
passing through our eyes is perceived by consciousness, implying that we might
see the whole board and still not perceive it. This means that there might be
chunks of information our brain does not take in or misses even when our eyes
physically are seeing the board. Amateurs and professionals literally perceive
different boards even if they see the same one and the reason is simply that
the minds of professionals are better trained to perceive more information than
amateurs’ minds are. This is so since perception is not based on acts
of volition and the brain works independently of what we think it should perceive,
think, etc. Blunders happen because humans are fallible and ill-founded impulses
prove stronger than our ability to abort them. Precisely because of the interface
of consciousness, chess players can be held only partially responsible for their
moves and chess might thus be said to be a game of metaphysical luck, since
chess players, not being responsible for their wiring, neither can know what
their brains might come up with on the next move nor if they will be able to
stop themselves when about to blunder or make a bad move. Towards the end of
the article we will discuss a foolproof method for fighting impulsiveness and
blunder tendencies.
Pattern recognition
Chess players, chess authors and chess psychologists attempt to explain chess
playing by the concept of “pattern recognition” which at first may
sound plausible. However, closer examination reveals serious practical and conceptual
problems needing to be dealt with.
Practical problems
We are told that GMs need to learn 100,000 patterns and that pattern familiarity
is what distinguishes GMs from more ordinary players. The number appears to
be rather random. How are numbers of patterns delimited and measured? Are lower
rated GMs from 2500-2600 familiar with fewer patterns than GMs from 2600-2850?
If “pattern” is understood as “piece configuration”,
it would seem to make the acquisition even more cumbersome, depending on how
fast one can set up different positions either manually or on a computer screen.
On average, with 10 learned a day, it takes 27 years to acquire 100,000 patterns
which, in turn, makes it hard to explain how young super-GMs, like Magnus Carlsen
(GM at 13, learning chess at age 8, means 20,000 patterns a year and 55 patterns
a day), at such a tender age can be much stronger than older GMs having had
much more time to acquire far more patterns. Or, are we talking about different
GMs being familiar with different sets of patterns reflected in the rating differences?
Since nobody knows all possible patterns, there is no way to know if players
acquire useful patterns or are wasting time and the way to beat a GM would be
to get non-pattern positions on the board, since this will shut down much of
what the GM has on his personal “hard drive”. If pattern recognition
is how chess is played at GM level, we are hard pressed how to explain why GMs’
performances decrease when growing older as one would think that patterns acquired
still are in their brains and that a GM by some effort could bring back relevant
patterns and thus still keep their performance at peak. Do older GMs’
performances decrease because other cerebral factors, unaccounted for, interfere
with the GM’s ability to reproduce relevant patterns during a game? This
clearly illustrates that chess playing is more than just mechanical reproduction
of patterns and it is impossible to determine how much is pattern recognition
and what is ability to spontaneously produce high quality moves. Pattern recognition
seems to apply only to seeing something resembling something seen before, but
moves still need to be made and if the brain triggers a blunder, the value of
pattern recognition is instantly reduced to zero, which seems to indicate that
the ability to trigger moves works independently of the ability to remember
patterns.
Another fundamental problem is that as long as thinking and learning are subconscious,
there is no way to tell if the brain perceives different positions as patterns
but psychologists try to make it look like a mechanical, conscious process making
pattern a straightforward way to try to explain human behaviour but, strictly
speaking, it does not explain the real course of events. The only way is to
reverse the process; what is called "pattern" is something established
only after the so-called patterns are learnt and we rationalize and justify
what happens to make it possible to make recipes and write instructional texts
etc. to learn more quickly. When learning it, we do not know it is a pattern
so a pertinent question is; how and when exactly does chaos transform into pattern
in the chess mind? Learning chess resembles Wittgenstein's idea on how to learn
to follow a rule; there must be something going on underlying our ability to
understand rule bound instructions before we know the rule, and it is the same
with chess. We conclude that there seem to be too many problems linked to the
practical use of the concept of pattern recognition to give it the
explanatory force it traditionally is granted.
Conceptual problems
Intuitively, “pattern” seems to indicate something like a whole
or some sort of totality, repeating itself in its entirety, and what exactly
constitutes a chess pattern? Due to the diversity of chess and the characteristic
of identical repetition inherent in the concept of “pattern”, as
a means for explaining development and acquisition of chess skills, the concept
seems to be fundamentally problematic and what strikes us when using the word
“pattern” in connection with chess is the apparent abyss of discrepancy
between the two and how are the two to be reconciled? A single position can
never constitute a pattern as long as repetition is an inherent component of
the concept and each and every position appears uniquely different. A fundamental
problem is how to generalize completely different positions into the same definition
of pattern which appears impossible, since the positions are uniquely different
and that no player will live long enough to see if a position repeats
itself and thus be able to establish a pattern. Due to the diversity of chess,
there will always be a principal problem of formalising a pattern definition
comprising the infinitely occurring unique positions while not violating the
notion of identical repetition. To many, a fianchetto castling would appear
to be a pattern since this specific configuration is known to repeat itself
numerous times in different kinds of positions.
To show that this is anything but philosophical nit-picking, we might mention
that already Kant (1724-1804) brought our attention to the fact that concepts
are never defined by their use. The colour “red” might be suitable
to illustrate the point in question: if we ask someone what “red”
is, most will point at cars, pictures or books, which, strictly speaking, are
only instances but do not define what “red” is, i.e. delineate
what red is in contrast to for instance blue or green. Back to topic: different
kinds of castlings or mating images as patterns are problematic for three reasons:
- The positions as instances do not yield any definition of pattern (the
analogy to “red”)
- The positions are immediately different, where the question of how to incorporate
these into a single definition of pattern comprising both (as already pointed
out) and
- Castlings are different from mating images in that the former seem more
static whereas the latter appear to be more inherently or intrinsically dynamic
where a series of moves are played out to reach some goal (mate) where more
precisely than (static) pattern would seem to be to speak of tactical operations
or combinations, which are different from patterns.
Two implications seem to follow from this: if a single definition, incorporating
different positions, cannot be given, diverse positions cannot serve as examples
of pattern or we are applying one definition of pattern to each and every position,
but this does not solve the problem and leads to a circle; again we might ask
what is it about castlings that make these constitute or make up a pattern and
thus we are right back to the problems of definitions. For the question of development
of chess skills to be adequately solved, of utmost importance is that concepts
are precisely defined before being used or applied.
The perceptive reader would have noted the difficulty to pinpoint when a pattern
occurs, since a single move results in a completely new position and the whole
position must be considered when evaluating what move to make. Will the change
in the position of a pawn imply merely a change in an already existing pattern
within a position or are we talking about a completely different pattern due
to a completely new position?
Considering the conceptual and practical problems, regarding the question of
learning and what to look for, studying the games of the masters appears to
be some sort of the same paradox we face in one of Plato’s dialogues;
How to search when not knowing at all what you are looking for? How to search
for something you do not know at all? If finding it, how will you know that
this is what you did not know?
Pattern vs. Structure
Having discussed practical and conceptual problems linked to “pattern”,
we arrive at another concept having sneaked into Rowson’s quote, viz.
structure, without adequately distinguishing betwixt the two and we
will try to show what the difference might amount to.
Contrary to “patterns”, “structures” might be defined
as a certain smaller configuration or distribution of forces occurring at certain
delimited sectors of the board within positions as a whole
and which might be repeated without the whole context within which they
occur having to identically infinitely repeat itself. Smaller parts or
fragments within a greater totality, naturally will repeat themselves more often
than whole positions which take much more to repeat and happen extremely rarely.
Even if we have only remnants or fragments of broken or shattered structures,
instantly, we recognize the contours of an intact structure within positions
as a whole regardless of what the rest of the board looks like.
In other words, when seeing a broken castled position with pawns on f7, f6
and h7/h6, we immediately spot the possibility of a Knight on f5, this having
more to do with recognizing a structure on a restricted part of the board rather
than an all-comprising pattern.
Familiarity with themes, motifs or structures might facilitate the speed of
calculation but still more important appears the ability to produce concrete,
correct moves as otherwise we would be hard pressed to explain how super strong
young GMs like Carlsen or Karjakin so well handle and play positions never seen
before, having had less time than more experienced (by age) players to be acquainted
with all these new structures, motifs and themes.
Also, chess discourse seems to suggest that “pattern recognition”
is not the most accurate term when explaining acquisition of chess proficiency.
On different DVDs or books we never encounter the term “pattern”,
only “structure”; we “weaken/change/ruin/expand/improve the
structure of the position”, not “the pattern of the position”.
We conclude that “pattern recognition” more appears to be an idealized
simplicity rather than a concept apt to explain acquisition of chess skills,
paving the way for the timely question; how to clearly define what a pattern
is and if “structure recognition” is acquired by playing and studying
chess, how does “pattern recognition” relate to this?
Exformation
To explain chess playing abilities and to show that the notion of pattern recognition
is more than just apparently problematic, we will introduce a concept new to
chess literature and chess thinking.
Effective communication might be said to depend on a shared and implied body
of knowledge between the persons communicating and this shared context is called
exformation, a term meaning explicitly discarded information
coined by Tor Nørretranders in his book The User Illusion published
in English 1998.Thought, argues Nørretranders, is in fact a process of
chucking away information, and this detritus (happily labelled exformation)
appears instrumental in automatic behaviours of expertise.
Exformation is everything we do not actually say but have in our heads when,
or before, we say anything at all - whereas information is the measurable, demonstrable
utterance we actually come out with. If someone is talking about cows; what
is said will be unintelligible unless the person listening has some prior idea
what a cow is, what it is good for, and in what context one might encounter
one. From the information content of a message alone, there is no way of measuring
how much exformation it contains.
Exformation, in our context, might be described as the sum total of chess knowledge
in our heads when or before making a move and which is actually not being played
out at all though it remains implied. When chess players study games, books,
magazines and watch chess DVDs, etc. they are building the foundation of chess
knowledge upon which exformation is made possible. Effective chess playing and
communication might therefore be explained as depending on a shared body of
chess knowledge between players, and talk about patterns would be unintelligible
if we did not already possess some kind of a prior idea of what a pattern is,
what they are good for and in what context they might be encountered. During play, it is impossible from the moves themselves to read off the underlying context of exformation.
Chess thinking and playing might thus be explained as subconscious
chucking away information, just like a statue is carved out of a marble block,
though in our case the information explicitly discarded leaves us with moves
which might be said to arise out of the shared context called exformation. Subconscious
chucking away information is exactly what makes automatic behaviour possible
since, if brought to the attention of our time consuming consciousness, it would
render the behaviour anything but automatic. Contrary to automatic behaviour,
like riding a bicycle or playing the piano, chess might at best be described
as semi-automatic as chess players constantly need to consider the moves of
their opponent before deciding on what to do next. However, it appears that
the extent of automation depends on the resistance although automatic play comes
even more to the fore in blitz or rapid games where thinking time is severely
limited.
We conclude that due to conceptual and practical problems, it is in principle
impossible to effectively communicate “pattern recognition” as a
means for producing chess moves nor is it a workable concept to explain the
development of chess skills.
Judgment
Not surprisingly, chess playing ability might further be said to have strong
similarities to a phenomenon known as moral judgment associated with Aristotle’s
discussion of phronesis. Aristotle reacted against what he perceived
to be Plato’s belief that virtue consists solely in the knowledge of general
principles and protested that moral action depends on the exercise of judgment
in applying these principles to particular circumstances. Judgment itself is
not governed by general rules; instead, it must always respond to the peculiarities
of the given situation. Thus, judgment cannot be acquired by being imparted
some kind of formal doctrine but only through practice by doing right actions.
The point of judgment (morally and otherwise) is to enable us to confidently
handle situations never before encountered (since it is impossible to practice
all kinds of situations one might end up in).
The perceptive reader will have noticed that due to the diversity of chess,
chess players most of the time find themselves in positions or situations never
seen before and the crucial question is how to handle these confidently. Regardless
of chess literature studied, chess players still find themselves at a loss when
facing new ground which goes to prove John Watson’s point that chess is
a rule independent game and cannot be played according to general rules or principles,
i.e. each and every position must be played on its own premises and not somehow
based on other (different) positions.
Moral and chess judgment might be explained as being performed by the interplay
between brain and mind, since, if judgment were fully conscious and transparent,
we would never display poor judgment, now, would we?
Along the lines of morality, we might also say that chess playing ability resembles
speaking a language where we somehow are able to understand and utter sentences
never before uttered or spoken and Richard Reti’s apt description of chess
as Capablanca’s mother tongue still springs to mind.
Playing on Noam Chomsky’s LAD, or Language Acquisition Device, we might
say that chess players are guided and supported by a, perhaps slightly Kantian
sounding, CAD; “Chess Acquisition Device”, making it possible to
display sound chess judgment with the foundation being the subtle interplay
between knowing what to keep and what to discard among triggered moves and in
the final part of this article, we will have a closer look as how to increase
and improve our chess judgment to form better decisions over the board.
Chess Improvement
Chess players are often encouraged to read chess books and watch DVDs to improve
their playing strength. Although these might inspire, motivate and fascinate,
they crucially suffer from didactical lopsidedness. They will not genuinely
help players improve as they to only fill up the players’ RAM (i.e. short
term memory or consciousness) at the time of reading or watching, whereas high
quality moves are governed by subconscious processes.
There is, however, a foolproof method for increasing playing strength, improving
chess judgment and combating, if not completely eradicating, blunder tendencies.
This method targets the subconscious as opposed to the insufficient books and
DVDs targeting the conscious. As rendered in Alexander Kotov’s Think
like a Grandmaster, it goes as follows:
-
No matter what position you choose to analyse, opening, middle game or
end game, complex or simple; find annotated games and play through them
till you to come to the point with the greatest number of variations.
-
Cover up the annotations with a sheet of paper and, without moving the
pieces, analyse the position from 30 minutes to an hour. If the variations
are extremely complex, you might write down your analyses while analysing.
-
When time is out, stop analysing and uncover the annotations in the book
or magazine, and compare your notes with the annotator’s.
(This is crucial since this trains and disciplines the brain’s ability
to perceive positions correctly)
Strictly speaking, this, and not his highly criticised graphic presentation
of tree-analyses, is the Kotov-method. This was the method catapulting Kotov
to super GM strength and even if Kotov was unable to, we can partly explain
why it works, and in short, it can be put as TWT or “Targeted Wiring Training”.
As long as thinking is subconscious, we have no idea what the mind looks like
when pondering or producing chess moves or analysing positions. Kotov was merely
trying to create some sort of order in an otherwise inaccessible world, but
what we do know, is that this method seriously improves our chess playing abilities
regardless of whether the mind looks like trees, boats, shoes or penguins. This
method simultaneously teaches a whole array of different chess skills even if
not targeted individually or specifically. When starting out, there might be
a great discrepancy between your analyses and the annotators’ but with
time, you learn to delineate relevant moves and variations as this training
and final comparison will exercise and target the mind’s ability to perceive
chess positions and produce high quality moves. Initially, this system of training
may appear time consuming and even monotonous, but patience and diligence will
return generous rewards since you will:
- Achieve total mastery of a new and important position
- Attain absolutely confidence in your ability to play that position against
anyone – from either side of the board.
- Increase your comprehension and enjoyment of published games featuring that
position.
- Learn the various opening lines and move orders which will transpose the
game into your position.
- Broaden your opening repertoire and the theoretical knowledge, while improving
your study habits and research techniques.
- Become better acquainted with positions of similar pawn structures or themes
(note; not “pattern”)
- Absorb motifs and finesses which you can also apply to other positions.
- Dramatically improve combinative skill.
- Improve both long and short range planning.
- Analyse more deeply, accurately and efficiently.
- Train yourself to think objectively and reduce dependence on dogmatic principles
and stereotyped opinions.
- Heighten your awareness and respect for the myriad possibilities and hidden
resources in a given position.
- Expand your sense of creativity and capacity for discovering original ideas.
- Discover that your analytical potential is not as limited as you perhaps
thought.
- Increase concentration and attention span.
- Sharpen board visualisation, and develop a facility for piece coordination
and spacial relationship.
- Develop patience and perseverance, and control impulsive tendencies.
- Discover the importance of adequate home preparation.
- Stimulate your appetite for studying and playing chess.
- Raise your rating and overall playing strength to a much higher level.
Kudos to Alburt for listing virtues Kotov seems to leave out (“Test and Improve
your chess”, pp. 38-39)
Finally, we might add:
- Play more resolutely, faster and less indecisively
- Gain confidence when playing stronger opponents
- Overcome tendencies of underestimating weaker opponents
- Increase & trust your intuition and resourcefulness
- Develop & improve your judgment
Copyright, Rune Vik-Hansen, 2008-01.12
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About the author
Born in 1968, Rune Vik-Hansen graduated from the University
of Tromsø in 1999 with a thesis on Heidegger's concept of Dasein.
Other fields of interests are metaphysics, ontology, theory of science
and political ethics.
Besides having worked as a teacher on different levels, Vik-Hansen also
writes philosophical texts, chronicles, papers and essays as well as children’s
literature.
He is currently actively involved as a mentor on writing, philosophy
and chess projects with school children in New York City. |