Professional Documents
Culture Documents
ADARSH UDAYAN
Roll no. 1
Std: IX A
Miss. Kavitha K
Department of history, teacher
BCEM School
CERTIFICATE
Miss. Kavitha K
Department of history,
teacher
BCEM School
Gurupuram
July 2010
DECLARATION
Adarsh Udayan
IX A
BCEM School
Gurupuram
Gurupuram
July 2010
Acknowledgement
CONTENTS
Sl no. Topic pg no.
1 Introduction
2 Characteristics of the game
a. Algebraic notation
b. Moves
i. King
ii. Rook
iii. Bishop
iv. Queen
v. Knight
vi. Capturing
vii. Pawns
viii. Castling
c. Relative piece values
d. Object of the game
e. Game notation
f. Conduct of the game
3 History
a. Origin of chess
b. Ancient precursors and related games
c. Introduction to Europe
d. Standardization of rules
e. Set design
f. The world championship and FIDE
g. Women in chess
4 Development of Theory
a. Philidor and the birth of chess theory
b. Morphy and the theory of attack
c. Steinitz and the theory of equilibrium
d. The Fischer clock
5 Chess and artificial intelligence
a. heuristics
b. Computer chess
c. Computer extension of chess theory
6 Chess composition
a. Studies about chess
7 ANNEXTURE
8 BIBLIOGRAPHY
INTRODUCTION
This is a research about the chess. This research is
concentrated mainly with the origin of chess, old chess
players of the world, some moves of the chess, recent years
and this years chess players, studies about chess etc.
Chess is a game of skill for two players, each of whom
moves 16 figures according to fixed rules across a board
consisting of an eight-by-eight pattern of squares. . Victory
depends on concentration and intuitive vision. The chess
master Siegbert Tarrasch declared that “chess, like love, like
music, has the power to make men happy.” It is often called
the royal game.
Algebraic notation
Individual moves and entire games can be recorded using one of several
forms of notation. By far the most widely used form, algebraic (or
coordinate) notation, identifies each square from the point of view of
the player with the light-coloured pieces, called White. The eight ranks
are numbered 1 through 8 beginning with the rank closest to White. The
files are labeled a through h beginning with the file at White’s left hand.
Each square has a name consisting of its letter and number, such as b3
or g8. Additionally, files a through d are referred to as the queenside,
and files e through h as the kingside..
Moves
King
White’s king begins the game on e1. Black’s king is opposite at e8. Each
king can move one square in any direction; e.g., White’s king can move
from e1 to d1, d2, e2, f2, or f1.
Rook
Each player has two rooks (formerly also known as castles), which begin
the game on the corner squares a1 and h1 for White, a8 and h8 for
Black. A rook can move vertically or horizontally to any unobstructed
square along the file or rank on which it is placed.
Bishop
Each player has two bishops, and they begin the game at c1 and f1 for
White, c8 and f8 for Black. A bishop can move to any unobstructed
square on the diagonal on which it is placed. Therefore, each player has
one bishop that travels only on light-coloured squares and one bishop
that travels only on dark-coloured squares.
Queen
Each player has one queen, which combines the powers of the rook and
bishop and is thus the most mobile and powerful piece. The White
queen begins at d1, the Black queen at d8.
Knight
Each player has two knights, and they begin the game on the squares
between their rooks and bishops—i.e., at b1 and g1 for White and b8
and g8 for Black. The knight has the trickiest move, an L-shape of two
steps: first one square like a rook, then one square like a bishop, but
always in a direction away from the starting square. A knight at e4 could
move to f2, g3, g5, f6, d6, c5, c3, or d2. The knight has the unique ability
to jump over any other piece to reach its destination. It always moves to
a square of a different colour.
Capturing
The king, rook, bishop, queen, and knight capture enemy pieces in the
same manner that they move. For example, a White queen on d3 can
capture a Black rook at h7 by moving to h7 and removing the enemy
piece from the board. Pieces can capture only enemy pieces.
Pawns
Each player has eight pawns, which begin the game on the second rank
closest to each player; i.e., White’s pawns start at a2, b2, c2, and so on,
while Black’s pawns start at a7, b7, c7, and so on. The pawns are unique
in several ways. A pawn can move only forward; it can never retreat. It
moves differently than it captures. A pawn moves to the square directly
ahead of it but captures on the squares diagonally in front of it; e.g., a
White pawn at f5 can move to f6 but can capture only on g6 or e6. An
unmoved pawn has the option of moving one or two squares forward.
This is the reason for another peculiar option, called en passant—that is,
in passing—available to a pawn when an enemy pawn on an adjoining
file advances two squares on its initial move and could have been
captured had it moved only one square. The first pawn can take the
advancing pawn en passant, as if it had advanced only one square. An en
passant capture must be made then or not at all. Only pawns can be
captured en passant. The last unique feature of the pawn occurs if it
reaches the end of a file; it must then be promoted to—that is,
exchanged for—a queen, rook, bishop, or knight.
Castling
The one exception to the rule that a player may move only one piece at
a time is a compound move of king and rook called castling. A player
castles by shifting the king two squares in the direction of a rook, which
is then placed on the square the king has crossed. For example, White
can castle kingside by moving the king from e1 to g1 and the rook from
h1 to f1. Castling is permitted only once in a game and is prohibited if
the king or rook has previously moved or if any of the squares between
them is occupied. Also, castling is not legal if the square the king starts
on, crosses, or finishes on is attacked by an enemy piece.
Assigning the pawn a value of 1, the values of the other pieces are
approximately as follows: knight 3, bishop 3, rook 5, and queen 9. The
relative values of knights and bishops vary with different pawn
structures. Additionally, tactical considerations may temporarily
override the pieces’ usual relative values. Material concerns are
secondary to winning.
There are three possible results in chess: win, lose, or draw. There are
six ways a draw can come about: (1) by mutual consent, (2) when
neither player has enough pieces to deliver checkmate, (3) when one
player can check the enemy king endlessly (perpetual check), (4) when a
player who is not in check has no legal move (stalemate), (5) when an
identical position occurs three times with the same player having the
right to move, and (6) when no piece has been captured and no pawn
has been moved within a period of 50 moves.
Game notation
Muslims brought chess to North Africa, Sicily, and Spain by the 10th
century. Eastern Slavs spread it to Kievan Rus about the same time. The
Vikings carried the game as far as Iceland and England and are believed
responsible for the most famous collection of chessmen, 78 walrus-ivory
pieces of various sets that were found on the Isle of Lewis in the Outer
Hebrides in 1831 and date from the 11th or 12th century..
History
Origin Of Chess
Chess existed in India before it was known to have been played anywhere
else. The game might have originated from the ancient game of Chaturanga
in India. Chaturanga, a Sanskrit word, refers to the four branches of the army,
which are said in the Amarakosha (an ancient Indian Dictionary - S.B.) to be
elephants, horses, chariots and foot soldiers. Chaturanga was played on a
board of 64 squares consisting of four opposing players. It is the view of some
historians that this game was also used in the allocation of land among
different members of a clan when a new settlement was being established. H.
J. R. Murry, in his work titled A History of Chess, has concluded that chess is a
descendant of an Indian game played in the 7th century AD.
The current form of the game emerged in Europe during the second half
of the 15th century after evolving from an older game (Shatranj) of
Indian origin. Aspects of art are found in chess composition.
Theoreticians have developed extensive chess strategies and tactics
since the game's inception. One of the goals of early computer scientists
was to create a chess-playing machine. Chess is now deeply influenced
by the abilities of chess programs and the opportunity for online play. In
1997 Deep Blue became the first computer to beat a reigning World
Champion in a match when it defeated Garry Kasparov.
The game may have originated in Asia about the 6th century, though it
continued to evolve as it spread into Europe in Byzantine times; its now-
standard rules first became generally accepted in Europe in the 16th
century. The players, designated white or black, start with their pieces
arranged on opposite ends of the board. Kings move one square in any
direction—but not into attack (check). Bishops move diagonally, and
rooks horizontally or vertically, any number of unobstructed squares.
Queens move like either bishops or rooks. Knights move to the nearest
nonadjacent square of the opposite colour (an “L” shape) and ignore
intervening chessmen. Pieces capture by moving to an enemy-occupied
square. Pawns move forward one square (except one or two on their
first move) and are promoted to any non-king piece if they eventually
reach the last row. Pawns capture only one diagonal square forward of
them. For one turn only, a pawn has the option, known as en passant, of
capturing an enemy pawn that has just made a first move of two squares
to avoid being captured by moving only one; the capture occurs as
though the pawn had moved only one square. When the first row
between a king and either rook is clear, and as long as the king and that
rook have not moved, a maneuver known as castling can be done in
which the king is shifted two squares toward that rook and the rook is
placed directly on the other side of the king. Kings cannot castle when in
check or through any square in which they would be in check. A draw,
known as a stalemate, occurs if a player is not in check but any move he
could make would place him in check. A draw also occurs if the same
position occurs three times (such as through “perpetual check”).
Chess first appeared in India about the 6th century ad and by the 10th
century had spread from Asia to the Middle East and Europe. Since at
least the 15th century, chess has been known as the “royal game”
because of its popularity among the nobility. Rules and set design slowly
evolved until both reached today’s standard in the early 19th century.
Once an intellectual diversion favoured by the upper classes, chess went
through an explosive growth in interest during the 20th century as
professional and state-sponsored players competed for an officially
recognized world championship title and increasingly lucrative
tournament prizes. Organized chess tournaments, postal
correspondence games, and Internet chess now attract men, women,
and children around the world.
Ancient precursors and related games
The game spread to the east, north, and west, taking on sharply
different characteristics. In the East, carried by Buddhist pilgrims, Silk
Road traders, and others, it was transformed into a game with inscribed
disks that were often placed on the intersection of the lines of the board
rather than within the squares. About 750 ce chess reached China, and
by the 11th century it had come to Japan and Korea. Chinese chess, the
most popular version of the Eastern game, has 9 files and 10 ranks as
well as a boundary—the river, between the 5th and 6th ranks—that
limits access to the enemy camp and makes the game slower than its
Western cousin.
Introduction to Europe
Muslims brought chess to North Africa, Sicily, and Spain by the 10th
century. Eastern Slavs spread it to Kievan Rus about the same time. The
Vikings carried the game as far as Iceland and England and are believed
responsible for the most famous collection of chessmen, 78 walrus-ivory
pieces of various sets that were found on the Isle of Lewis in the Outer
Hebrides in 1831 and date from the 11th or 12th century..
Chess and dice games were periodically banned by kings and religious
leaders. For example, King Louis IX forbade the game in France in 1254.
However, the game’s popularity was helped by its social cachet: a chess
set was often associated with wealth, knowledge, and power. It was a
favourite of Kings Henry I, Henry II, John, and Richard I of England, of
Philip II and Alfonso X (the Wise) of Spain, and of Ivan IV (the Terrible) of
Russia. It was known as the royal game as early as the 15th century.
Chess made its greatest progress after two crucial rule changes that
became popular after 1475. Until then the counselor was limited to
moving one square diagonally at a time. And, because a pawn that
reached the eighth rank could become only a counselor, pawn
promotion was a relatively minor factor in the course of a game. But
under the new rules the counselor underwent a sex change and gained
vastly increased mobility to become the most powerful piece on the
board—the modern queen. This and the increased value of pawn
promotion added a dynamic new element to chess. Also, the chaturanga
piece called the elephant, which had been limited to a two-square
diagonal jump in shatranj, became the bishop, more than doubling its
range.
Until these changes occurred, checkmate was relatively rare, and more
often a game was decided by baring the king. With the new queen and
bishop powers, the trench warfare of medieval chess was replaced by a
game in which checkmate could be delivered in as few as two moves.
The last two major changes in the rules—castling and the en passant
capture—took longer to win acceptance. Both rules were known in the
15th century but had limited usage until the 18th century. Minor
variations in other rules continued until the late 19th century; for
example, it was not acceptable in many parts of Europe as late as the
mid-19th century to promote a pawn to a queen if a player still had the
original queen.
Set design
The appearance of the pieces has alternated between simple and ornate
since chaturanga times. The simple design of pieces before 600 ce
gradually led to figurative sets depicting animals, warriors, and
noblemen. But Muslim sets of the 9th–12th centuries were often
nonrepresentational and made of simple clay or carved stone following
the Islamic prohibition of images of living creatures. The return to
simpler, symbolic shatranj pieces is believed to have spurred the game’s
popularity by making sets easier<script
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by redirecting the players’ attention from the intricate pieces to the
game itself.
The standard for modern sets was established about 1835 with a simple
design by an Englishman, Nathaniel Cook. After it was patented in 1849,
the design was endorsed by Howard Staunton, then the world’s best
player; because of Staunton’s extensive promotion, it subsequently
became known as the Staunton pattern. Only sets based on the
Staunton design are allowed in international competition today.
The popularity of chess has for the past two centuries been closely
tied to competition, usually in the form of two-player matches, for the
title of world champion. The title was an unofficial one until 1886, but
widespread spectator interest in the game began more than 50 years
earlier. The first major international event was a series of six matches
held in 1834 between the leading French and British players, Louis-
Charles de la Bourdonnais of Paris and Alexander McDonnell of
London, which ended with Bourdonnais’s victory. For the first time, a
major chess event was reported extensively in newspapers and
analyzed in books. Following Bourdonnais’s death in 1840, he was
succeeded by Staunton after another match that gained international
attention, Staunton’s defeat of Pierre-Charles Fournier de Saint-Amant
of France in 1843. This match also helped introduce the idea of stakes
competition, since Staunton won the £100 put up by supporters of the
two players.
Staunton used his position as unofficial world champion to popularize
the Staunton-pattern set, to promote a uniform set of rules, and to
organize the first international tournament, held in London in 1851.
Karl Ernst Adolf Anderssen, a German schoolteacher, was inspired by
the Bourdonnais-McDonnell match to turn from problem composing
to tournament competition, and he won the London tournament and
with it recognition as unofficial champion. (See Game 4.) The London
tournament, in turn, inspired American players to organize the first
national championship, the First American Chess Congress, in New
York City in 1857, which set off the first chess craze in the Western
Hemisphere. The winner, Paul Morphy of New Orleans, was
recognized as unofficial world champion after defeating Anderssen in
1858.
The controversy over the championship was eased when José Raúl
Capablanca of Cuba defeated Lasker in 1921 and won the agreement,
at a tournament in London in 1922, of the world’s other leading
players to a written set of rules for championship challenges. Under
those rules, any player who met certain<script
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conditions (in particular, guaranteeing a $10,000 stake) could
challenge the World Champion. While the top players were trying to
adhere to the London Rules, representatives of 15 countries met in
Paris in 1924 to organize the first permanent international chess
federation, known as FIDE, its French acronym for Fédération
Internationale des Échecs.
FIDE also took over the Women’s World Championship and biennial
Olympiad team championships, which originated in the 1920s. In
addition, the federation developed new championship titles,
particularly for junior players in various age groups. It also created a
system for recognizing top players by arithmetic rating and by titles
based on tournament performance. The highest title, after World
Champion, is International Grandmaster, of whom there are now
more than 500 in the world.
The easing and eventual end of the Cold War spurred international
chess by reducing barriers. By the mid-1990s, close to 2,000
tournaments registered with FIDE were held each year—more than 50
times the number during the 1950s. Amateur chess expanded sharply.
Membership in the U.S. Chess Federation jumped from 2,100 in 1957
to more than 70,000 in 1973.
All World Champions and challengers from 1951 to 1969 were Soviet
citizens, and all the championship matches were held in Moscow with
small prizes and limited international publicity. The victory of Robert J.
(Bobby) Fischer of the United States in 1972 was an abrupt change.
(See Game 20.) Fischer’s demands spurred an increase in the prize
fund to $250,000—a sum greater than all previous title matches
combined. After winning the highly publicized match, Fischer insisted
on a greater say in match rules than had any previous champion in the
FIDE era. In particular, he objected to a rule, used by FIDE since 1951,
that limited championship matches to 24 games. FIDE dropped the
rule, but Fischer demanded further concessions. In the end he refused
to defend his title; in 1975 he became the first champion to lose it by
default.
Women in chess
Women also gained distinction in postal and problem chess during this
period. An American woman, Ellen Gilbert, defeated a strong English
amateur, George Gossip, twice in an international correspondence
match in 1879—announcing checkmate in 21 moves in one game and in
35 moves in the other. Edith Winter-Wood composed more than 2,000
problems, 700 of which appeared in a book published in 1902.
Women’s chess received a major boost when the Soviet Union endorsed
separate women’s tournaments as part of a general encouragement of
the game. The 1924 women’s championship of Leningrad was the first
women’s tournament sponsored by any government. Massive events,
larger than anything open to either sex in the West, followed; nearly
5,000 women took part in the preliminary sections of the 1936 Soviet
women’s championship, for example.
Zhu Chen of China won the 2001 FIDE Women’s World Championship
Tournament. FIDE had difficulty funding further events in the series, so
the next tournament did not take place until 2004. The 2004
tournament was won by Antoaneta Stefanova of Bulgaria. Back on a
regular two-year cycle, the women’s championship was won in 2006 by
Xu Yuhua of China and in 2008 by Alexandra Kosteniuk of Russia.
Development of Theory
There are three recognized phases in a chess game: the opening, where
piece development and control of the centre predominate; the
middlegame, where maneuvering in defense and attack against the
opponent’s king or weaknesses occurs; and the endgame, where,
generally after several piece exchanges, pawn promotion becomes the
dominant theme. Chess theory consists of opening knowledge, tactics
(or combinations), positional analysis (particularly pawn structures),
strategy.
Early chess players recognized that a typical game could be divided into
three parts, each with its own character and priorities: the opening
stage, when a player develops the pieces from their starting squares; a
middlegame stage, in which plans are conceived and carried out; and an
endgame stage, following several exchanges and captures, in which the
player with<script
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tries to convert an advantage into victory.
The first coordinated explanation of how chess games are won came in
the 18th century from François-André Philidor of France. Philidor, a
composer of music, was regarded as the world’s best chess player for
nearly 50 years. In 1749 Philidor wrote and published L’Analyze des
échecs (Chess Analyzed), an enormously influential book that appeared
in more than 100 editions.
In Analyze Philidor used apparently fictitious games to illustrate his
principles for conducting a strategic, rather than tactical, battle. His
comments on certain 1 e4 e5 openings were copied for decades by
other masters, and his analysis of king, rook, and bishop against king and
rook was the first extensive examination of a particular endgame. But it
was Philidor’s middlegame advice that was his greatest legacy. He
emphasized the role of planning: Once all a player’s pieces are
developed, that player should try to form an overall goal, such as
kingside attack, that coordinates the forces. Philidor also placed a
premium on anticipating enemy threats rather than merely
concentrating on one’s own attack.
Greco and previous writers had explored the tactical interplay of two or
three pieces. But Philidor believed that the significance of the pawns had
been overlooked and drew particular attention to their weaknesses and
strengths. His most famous comment—that “pawns are the very life of
the game”—is often cited without his explanation of why they are
important: because, he said, pawns alone form the basis for attack.
The ideas of the Modena school were not fully appreciated until they
appeared, in slightly different form, in the games of Paul Morphy, the
first American recognized as the world’s best player. Morphy’s chess
career lasted less than three years and consisted of fewer than 75
serious games. In 1858–59 he defeated all the leading European players,
with the disappointing exception of Howard Staunton, who evaded all
attempts to arrange a match. At the age of 22 Morphy retired from
serious chess. Morphy remains the only great chess thinker who left no
written legacy.
Steinitz concluded that in a typical position each side has certain small
advantages which tend to balance one another. For example, a player
may have weakened the opponent’s pawns but at the expense of
trading a bishop for a slightly less valuable knight. An attack is justified
only when the balance has been upset, either by the player’s mistakes or
the opponent’s good moves. Morphy’s advantage in development was
one way of upsetting the balance. But by the 1870s, after Morphy’s
games became familiar to all masters, it became harder and harder to
obtain a lead in development against an unwilling opponent.
Steinitz realized that the way to justify a decisive attack in the post-
Morphy era was to accumulate small, often subtle, advantages—for
example, having two bishops when one’s opponent has two knights,
having an entrenched knight at a fortified outpost, or having greater
maneuvering space. In his games Steinitz showed how slow-evolving
maneuvers in the opening, particularly with knights, paid dividends in
the middlegame if the centre was closed. He originated the term “hole”
to mean a vulnerable square that has lost its pawn protection and can
be occupied favourably by an enemy piece.
Steinitz was also the first master of defensive play. Even when playing
the White pieces, he often invited his opponent to open the centre by
exchanging pawns or to be the first to cross the fourth rank. He
reasoned that such attacks must be premature if the equilibrium was in
balance and so could be punished after patient defensive play.
While Philidor was known for his writings and Morphy for his games,
Steinitz left a legacy of both. In match play he consistently defeated the
leading Romantics—Adolf Anderssen, Joseph Blackburne, Johann
Zukertort, and Mikhail Chigorin. He is regarded as the first player to take
a scientific approach to chess.
Quick chess took a new turn in the 1990s with a variation on Staunton’s
single-move principle and Lasa’s time-budget idea. Fischer, who had not
played a public game since winning the world championship in 1972,
patented a chess clock in 1988 that added an increment of time after a
player completed a move and hit the button on top. For example, in a
speed game, a player could begin with five minutes and receive an
additional 10 or 15 seconds<script
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move.
The Fischer clock gained international attention after the expatriate
American briefly came out of retirement in 1992 to play a nonsanctioned
world championship match with Boris Spassky in the cities of Belgrade
and Sveti Stefan in Yugoslavia. The rules of the match stipulated that
each player begin with 111 minutes on his clock and receive one minute
for each move played. This meant that after 40 moves each player had
been allotted 151 minutes, or one minute more than the 40-in-2 1/2-
hours format used when Fischer won the championship title from
Spassky in 1972. For the second control, the match rules gave each
player an additional 40 minutes to play 20 moves but also added an
extra minute for each move played.
Computer chess
HiTech used 64 computer chips, one for each square on the board, and
was capable of considering up to 175,000 positions per second. Feng-
Hsiung Hsu, a Carnegie Mellon student, improved on HiTech with a
custom-designed chip. The result, Chiptest, won the North American
Computer Championship in 1987 and evolved into Deep Thought, a
program powerful enough to consider 700,000 positions a second.
Although its evaluation skills were not as well developed as HiTech’s—
and far below that of a human grandmaster—Deep Thought was
sponsored by International Business Machines Corporation (IBM)
in<script
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the world’s best player by the mid-1990s in a traditional time limit.
In 1991 Deep Thought’s team said the program, renamed Deep Blue,
would soon be playing at the equivalent of a 3000 rating (compared with
Kasparov’s 2800), but this proved excessively optimistic. The main
improvement was in the computer running the chess program. IBM
developed, and used chess to test, a sophisticated new multiprocessing
system (later used at the 1996 Olympic Games in Atlanta, Ga., U.S., to
predict the weather) that employed 32 microprocessors, each with six
programmable chips designed specifically for chess. Deep Thought, by
comparison, had one microprocessor and no extra chips. The new
hardware enabled Deep Blue to consider as many as 50 billion positions
in three minutes, a rate that was about a thousand times faster than
Deep Thought’s.
Deep Blue made its debut in a six-game match with PCA champion
Kasparov in February 1996. The $500,000 prize fund and IBM’s live game
coverage at their World Wide Web site attracted worldwide media
attention. The Kasparov–Deep Blue match in Philadelphia was the first
time a world champion had played a program at a slow (40 moves in two
hours) time format. Deep Blue won the first game, but Kasparov
modified his style and turned the later games into strategic, rather than
tactical, battles in which evaluation was more important than
calculation. He won three and drew two of the remaining games to win
the match 4–2. (See Game 25.)
Chess composition
The first studies, called manṣūbāt and dating from Arabic and Persian
manuscripts, were intended to instruct players on how to win
endgames. Themes of instructional studies, such as the pursuit of more
than one aim at a time, are often used in practical play to turn what
otherwise would be a draw or loss into a win. Highly praised studies
have been composed with a minimum of material, such as two kings and
only two or three pawns.
Ashtapada board
Chaturanga
Map, before 500 BCE-4-army chaturanaga was played
Web resources
www.wikipedia.com
www.google.com
www.britanica.com
www.meriam-webster.com
www.slu.edu.org
www.powa.org
www.enssortment.com