Chess Puzzle Games: Play and learn!
 
  • Chess And Intelligence
  • What Are Chess Abilities?
  • What Is Variations Culculation?
  • Blindfold: Why Are The Test And The Game Different From Ordinary Chess?
  • Blindfold: Interpretation Of Testing Results
  • Chess and Intelligence

    In recent years the game of chess has been attracting more and more attention, not merely as an interesting and fascinating kind of contest, but as a readily affordable and highly effective means for intellectual development. Extensive experimental research has shown a positive effect of chess activities on logical and creative thinking, concentration of attention, memory and reproductive imagination. Chess helps children learn things easier. Therefore, as a rule, kids who regularly play chess do better at school than the rest of their classmates. Particularly wholesome is the influence of the ancient game on one's mathematical abilities.

    Well, is it really enough just to play chess to grow "a little wiser"? Definitely yes. Chess in itself is a good method for the training of one's intelligence. Moreover, results of a number of recent psychological studies indicate this method can be made even more efficient if special chess-related games are employed. One such study (A.Bartashnikov, 1988) involved two experimental classes where pupils aged 8 and with approximately equal levels of erudition were instructed in chess. In both classes the chess lessons went on for half a year. But in the first class the youngsters were taught according to traditional methodology (which is practically the same in any chess primer) whereas in the second class special chess-related intellectual games were used. Those games were aimed at improving the kids' intellectual faculties rather than their chess playing skills. A third class was also involved in the study, serving as a control group. At the beginning of the experiment the overall intellectual level of children in that class was similar to that observed in the other two classes. During the six months period pupils in the control class were not instructed in chess at all. At the end of the term the researchers checked children's intellectual achievements in the three classes. Pupils from the first experimental class appeared to be well ahead of control class kids in terms of both intellectual testing results and learning progress in general; yet their advancement was inferior to that recorded in the second class where the teachers had been applying the intellectual games based methodology. Remarkably, when it came to playing chess the second experimental group defeated the first one in a match, thus proving that their playing skill was also the better.

    The outcome of the experiment allows to suggest that the advantage of using a methodology based on chess-related games is not limited to the development of human intellectual abilities as a whole; purely playing skills can also be purposefully developed that way. Hence such games may be useful to chessplayers with particular sporting ambitions. It is games of this kind that you will find in the Chess Puzzles Series.

    [back]

    What Are Chess Abilities?

    A person will not make a fine player unless he/she is keen on the subtleties of the debut, middle-game, and endgame theory and familiar with the basics of chess strategy and tactics. In other words, a good chessplayer must KNOW a lot. However, erudition alone is not enough; the human factor, so to speak, is also highly essential. Indeed, in order to be successful a chessplayer has got to be able to DO a lot on the chessboard, and you cannot do much, can you, if you haven't been blessed with certain ABILITIES. Chess abilities are required not just to easily take in fundamental chess information; you need them to play - and to win!

    It is not infrequent that a player who possesses encyclopedic chess knowledge and is virtually always capable of quoting passages from outstanding chess personalities on how to act in any standard position starts feeling uneasy as soon as he finds himself in an unfamiliar situation. A wrong decision or miscalculation follows and the eventual result is defeat. Well, what is it that the player misses? Most likely, he has no pronounced chess abilities after all...

    To go on with the discussion we must outline the specific faculties that shape a chessplayer's gift (talent). Chess literature mentions factors such as determination to win, purposefulness, persistence, readiness to run risks, and the ability to calculate variations and correctly estimate the resulting positions. Thus, two groups of individual abilities can be singled out, one of which deals with "personal characteristics" and the other with "intellectual power." Both are equally important for success in chess and yet neither of them is directly linked to chess erudition.

    In view of the above one cannot help asking this question: is it altogether possible to train chess faculties? Beyond any doubt - yes! It should only be borne in mind that training can improve different abilities to a varying degree: some skills are more amenable to exercise than others. The series "Chess and Intelligence" has been designed in the first place to develop chessplayers' intellectual power. However, in the process of the specific training some of the personal characteristics (will-power for example) can also be positively influenced.

    [back]

    What Is Variations Calculation?

    Most of the Chess Puzzles Series programs are aimed at training and diagnosing a chessplayer's intellectual faculty called variations culculation. To understand what exactly we are going to test and train let us try to determine the essence of the variations calculation. We would like to draw your attention to the fact that here we regard calculation primarily as a technical operation. Therefore questions pertaining to the evaluation of positions, to the restriction of the variations tree, or to the process of move selection in general are deliberately omitted.

    To calculate a variation means to perform a number of consecutive moves in one's mind - and assess the result. Each such imaginary move results in a new position which has to be recorded in one's visual memory. Visual fixation is necessary to "keep" the mentally shifted piece in the proper place while pondering on further moves. So, after each mentally performed move arises the necessity to remember the latest location of the newly displaced piece and to "forget" for a while about the square where it came from. Psychological studies have shown that operative (short-term) memory plays the principal role in furthering this process.

    As the game evolves, the required depth of variations calculation does not stay the same. The general trend is as follows: the fewer pieces there are on the board, the longer the variations that the chessplayer has to look through. On the average, chess masters are known to count variations 5 to 6 moves in advance. Longer variations result in greater load on the operative memory; it is harder to keep in mind the constantly changing images of pieces' arrangement. As the chessplayer keeps distancing him/herself from the perceived real situation, the images get ever weaker and keeping them solid enough causes high psychic tension. It should be pointed out that the perceived real situation has been shown to be a factor hampering the functioning of the operative memory during the calculations. This is a consequence of the need for the image of the altered position in one's brain to be "more vivid" than the directly observed chessboard situation itself, or else the latter can distort or supplant the imaginary situation and hence lead to calculation errors. By the way, this mechanism accounts for a majority of gross blunders committed on the chessboard.

    As we already mentioned, the complexity of calculation also hinges on the number of pieces the chessplayer has to deal with. The volume of a chessplayer's operative memory is by no means unlimited, therefore if e.g. 25 - 30 pieces are available on the board, experience shows that an average of only 3 - 6 of them are actually involved in one's calculations.

    [back]

    Blindfold: Why Are The Test And The Game Different From Ordinary Chess?

    You should read this article only after you have tried to pass at least one test and familiarized yourself with the Dynamic Pairs game. When you have tasted some of the treat offered by Prof. CLEVER (your assistant in BLINDFOLD), you may start asking why the tests are so different from ordinary chess. Here is the explanation of the idea behind that difference.

    The test tasks, as you must have already noticed, are devoid of any standard chess logic related to such typical goals as mate to the enemy King or offensive against his position, attack on the opponent's men, or protection of one's pieces against the other side's threats.

    That chess logic is missing is, from out viewpoint, the main advantage of this program's tests. If ordinary chess positions had been used to check the calculation abilities, the real cause of someone's success would often stay in the shadow. It may have been a "good eye for combinations," for example, or the skill to correctly evaluate intermediate positions occurring in the course of the calculation. And after all, the chessplayer may have earlier run across the examples in chess literature and hence knew how to play.

    As we developed tests to diagnose chess abilities we were guided by the following three principles:

    1) The organization of the user's intellectual activity during a test must closely simulate processes taking place in a chessplayer's mind under tourney or match conditions;

    2) All through the test the ability being measured must stay under maximum "load";

    3) It is absolutely necessary to minimize the influence of other abilities, chess erudition, individual experience and the like on the success of the person being tested.

    It should be emphasized that the above methodological triad is important not only for testing chess abilities but for their purposeful (discriminating) training as well. Here is an example to support that thesis.

    To train the technique of variations calculation a chessplayer usually selects a number of combinations and/or endgame studies and then tries to find the solution without moving the pieces about on the board. True, that method generally works, facilitating the development of calculation abilities to some or other extent. But normally the solving process does not involve the counting faculties alone; attendant factors are sometimes even more essential for the solver's success.

    There are strong as well as weak points in the mentality of any chessplayer. Psychological studies have revealed that in the decision-making process the chessplayer employs primarily the good points - which consequently have to bear the greatest load. Thus the better side gets even more developed while the weaker side stays the same because there is no "payload" for it.

    A chessplayer with the positional type of thinking often makes decisions that a representative of the calculating and combinational type would hardly ever resort to. The former player tends to generalize and arrive at logical conclusions, and so is inclined to choose moves on the basis of "general reasoning" - without going into details, without calculating numerous side variations. The latter player acts differently: he/she prefers to analyze the situation in greater detail, move by move, trying to evaluate the consequences. As regards traditional chess training, players with such opposing approaches will behave in the same specific ways, thus developing their already strong points. In view of the above, BLINDFOLD's training games place virtually all of the emphasis upon the user's calculation abilities. Indeed, as you participate in the program's games it is most unlikely that you will be able to use any combinational or positional skills.

    [back]

    Blindfold: Interpretation of Testing Results

    Our interpretation of testing results is based on data from numerous psychological studies featuring the participation of more than 200 chessplayers with qualification ranging from novices to international grandmasters (with an Elo of about 2,600). The research was conducted under the guidance of Dr. Bartashnikov. Some of the investigations were carried out in cooperation with V.Sukhanov and V.Kozyak.

    This article presents a detailed discussion of the testing results. We would like to explain here what practical information can be derived from the testing figures and how to use that information to improve your chess skills.

    Below you will find an interpretation of the following user testing parameters:

    Accuracy - number of correct responses as a percentage of the total number of moves in the test;
    Speed - user's average time per one response;
    Memory - average number of pieces restored correctly following an error;
    Hints - number of requests for hints;
    Oversteppings - number of failures to respond within the allotted time interval.

    The real essentials are the first two parameters; as for the others, they only play an auxiliary role. The estimate of a parameter (high, low, or medium) is determined by comparison with mean norms set for the qualification group the user belongs to (judging by the Elo rating he/she typed in at the first start).

    High Accuracy

    The imagination of chessplayers whose testing accuracy is high functions rather properly as they penetrate deeper into game lines. They visualize intermediate positions quite clearly, and can calculate several variations at a time (normally with a high degree of precision). Such players would rather go through the variations "to the very end." They have a propensity for standard positions with concrete play, where they feel best. A likely drawback is a tendency to take stereotyped decisions.

    To players who have demonstrated high accuracy we can say this much. The type of position you ought to strive for is one in which correct decisions hinge primarily on comprehensive and profound calculation of the variations. In view of that, you are also advised to select your debut repertoire from that standpoint. In your training put more emphasis on developing positional playing skills, on taking decisions "from general considerations," without resorting to in-depth counting.

    Low accuracy

    If a user's accuracy is low, this means that images of intermediate positions flashing in his/her mind during the calculation process are usually rather hazy. No wonder chessplayers in this category are not - shall we say - quite brilliant at in-depth counting, which fault they compensate for by reviewing an increased number of initially available continuations. As compared to other chessplayers, their readiness to take decisions on the basis of generalizing the position's strategic features is more pronounced. Their variations calculation is "economical" - they do not try counting lines "to the end" and instead confine themselves to the evaluation of a variety of not too distant situations. As a result, players of this sort are more likely to commit errors in positions requiring a lot of calculation work.

    Our recommendation to players with low counting accuracy is this: try to avoid situations which demand in-depth calculation and strive for positional play instead. For your games you should primarily select debuts leading to strategic play. Your top training priority should be the development of calculation abilities. Well, you were so lucky in this respect, friends, for Prof. CLEVER is just the right person to help you with your problems!

    High speed

    "Speedy" chessplayers calculate variations rather quickly, their counting being primarily intuitive in nature: the variations descend upon them sort of "out of the blue" and can be seen in their entirety; the mind seems to skip the images of intermediate positions. An ability like that is of course a valuable gift; yet there is also a dark side to it, for a fast-counting player may easily leave out a good possibility available beyond the realm of the calculated variation.

    For chessplayers belonging to this category we have this piece of advice. Rationalize your thinking. Thus, once a variation has been calculated and everything seems to be all right, try looking for new horizons - and don't neglect checking the already examined lines! Of course, you shouldn't constrain or twist your natural mode of thinking in a tourney or match game! It has been shown that high speed is among the most important indicators of chess talent - and, for that matter, of talent in general!

    Low speed

    Chessplayers of this type calculate game lines slowly but rather fundamentally, trying to examine as many branches of the variation tree as possible. However, a lot of time may be wasted that way, so for quite a few of them time trouble is a frequent companion.

    If you are a slow-calculating player, it is advisable to place the emphasis of your training efforts on the development of intuition. You may also profit by placing more trust in the first impression! As for Prof. CLEVER, that gentleman says he is determined to do anything he can to help you train your calculation speed. His first recommendation is to play games under limited time conditions.

    Medium accuracy and medium speed

    If the testing has revealed that your accuracy and speed are moderate, this means that your calculating abilities have been developed to a degree typical of chessplayers of your qualification. Use the Dinamic Pairs, AlterWay, Chess Mazes, and/or other Chess Puzzles Series games if you strive for greater achievements.

    Memory

    This auxiliary parameter is significant and liable to interpretation only if your accuracy in the tests was no less than 70%. It serves to provide additional information on the efficiency of your operative memory during the calculation of variations . Here we would like to draw your attention to a point which is essential for practical play.

    You made an error and the program prompted you to restore the position of the pieces involved in the test . Did you face serious difficulties in doing so? If you were able to correctly "locate" just a small fraction of the pieces involved in the test, it means that the mental images of pieces' disposition are not stable enough in your brain, and can be easily impaired by various kinds of disturbances, including both external effects (e.g. a loud-spoken word, sharp electric light) and internal factors (an emotional reaction to some event, an extraneous thought, etc.). If you have this fault, you could try to get rid of it by training your concentration. Select an object and keep your attention pinned to it as long as you can (or as long as it makes sense). During your BLINDFOLD sessions it is expedient to resort to playing games more than 30 moves long under minimum, if any, time limitation.

    Hints

    Another auxiliary parameter is the ratio between the number of requests for hints and the total number of errors (remember that the program regards a hint as an error). If the proportion of hints in the errors total is rather high (40 - 50% for example), this most likely means good self-control on the part of the user. If, however, you rarely ask for hints and when you do you usually manage to restore the whole position on your own, then you must be an impulsive person. In that case we recommend that in playing with Prof. CLEVER you lay particular emphasis on accuracy, even if that should come at the expense of lower speed.

    Oversteppings

    This auxiliary parameter is closely linked to speed. Cases of time limit overstepping are characteristic of low-speed players, and may be regarded as an indication that their typical faults and playing peculiarities (mentioned in the above interpretation of low speed) are rather deep-rooted.

    [back]