Sunday, May 6, 2012

12 CHESS STRATEGY IN ACTION


12   CHESS STRATEGY IN ACTION

such, take a standard King's Indian Defence,
Pirc Defence, or Dragon Sicilian. These all in‑
valve a kingside fan ghetto with ...g6 and
g7. Now White often lines up his queen and
bishop with IVd2 and e3; in that case playing
h6 to exchange bishops on g7 can be good for
any number of general reasons, e.g. because
Black has subsequent weakness on his dark
squares, because White' s centre will be pro‑
tested in the case of an ...exd4 exchange, or be‑
cause White's potential gain of space after d5
will be more effective. But the move h6 may
equally be bad, e.g., if it allows Black to ex‑
change off his only bad piece and block the
game, or if it diverts White' s queen from the
action, or if it helps Black to play ...c5 and at‑
tack a weakened centre. The reality is that such
a decision tends to be very subtle, ultimately
depending upon a great number of other less
obvious factors; e.g., how quickly Black can
play ...b5, whether a well-timed ...exd4 fol‑
lowed by ...c5 or ...Ze8 has tactical advantages,
whether White' s a3 will slow the attack or pro‑
vide a target, what reorganizations of pieces
are available to both sides, and so forth. From
many years of analyzing with top players, I be‑
live that with the aid of calculation they assess
this decision more or less instinctively based
upon experience and judgment, without re‑
sorting to verbal reasoning. Later, the move can
be explained to an audience using simplified
generalities. But going the other way, from
words to move, is extremely unlikely to pro‑
duce the right decision. And it is particularly
hard to act upon raw concepts. For example,
one might trade off time or development to se‑
cure some other positional advantage (an out‑
post, doubled pawn for the opponent). But one
question of many is: how much time/develop‑
mint can I give up before, e.g., a counterattack
becomes a problem? This is solved by some
combination of analysis and judgment, and
very seldom by abstract reasoning.
People commonly interpret what I've said
in terms of rules and exceptions, i.e., modem
players know the rules and have discovered the
exceptions. Or that a player should in fact learn
the rules first and then learn their exceptions.
But that's not what I'm saying at all. The point
is not whether there are X exceptions to every Y
instances in which the rule is true. Naturally
• • •
factors like space, outposts, and 'better' minor
pieces will always correlate, however mildly,
to winning percentage. Rather, I am asking:
a) Does a master think in terms of a given
rule (and exception) at all?
b) Is it even useful to think in those terms
when confronted with a specific position?
Granted, there are cases in which the sim‑
palest way to make my argument (and I have  
occasionally done so) is to point out that there are
so many exceptions to a particular traditional
rule that it becomes meaningless, and so by im‑
placation the modem player must not be using
it. An extreme case is one examined in Chap‑
ters 1 and 2, where I'm not sure whether the
rule 'The player with more space should avoid
exchanges (and vice-versa)' is true even 50% of
the time! But let's say that figure were 60% or
70%: it would still be terribly limiting to be
thinking about a prospective exchange in terms
of such a rule. Even when the rule expresses a
situation that is true in many more cases than
not (e.g., 'a knight on the rim is grim' ), is it con‑
structive to think in those terms? Or is it better
to examine the concrete situation in all of its
subtleties, without prejudice, using calculation
and pattern recognition as tools? Which does
the strong player do? In my observation and
from many conversations and analysis with
them, grandmasters don't think much in terms
of rules and exceptions at all. Indeed, in some
cases where they have done so, some quite
playable positions have escaped deserved con‑
side ration because of they 'looked' bad on gen‑
eral principle. Increasingly, that attitude is being
replaced by a pragmatic analytical approach.
Other models have been floated to deal with
these issues. One such is the idea that rules are
valid, 'other things being equal'. I won't go
into detail here, but the question in practice is
whether anyone can decide by explicit means to
what extent other factors in a typical middle game
are 'equal' . Since the diverse considerations are
interdependent and also time-dependent, and
since they can be so unbelievably complex, the
determination of what weight to give one ab‑
strict rule or another seems to me impossible in
almost all cases. Then there is the idea of as‑
sassing and utilizing explicitly identifiable im‑
balances. But juggling and weighing the many
and often subtle imbalances (and anticipated

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