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Chess Aesthetics
Chess aesthetics or beauty in chess is the aesthetic appreciation of chess games and problems, by both players and composers. This is evident, for example, in awarded to some games in certain tournaments and also in the world of chess composition. There are many books published featuring chess problems or puzzles that emphasize its aesthetic aspect. One of the earliest is from the 9th century AD. Aesthetics in chess can be both a source of pleasure for humans and also instruction, as compositions or games featuring it typically illustrate original ideas or new instantiations of old ones. A good chess problem composer, however, is not necessarily a good player. Factors about a game or move sequence (also referred to as a ''combination'') that might cause it to be regarded as 'brilliant' by most players include, among other things: expediency, disguise, sacrifice, correctness, preparation, paradox, unity and originality. * ''Expediency'' refers to a move's effectiveness in achievi ...
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Check (chess)
In chess and similar games, check is a condition that occurs when a player's king is under threat of on the opponent's next turn. A king so threatened is said to be in check. A player must get out of check if possible by moving the king to a safe square, interposing a piece between the threatening piece and the king, or capturing the threatening piece. If the player cannot get out of check by any of these options, the game ends in checkmate, and the player loses. Players cannot make any move that puts their own king in check. Many chess variants feature check, such as shogi, xiangqi, and janggi. Overview A check is the result of a move that places the opposing king under an immediate threat of capture by one (or occasionally two) of the player's pieces. Making a move that checks is sometimes called "giving check". Even if a piece is pinned against the player's own king, it may still give check. For example, in the diagrammed position, White has just played Be4+, simultane ...
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Chess In The Arts
Chess became a source of inspiration in the arts in literature soon after the spread of the game to the Arab World and Europe in the Middle Ages. The earliest works of art centered on the game are miniatures in medieval manuscripts, as well as poems, which were often created with the purpose of describing the rules. After chess gained popularity in the 15th and 16th centuries, many works of art related to the game were created. One of the best-known, Marco Girolamo Vida's poem ''Scacchia ludus'', written in 1527, made such an impression on the readers that it singlehandedly inspired other authors to create poems about chess. In the 20th century, artists created many works related to the game, sometimes taking their inspiration from the life of famous players (Vladimir Nabokov in ''The Defense'') or well-known games (Poul Anderson in ''Immortal Game'', John Brunner in '' The Squares of the City''). Some authors invented new chess variants in their works, such as stealth chess i ...
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Castling
Castling is a move in chess. It consists of moving the king two squares toward a rook on the same and then moving the rook to the square that the king passed over. Castling is permitted only if neither the king nor the rook has previously moved; the squares between the king and the rook are vacant; and the king does not leave, cross over, or finish on a square attacked by an enemy piece. Castling is the only move in chess in which two pieces are moved at once. Castling with the is called ''kingside castling'', and castling with the is called ''queenside castling''. In both algebraic and descriptive notations, castling kingside is written as 0-0 and castling queenside as 0-0-0. Castling originates from the ''king's leap'', a two-square king move added to European chess between the 14th and 15th centuries, and took on its present form in the 17th century. Local variations in castling rules were common, however, persisting in Italy until the late 19th century. Castling does not ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Heuristic
A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, short-term goal or approximation. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision. Examples that employ heuristics include using trial and error, a rule of thumb or an educated guess. Heuristics are the strategies derived from previous experiences with similar problems. These strategies depend on using readily accessible, though loosely applicable, information to control problem solving in human beings, machines and abstract issues. When an individual applies a heuristic in practice, it generally performs as expected. However it can alternatively cre ...
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Pin (chess)
In chess, a pin is a tactic in which a defending piece cannot move out of an attacking piece's line of attack without exposing a more valuable defending piece. Moving the attacking piece to effect the pin is called ''pinning''; the defending piece restricted by the pin is described as ''pinned''. Only a piece that can move any number of squares along a horizontal, vertical, or diagonal line (i.e. a bishop, rook, or queen) can pin. Any piece can be pinned except the king, which is the most valuable piece. The inverse of a pin is a skewer, in which a more valuable piece under direct attack may move to expose a less valuable piece to an attack. Types Absolute pin An ''absolute pin'' is one where the piece shielded by the pinned piece is the king. In this case it is illegal to move the pinned piece out of the line of attack, as that would place one's king in check (see diagram). A piece pinned in this way can still give check or defend another piece from capture by the opposing ...
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Zugzwang
Zugzwang (German for "compulsion to move", ) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position. Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible. The term ''zugzwang'' was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writers ...
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Chess Problem
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between black and white, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems; see glossary of chess problems for a list. Definition The term "chess problem" is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzles or tactical exercises on the other. In practice, however, t ...
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Chess Tournament
A chess tournament is a series of chess games played competitively to determine a winning individual or team. Since the first international chess tournament in London, 1851, chess tournaments have become the standard form of chess competition among serious players. Today, the most recognized chess tournaments for individual competition include the Linares chess tournament (now defunct) and the Tata Steel chess tournament. The largest team chess tournament is the Chess Olympiad, in which players compete for their country's team in the same fashion as the Olympic Games. Since the 1960s, chess computers have occasionally entered human tournaments, but this is no longer common. Most chess tournaments are organized and ruled according to the World Chess Federation (FIDE) handbook, which offers guidelines and regulations for conducting tournaments. Chess tournaments are mainly held in either round-robin style, Swiss system style or elimination style to determine a winning party. ...
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Checkmate
Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is never actually captured—the player loses as soon as the player's king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. If a player is not in check but has no legal move, then it is '' stalemate'', and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#. Examples A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in Fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), or after many moves with as few as t ...
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Combination (chess)
In chess, a combination is a sequence of moves, often initiated by a sacrifice, which leaves the opponent few options and results in tangible gain. At most points in a chess game, each player has several reasonable options from which to choose, which makes it difficult to plan ahead except in strategic terms. Combinations, in contrast to the norm, are sufficiently forcing that one can calculate exactly how advantage will be achieved against any defense. Indeed, it is usually necessary to see several moves ahead in exact detail before launching a combination, or else the initial sacrifice should not be undertaken. Definition In 1952/53, the editors of ''Shakhmaty v SSSR'' decided on this definition: ''A combination is a forced sequence of moves which uses tactical means and exploits specific peculiarities of the position to achieve a certain goal.'' Irving Chernev wrote:What is a combination? A combination is a blend of ideas – pins, forks, discovered checks, double attacks ...
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