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assistance.

That is why much of the text remains unchanged, and often times, we only needed to supply a few corrections. These are highlighted and mar$ed with the sign -770. 8aving reached this sign, an interested reader can compare the human investigations with the computer verdict.

FOREWORD
by Yuri L. Averbakh

Acknowledgements
First of all I would li$e to remar$ that the first three volume edition of Shakhmatnye Okonchaniya, published in &459 &49,, was prepared with the assistance of the Soviet masters +.:opayev, ;.<he$hover, ;.:hen$in and the famous endgame theorist I.*ai#elis. The first English edition, published in &461 &46= by "ergamon "ress, was based on the second 7ussian edition, and was translated by :enneth ". +eat. The latter was published in &46, &469 by >Fi#$ultura i sport>. This revision has made use of the endgame tablebases by Eugene +alimov, the database management system Chess Assistant and several playing programs. I am particularly grateful to the chess staff of Convekta for their preparation of the database, and to the many chess players throughout the world who have offered advice, suggestions and comments on the previous edition. Finally, I am very grateful to Convektas development team for their untiring wor$ on the software.

The first English edition of Comprehensive Chess Endings was published almost twenty years ago. Since then, the rapid proliferation of computer technology has affected many aspects of life. Indeed, chess is no exception to this rule. A computer program has already defeated the world champion, and now computers are infallible in the late endgame, when very few pieces remain. Furthermore, ever faster time controls have led to a drastic acceleration of play ad!ournments and resumptions are now a thing of the past. "reviously, one could ad!ourn the game and analy#e the position calmly, but now play must continue without abatement. This means that a good fundamental $nowledge of basic endgames is even more important. The main ob!ective of this new edition is to unite the experience accumulated by many generations of chess players with the latest computer technologies. Thus it is released not as a printed boo$, but as a software product, and is made in co operation with the famous chess software company Convekta. Together we have done the following% &. 'e have corrected all the previous edition(s shortcomings discovered by readers. Additionally, two supplementary articles are included, by )* Sergey Shipov and I* *axim +ot$in. All positions with five or less pieces on the board have been verified with the +alimov endgame tablebases. The most significant changes were made in the two sections% -.ueen and pawn vs. /ueen0 and -.ueen vs. roo$ and pawn0. All positions with a larger number of pieces on the board were chec$ed by playing programs. Furthermore, whenever an improvement was suggested by an engine, it was verified by a human player. &

,.

1.

As a result, about ,22 examples have been corrected. Since there are over 3,&22 examples in total, the reader can !udge the wor$ we did in the &452(s and &462(s, when we did not have the benefit of computer

Contents
1. Software License Agreement 3 2. Introduction 5 ,.&. System 7e/uirements 9 ,.,. Technical Support 9 ,.1. Installation 9 ,.3. <opy "rotection = ,.5. .uic$ )uide for Chess Assistant ?sers = . !irst Ste"s 6 1.&. Starting the "rogram 6 1.,. @rowsing the <ontents 4 1.1. Aist *ode &2 1.3. ;iew *ode &, 1.5. ?sing the Tablebases &3 1.9. Testing Bourself on the @rowser "ane &9 1.=. Testing Bourself in ;iew *ode &9 1.6. Active 'indow, <urrent Cataset &6 #. Search &6 3.&. 8eader Search &6 3.,. "osition Search ,2 3.1. *aterial Search ,, , 3.3. Advanced Search ,, 3.5. Search for *aneuvers ,1 3.9. Search for <omments ,1 3.=. <ombining Searches ,1 $. Commenting ,5 5.&. Annotating *oves ,5 5.,. Adding ;ariations ,9 5.1. 'or$ing with the <lipboard ,= 5.3. Saving a )ame ,6 %. &laying 'ngines and Analysis ,6 9.&. Ain$ing "laying Engines ,6 9.,. Ad!usting "laying Engines ,4 9.1. "laying Against an Engine ,4 9.3. Analy#ing with Engines 12 9.5. ?sing the C)T @oard 1& (. Sets of )ames 1& =.&. Selecting )ames 1& =.,. <lassifying )ames and "ositions 1, =.1. Dperations with Catasets 15 *. Chess +rees 15 ,. &rinting 16 1-. .iscellaneous /"tions 32

1. SOFTWARE LICENSE 1 AGREEMENT


I.&/0+A1+2 0'A3 CA0'!4LLY 5'!/0' 4SI1) +6IS &0/34C+
@B ?SI+) T8E E+<ADSEC SDFT'A7E BD? A7E A)7EEI+) TD @E @D?+C @B T8E TE7*S DF T8IS A)7EE*E+T. IF BD? CD +DT A)7EE TD @E @D?+C @B T8E TE7*S DF T8IS A)7EE*E+T, "7D*"TAB 7ET?7+ T8E SDFT'A7E A+C AAA A<<D*"A+BI+) *ATE7IAAS TD T8E "AA<E BD? D@TAI+EC T8E* FD7 A F?AA 7EF?+C. AI*ITEC ?SE AI<E+SE E This agreement grants you the right to use one copy of the enclosed program Fthe SDFT'A7EG on any single computer provided that the software is installed on only one computer at a time. <D"B7I)8T E The SDFT'A7E is owned by <onve$ta Atd. and is protected by @ritish <opyright Aaws, international treaties, and other national laws. Bou must treat the SDFT'A7E li$e any other copyrighted material except that you may install the SDFT'A7E onto a single computer, provided that you $eep the original <C solely for bac$up or archival purposes. Bou may not copy the written materials accompanying the SDFT'A7E. DT8E7 7EST7I<TID+S E Bou may not rent, lease, or license the SDFT'A7E but you may transfer the SDFT'A7E and accompanying materials provided that you retain no copies and the recipient agrees to the terms of this Agreement. Bou may not reverse engineer, decompile, disassemble, or create derivative wor$s of the SDFT'A7E. AI*ITEC 'A77A+TB E *anufacturer warrants that the enclosed SDFT'A7E will perform substantially in accordance with the accompanying written materials and that the supplied media will be free from defects for a period of &, months from the date of purchase. The customer(s sole remedy is return of the price paid or repair or replacement of defective merchandise. This Aimited 'arranty is void if failure has resulted from accident, abuse, or misapplication. +D AIA@IAITB FD7 <D+SE.?E+TIAA CA*A)ES E I+ +D E;E+T S8AAA <D+;E:TA ATC. D7
ITS S?""AIE7S @E AIA@AE FD7 A+B A*D?+T A@D;E T8E "7I<E "AIC, D7 FD7 A+B CA*A)ES '8ATSDE;E7 A7ISI+) D?T DF T8E ?SE D7 I+A@IAITB TD ?SE T8IS "7DC?<T.

2. INTRODUCTION
Your C3 includes7 3 "rogram files% Catabase management system <D*"7E8E+SI;E <8ESS E+CI+)SH "laying engines <7AFTB and C7A)D+. Cata% A;E7@A:8 database, the latest edition of five volume <D*"7E8E+SI;E <8ESS E+CI+)S edited by Buri Averba$h, thoroughly revised and updatedH Sample EIA*"AES databaseH <A" data F522 222 positionsGH Catabase with *ASTE7 E;AA?ATID+SH <8ESS ASSISTA+T D"E+I+) @DD:H CI7E<T T7EE FabridgedG.

Bou can also use the help file at any time. "ress JF&K to open the help file. 5 2.1 SYSTEM REQUIREMENTS To use <D*"7E8E+SI;E <8ESS E+CI+)S, you will need the following% 'ssential% I@* compatible "< with "entium &22 <"?, 93 *@ memory F7A*G, 8ard Cis$ F&52 *@ of free dis$ space for the programG, ;)A graphics, 'indows 46L,222L+TL*ELI", <C 7D* drive, *icrosoft compatible mouse. 0ecommended% & )8# <"?, ,59 *@ or more 7A*, 6 )@ of free dis$ space for the tablebases, 'indows ,222L+TLI", Super ;)A graphics with &9 bit colors and &2,3x=96 screen mode.

2.2

TECHNICAL SUPPORT

+he full set also includes a 383 with the most complete version of the three four five piece +AAI*D; E+C)A*E TA@AE@ASES F,42 filesG which are highly recommended because they allow you to ta$e advantage of the program(s extra features, such as, for example, Endgame zones Fsee Section 3.5 Using the Tab ebases for detailsG. <D*"7E8E+SI;E <8ESS E+CI+)S is an abridged version of <8ESS ASSISTA+T =, powerful chess database management system. This lets you perform different searches, add your own comments, print games, analy#e with different playing engines, etc. The abridged version, however, has some restrictions, almost all of which are listed in Section !.5 "#ick $#ide %or Chess Assistant Users. This manual is mainly intended to explain the uni/ue features of <D*"7E8E+SI;E <8ESS E+CI+)S, which are not available in <8ESS ASSISTA+T, while the <8ESS ASSISTA+T(s modes are described rather brieflyH some of them are not mentioned at all.

<D+;E:TA provides unlimited technical support. Technical support is available only to registered users, so mail or e mail your registration card or information today. F<D+;E:TA technical support policies are sub!ect to change without notice.G .ail7 Convekta Ltd.9 c:o I&S %%% !ifth Avenue Suite $(2 1ew York 1Y 1-1- 4SA ';mail7 Sales<chessassistant.com "lease refer to the documentation and on line help system before contacting technical support. 'hen you e mail technical support, please provide the following information% 7egistered user(s name The wording of any messages that appear on your screen A list of what steps were ta$en leading up to the problem

<D+;E:TA technical support is available as follows%

Su""ort<chessassistant.com

+i"7
If you are interested in the features, which are not mentioned in the manual, you should use <8ESS ASSISTA+T instead of its abridged version

2.3

INSTALLATION

This manual uses the following conventions% *enu commands are written as follows% Base | Exit Fthe command Exit from the Base menuG. Screen messages are written in &ta ics. :eys are shown as, for example, JAltK. <lic$ing with the left button of the mouse is referred to as -clic$ing0 and clic$ing with the right button of the mouse as -right clic$ing0.

<D*"7E8E+SI;E <8ESS E+CI+)S program files must be installed on hard dis$. The program cannot be started from the <C. Follow this procedure to install <D*"7E8E+SI;E <8ESS E+CI+)S on a standalone computer% <lose all other 'I+CD'S applications. Insert the <C into your <C 7D* drive. Select Run from the Start menu. Select Browse, and select the <C 7D* drive. Couble clic$ on SET?".EIE. The SET?" program will start. 7ead the 'icense Agreement. 9

Type in your (ame and Company FoptionallyG. Select &nsta ation )irectory. <D*"7E8E+SI;E <8ESS E+CI+)S is installed in the M<%N"7D)7A* FIAESN<D*"7E8E+SI;E <8ESS E+CI+)S( directory by default. 8owever, before the files are copied you have the option to change the path. The program will as$ you about the tablebases. Bou have three options% a* to install them from C;CH b* to lin$ them Fif they are already present on your hard dis$GH c* not to install Fin this case you can do this later.G

3. FIRST STEPS
3.1 STARTING THE PROGRAM

Start <D*"7E8E+SI;E <8ESS E+CI+)S. The screen is divided into three parts% the ob!ect bar on the left, the browser in the center, and the <ontents on the right.

For your convenience, the setup program will offer you to create a des$top shortcut.

2.4

COPY PROTECTION

There is no limit to the number of times that <D*"7E8E+SI;E <8ESS E+CI+)S can be installed from the original <C. Bou can bac$ up all the program files on any hard dis$ of your computer, pac$Lunpac$ files etc. 8owever, you cannot transfer these files to another computer. If you upgrade your computer and change its configuration, you will get an error message +Error 5,-G, in which case you will have to reinstall the program from the <C. Therefore $eep the original <C available.

2.5 QUICK GUIDE FOR CHESS ASSISTANT USERS


<D*"7E8E+SI;E <8ESS E+CI+)S is an abridged version of <8ESS ASSISTA+T =, therefore it is deprived of some <8ESS ASSISTA+T(s possibilities. Bou cannot enter new games, load other databases and create the new ones, create your own classifiers and edit the existing one, edit main lines, play against <8ESS TI)E7 and analy#e with it Fif you don(t have it on your computerG, automatically analy#e games, play on the I+TE7+ET. Almost all other <8ESS ASSISTA+T(s features are available. If you have <8ESS ASSISTA+T installed on your computer, you can load the A;E7@A:8 and EIA*"AES databases, as well as the classifier, and operate them in all <A modes. In this case, however, you will be unable to use a uni/ue feature of <D*"7E8E+SI;E <8ESS E+CI+)S, which is not available in <8ESS ASSISTA+T. This is !umping to referenced games, described in Section 3.. /ie0 1ode. The latest innovations, introduced in <8ESS ASSISTA+T =.& Fbuild =,1G, are explained in Section 3.5 Using the Tab ebases and Section 3.2 Testing 3o#rse % on the 4ro0ser 5ane. Dther sections describe <8ESS ASSISTA+T(s old modes and may be s$ipped in order to = save time.

The detailed <ontents is based on the printed edition, the browser shows diagrams of a current theme, and the ob!ect bar displays all the open ob!ects, chess game bases, and windows. All open windows are displayed next to the corresponding bases so you can easily understand which base the window refers to. The program remembers all the windows open from the moment you exit and restores them when you start the program again. There are two databases in the ob!ect bar, A;E7@A:8 and EIA*"AES. The latter contains complete game scores of all the games from <8ESS ASSISTA+T(s 8?)E@ASE, in which positions from the A;E7@A:8 database occurred. Bou can hide the ob!ect bar by clic$ing on the icon or pressing the J<trlK J<K $ey combination. To ma$e the ob!ect bar visible once more, !ust clic$ on this icon or press J<trlK J<K again. 6

3.2

BROWSING THE CONTENTS

Each line of the <ontents corresponds to an endgame theme, and some themes are mar$ed with a -O0 which denotes second level branches. In other words, the Contents is built li$e a tree. The first level branches present different endgame themes, the second level branches stand for sub themes, etc. 'hen you unfold a branch, the -O0 is replaced by a -E0.

Each branch can be folded and unfolded by double clic$ing on it, clic$ing on the -O0 or -E0 signs, or by using the left and right arrow $eys. Bou can move along the <ontents with the J K and JK arrow $eys or with the mouse. The diagrammed positions correspond to the highlighted endgame theme. The lowest level branches, which cannot be unfolded, have neither -O0 nor -E- next to the folder icon. Couble clic$ing on such a branch opens a new window with a list of examples of the endgame theme in /uestion, and its icon will appear on the ob!ect bar. The same can be done by clic$ing on the icon in the control panel, or by pressing JF5K. F'ist mode is described in Section 3.3.G Bou can also open the list below the <ontents. To do this, press the JSpacebarKH and the list will appear in the lower pane. To close it, press the JSpacebarK again. The 6 $ames field displays the number of included examples as (-7 or (-+(!*, with (- standing for the total number of examples, including nested foldersH (! for the number of examples in the lowest level branches. The browser pane i n the middle part of this window displays diagrams with all examples of the current theme Fhighlighted in the <ontentsG. @y moving the right border of the browser pane to the right or to the left you can increase or decrease the number of columns correspondingly. Each diagram is supplied with class mar$ers Fsee Section 8.! C assi%ying $ames and 5ositions for explanationsG, example(s number in the theme and in the database, indication who is to move Fwhite or blac$ triangleG, evaluation, and players For authorG.

chessboard gives you access to the local menu, in which you can increase or decrease the chessboard and the si#e of the control buttons, as well as execute other commands.

+i"7
7ight clic$ing on an ob!ect produces a menu of operations specific to this ob!ect. This is $nown as the oca men#. *ost commands are available from the local menus. FAater, as a rule, we will not remind you about thisG.

If you mar$ the Test mode chec$ box with a tic$, the program will hide evaluations, offering you to guess them Fsee Section 3.2. Testing 3o#rse % on the 4ro0ser 5ane for detailsG.

3.3

LIST MODE

Bou can open a list of the current set of games in several different ways described in the previous section. Bou can also do this with the Dataset | List command from the main menu or by selecting the Open list command in the local menu. The lines in this list are the game headers, and the current game is highlighted with a blue frame. ?se the arrow $eys, the green arrows on the toolbar, or the mouse to move along the list. Bou can also !ump to the desired game by entering its number on the $eyboard. There are small letters at times next to the numbers. a stands for games supplied with at least one annotation or diagramH v stands for games with at least one variationH c stands for commented games with both text annotations and variationsH &2 a specific p stands for games starting from position.

The buttons below the chessboard allow to replay a 4 solution shown below% Pumps to the starting position Steps bac$ one half move Steps forward one half move Pumps to the end position Couble clic$ing on the chessboard opens the /ie0 window with the current example Fsee Section 3.. /ie0 1ode for its descriptionG. 7ight clic$ing on the

*odify the list window to suit your taste. For example, clic$ing on the divider and moving it in the title bar will change the width of any column. Furthermore, the number and order of columns may also be changed. 7ight clic$ on it, select This 0indo0s properties, and the 5roperties window will appear. Aoo$ at the Order o% %ie ds in ist section. The Se ected window shows the displayed columns. If there is a column you don(t wish to see, move it to the (ot se ected window. In order to do this, clic$ on the undesirable item in the Se ected window and press the button. Should you wish to hide all the items, press the button. The and buttons will do the opposite. To change the order of columns, clic$ on one or several items and move them with the buttons. and

In the $enera , Chessboard settings, 9ie d options, Chess notation and Start notation %rom sections you can set many different options to modify the list accordingly. In the 4ackgro#nd type drop down list you can choose between 4 ack and 0hite, Co or, :ood, 1arb e and 9rom 9i e. 'hen you open a new list, its appearance will depend on the options set in the Tools | Options | List window. To copy the options you have set for the active window to other lists, press the Copy to g oba options button.

To replay moves and annotations, use the arrow $eys or two button bars below the chessboard. The buttons are similar to videocassette recorder controls. In the upper row Ffrom left to rightG% lower row Ffrom left to rightG% Pumps to the starting position Pumps into the variation Steps bac$ one half move )oes to the upper level &, Celetes the last half move )oes to the next variation Steps forward one half move Pumps to the end position The /ie0 section in the toolbar includes four buttons Ffrom left to rightG% @egins game replaying next the In the

Split mode
Bou can move along the list and at the same time replay games and annotations on the chessboard. To do this, select the Sp it command in the local menu or press the JShiftK JF5K $ey combination. This will divide the list window into two parts. ?se the JTabK $ey to switch between the top and bottom parts of the screen. &&

3.4

VIEW MODE

To access a single game, use the /ie0 mode. There are two ways of switching from the list to the /ie0 mode% &. <lic$ on the icon or press the JF3K $ey. <lic$ on it or press JF3K again if you wish to return to the list. ,. Dpen a new window for the /ie0 mode. These are four ways to accomplish this% by selecting the Dataset | View command in the main menuH clic$ing on the iconH double clic$ing on the needed game in the listH pressing JEnterK. The /ie0 mode presents a chessboard, game header, the notation, a fragment of Tree, and the $ame progress diagram. FBou can modify the window !ust as in 'ist mode% selecting This 0indo0s properties in the local menu.G

Starts automatically Ad!usts speed

games

the

replaying

"ress this button if you wish to stop auto replaying. To go to the next game, press JF6K or clic$ on the icon on the toolbar. To return to the previous game, press JF=K or clic$ on the icon. *any examples have references to others. The numbers of the referenced examples are colored blue and given in brac$etsH they follow after the right arrow $ey. <lic$ on the referenced example(s number, and the program will give you the Se ect re%erence window, offering to !ump to the selected example. To return to the source

game, clic$ on the small red left arrow next to the $ame header title below the chessboard. If you mar$ the Open in the notebook pane chec$ box, the program will display the referenced example in a separate window on the left, next to the current example Finstead of the ob!ect barG. The buttons on the (otebook pane mean as follows% E;p orer E the program will close the referenced example window and display the ob!ect bar. 1ove to 0orkspace E the program will close the (otebook panel and display the referenced example in /ie0 mode. C ose E the referenced example window will be closed.

+i"7
'hen you(re viewing games, hide the ob!ect bar by clic$ing on the icon or pressing J<trlK J<K, as this will give you a larger board and a larger notation window &1 as well. To ma$e the ob!ect bar visible once more, !ust clic$ on this icon or press J<trlK J<K again.

3.5

USING THE TABLEBASES

both @lac$(s and 'hite(s turn to move. To see what the mar$ers mean, clic$ on the 'egend button.

The endgame tablebases will tell you exactly how to play out any position once a certain amount of pieces is left on the board. For the time being, the +alimov tablebases include all positions with 1, 3, and 5 pieces and a comparatively small number of positions with 9 pieces on the board. If you want to have the five piece tablebases available on your hard dis$, note that they occupy 6 )@ Fthe six piece tablebases occupy &22 )@QG. Curing preparation of the A;E7@A:8 database, all positions with five or less pieces on the board have been verified with the +alimov endgame tablebases. +evertheless, it ma$es good sense to lin$ the tablebases to <D*"7E8E+SI;E <8ESS E+CI+)S. This can be done either during installation Fsee Section !.3 &nsta ation for detailsG, or at any moment later by selecting the Engines | Link tablebases command in the main menu. After you have lin$ed the +alimov endgame tablebases, you can see drawing and winning #ones in endgames with five or less pieces on the board. These #ones can be displayed for every piece.

'=am"le 27
Dpen the /ie0 window with E;amp e 8 in 5a0n endings. -. 4asic theory and termino ogy. The final position of this example is a position of mutual z#gz0ang% the side to move loses. 7ight clic$ on the notation pane and select Endgame zones in the local menu. The Endgame zones window will appear. <hoose both sides from the )isp ay zones %or drop down list.

'=am"le 17
Dpen the /ie0 window with E;amp e - in the <ook against t0o pa0ns theme. 7ight clic$ on the (otation pane, select Endgame zones in the local menu, and the Endgame zones window will appear.

If you right clic$ on any piece in this window, the program will mar$ it with the z#gz0ang mar$er. To see what the mar$ers mean, clic$ on the 'egend button. Bou can change a position on the board in two ways% &. by dragging pieces on the boardH ,. by pressing the Edit position button. To save all the Endgame zone mar$ers in the current game, press the Save button.

3.6 TESTING YOURSELF&5 ON THE BROWSER PANE


Select the <ontents of A;E7@A:8, mar$ the Test mode chec$ box on the browser pane with a tic$, and the program will hide evaluations, offering you to guess them. <lic$ on the icon above the chessboard, and select your evaluation from the drop down menu. To define the #ones for the white $ing, right clic$ on it. &3 'osing zone Fi.e. if the white $ing is positioned in this #one, 'hite losesG is colored blue, )ra0ing zone Fif the white $ing is inside this #one, the position is drawnG is colored yellow, and :inning zone Fif the white $ing is there, 'hite winsG is colored red. If you selected 4oth sides in the )isp ay zones %or drop down list, the program will display the #ones for

ma$e the moves that match the criteria selected in the Avoid move section. The two lower chec$ boxes offer you the most often used cases F >>? >? >@? and @@? @? @> correspondinglyG. If you wish to find evaluations, annotations, or particular combinations of mar$s, press the Advanced button. The Use reg# ar e;pressions chec$ box lets advanced users set more complicated criteria. The Side %or test mode pane allows to choose for which player For a group of playersG you will -play0. The upper button turns the Test mode O%%. The Sho0 hint pane defines a way in which the program will give you various hints. If you start with a wrong move, the program displays all comments to the /ui# move. If your second suggestion is wrong, it shows a piece which is to move. The time given for one exercise is set on the Timer pane. 'hen the options have all been set, press OA. If you have chosen Any co or in the Side %or test mode section, all moves become invisible. Try to guess the moves by yourself, ma$ing them with the mouse. If you have guessed right, the program ma$es this move on the boardH otherwise it opens the (e0 move window, offering you to select one of the three options% Aeep on g#essing, 1ake the game move, or &nsert s#ggestion as a variation. To /uit this mode, call the local menu of notation and unmar$ the Test mode command.

Statistics of your progress are given above. Cepending on your results, positions are included either into the <ight so #tion, or into the :rong so #tion class. Bou can also test yourself with the EIA*"AES database. In this case, however, please note that you will guess not the correct evaluations, but the game results. For example, if 'hite lost in a won position, the program will consider ,=- to be the correct answer.

3. TESTING YOURSELF IN VIEW MODE


'ith this mode, you can set up exercises to be automatically presented as you go from game to game in a database. There are a large number of criteria that can be selected for determining which moves constitute a good exercise. This timesaving approach means that the user does not have to construct each exercise by hand. Dpen the prepared test game in /ie0 mode, call the local menu of notation and select the Test mode command For press the J<trlK JEnterK $ey combinationG. The Test mode window will appear. &9

3.! ACTIVE WINDOW" &= CURRENT DATASET


<D*"7E8E+SI;E <8ESS E+CI+)S is a 'I+CD'S application, therefore you should be familiar with 'I+CD'S to use it efficiently. At any time you can open several windows with different sets in different modes. To ma$e a window active, clic$ anywhere on it or clic$ on its icon on the ob!ect bar, so if a window is hidden under other windows use the icon in the ob!ect bar on the left. The current active window will be highlighted on the ob!ect bar. Bou can also select Windows in the main menu and mar$ the line with the desired window with a tic$. As well as many other 'I+CD'S based programs, <D*"7E8E+SI;E <8ESS E+CI+)S allows you switching between windows within the program with the J<trlK JF9K $ey combination. *any operations in <D*"7E8E+SI;E <8ESS E+CI+)S use the notion of a -current set0. If an active window contains a list with a set of games this set is the -current set0. If a base(s name is highlighted on the ob!ect bar then the entire base is in fact the -current set0.

In the Test conditions pane you can select which -good0 andLor -bad0 moves will constitute an exercise. Bou will have to ma$e the moves that match the criteria selected in the 5re%er move section, and not to

In /ie0 mode the current set is the one from which the /ie0 mode was called. The program always remembers where a game was called from. This information is displayed on the ob!ect bar as 6 (-7(!, with (! standing for the amount of games in the original set and (- for the current game number in this set.

4. SEARC
There are six types of search in <D*"7E8E+SI;E <8ESS E+CI+)S% Beader, 5osition, 1ateria , Advanced? 9or Comments and 9or 1ane#versH all these types may be combined.

)ames are stored as game headers, consisting of several fields, and notations. The names of players are stored in a special file called library. @esides the players( names, the library stores possible values for some other header fields FSite, Event, Annotator and So#rceG. This concept of libraries greatly increases the search speed and allows one to avoid mista$es in names with difficult spellings. If you don(t remember an exact spelling, press the 1ark button, enter a fragment of the name in the /a #e75attern text box, and select S#bstring in the Type window. If you are sure that the entered fragment is the name(s beginning then set the 5re%i; type. If you have entered the complete name, select E;act, and then press the Search button FThis button refers to the search through the library list, so don(t confuse it with the search in a set of gamesQG. The elements found will be mar$ed in the list. To see them all, select Sho0 marked. "ress this button Fwhich is now called Sho0 a G to return to the library list. To delete all the entered criteria, press the C ear markers button. &4 To remove a criterion, press Unmark. A dialog box similar to the one produced by the 1ark button will appear. Enter the criterion For its fragmentG that is to be removed, press Search? and the chosen elements of the library list be unmar$ed.

4.1

HEADER SEARCH

This type of search is based on -header0 information, such as the players( names, result, year, place, etc. Select Sear ! | "eader in the main menu. FBou can also clic$ on the small down arrow next to the icon on the toolbar and select Beader search in the drop down listG. The Search dialog box appears, with the header fields listed on the left. >hite7 The player FplayersG with the white pieces. 5lack7 The player FplayersG with the blac$ pieces. 0esult7 The possible values are% -=,, ,=-, -7!=-7!, or an evaluationH @ stands for an un$nown result. &6 'C/7 Dpening index according to the <hess Informant classification. Select the way of setting it in the Enter ne0 va #e text box. Site7 The city where a tournament too$ place. 3ate7 The year and month FoptionallyG when a tournament was held. This criterion can be set as a sing e year, a range o% years, a sing e date or a range o% dates. 'vent7 The type of competition Fmatch, inter#onal, championship etc.G. 0ound7 The number of the round. Annotator7 The author of game(s annotations. 0emark7 There are three ways to set this criterion% a whole remar$ FE;actG, a part of a remar$ FS#bstringG or its beginning F5re%i;G. Select the setting in the Type text box and type the criterion on the $eyboard in the /a #e75attern window. Source7 The source of the game record. >hite 'L/:5lack 'L/7 7atings of players. .oves7 +umber of moves in the game. "ossible values for the :hite, 4 ack, Site, Event, Annotator and So#rce fields are stored in the library. Bou can type them in the 9ind text box.

Se%$#'i!"- t'$o)"' %! e!ti$e d%t%+%*e o$ % *et o& "%me*.


The Search dialog box gives you the choice of either searching through an entire database or through the current dataset. <hoose between Set and :ho e base in the Search in section. To select an entire database to be used as the dataset in this operation, select Dataset | Reset or press JF9K. The old set will be erased and a base list will appear in the window. @efore you start searching ma$e sure the current set is the right one.

4.2

POSITION SEARCH

The positional search function loo$s for a specific position, a partial position, or a structure. Select the Sear ! | #osition command in the main menu. FBou can also clic$ on the small down arrow next to the icon on the toolbar and select 5osition search in the drop down listG. In the Search dialog box there is a chessboard with the starting position where you can set up the position you want to search for.

P%$ti%ll, de&i!ed po*itio!*


Bou can search for a fragment of position or for a pawn structure. To set a partial position, use the piece palette !ust below the chessboard.

Setti!" #$ite$i% &o$ t'e (%l)e* *to$ed i! t'e li+$%$,

<lear the board with the J<trlK J<K $ey combination. Ta$e the pieces from the palette and set up a position on the chessboard. To set a piece on the board, first clic$ on the piece icon on the palette. The mouse pointer will turn into the piece icon. +ow clic$ on the s/uare For s/uaresG on the board where you want to put the piece, and return to the palette and repeat this procedure with the other pieces until the position desired is set up. 'hen this is done clic$ on the arrow on the palette. @esides the chess pieces, there are some other symbols on the palette. Bou can put them on the board too. Their meaning is as follows% Any white piece Any blac$ piece s/uare Any piece of any color or an empty ,2 Empty s/uare Sign of negation +egation of a piece means that this piece cannot stand on this s/uare. +egation of an empty s/uare means that any piece may stand on this s/uare but it can(t be empty. +egation of the white /uestion mar$ means any blac$ piece or an empty s/uare. +egation of the blac$ /uestion mar$ means any white piece or an empty s/uare. +egation of the doubled /uestion mar$ stands for negation of pawns of any color. Bou can search for several pieces on the same s/uare. To do this, put the first piece on the desired s/uare. Then choose another piece from the palette, press the J<trlK $ey and while maintaining it pressed drop it on the same s/uare. Any number of pieces may be put on one s/uare though only three of them will be displayed. To see them all, clic$ on the arrow on the palette and then on the s/uare.

Se%$#' &o$ 'o$i/o!t%ll, %!d0o$ (e$ti#%ll, *,mmet$i#%l po*itio!*


To search for hori#ontally symmetrical positions, while in the Search dialog box, set &gnore co ors to On and Side to move= either. To search for vertically symmetrical positions, enable the 1irror % anks option. These types of search are very useful in the endgame, especially in con!unction with each other E an instructive example is given in Section ..8 Combining Searches. 4.3 MATERIAL SEARCH ,& The material search function loo$s for games within certain material restrictions. Select Sear ! | $aterial, and set the limits for 4 ack and :hite in the corresponding boxes. The lines with the large blac$ and white /uestion mar$s are to set ranges for the total number of @lac$(s and 'hite(s pieces. 'hen the options have all been set, press Search to start searching.

Se%$#' &o$ po*itio!* m%te$i%l %d(%!t%"e

1it'

#e$t%i!

This type of search allows you to find games in which one of the opponents had an extra pawn Fpiece, exchange, etc.G. 'hile in the Search C 5osition and materia window, set the difference in number of pawns, $nights, bishops, roo$s, and /ueens in the &mba ance box on the right. The line with the large white /uestion mar$ instead of a piece is to set a range for the total amount of 'hite(s extra material on the board. It is calculated on the assumption that the value of the pieces is as follows% .ueen R 4 points :night R 1 points 7oo$ R 5 points "awn R & point @ishop R 1 points Bou can also set the limits for Tota n#mber o% pieces and indicate for how long this material imbalance continued in the &mba ance time +moves* box. If the &mba ance time is indicated as , then the material imbalance set above may last for any number of moves.

+i"7
Bou can perform every type of search Fexcept the header searchG in both bases simultaneously. 'hile in the Search dialog box, clic$ on the small button with 1 dots above the Be p button. The Se ect bases to search in window will appear. Select the bases you want to search through and perform the search. The results will be given for each base in separate windows.

Se%$#' &o$ +i*'op* o& oppo*ite #olo$*


@ishops of opposite colors can be specified in the Search dialog window, which appears after calling the Sear ! | $aterial command in the main menu. Select O% opposite co ors in the 4ishops drop down list, and the number of bishops will automatically be set to - for both 4 ack and :hite.

4.4

ADVANCED SEARCH

The Advanced search is a material search in which the material restrictions are set independently for several different groups of s/uares. <all the Sear ! | %d&an ed command in the main menu.

There are &3 mar$ers of different colors. The current color is indicated below the chessboard. To define the first area, clic$ on all the s/uares you want to include, then set the material restrictions for the selected area as described above. 'ith the help of the local menu you can Shi%t markers% 'e%t, <ight, Up, or )o0n. To set the material restrictions for another group of s/uares, clic$ on the 4 #e marker tab. Ai$ewise define another area and set the corresponding material restrictions. An example of this $ind of search is given in Section ..8 Combining Searches. ,,

4.

COMBINING SEARCHES

+i"7
5osition, 1ateria and Advanced searches can also be performed in variations by enabling Search in variations in the Search dialog box.

Bou can combine different types of search. Select them in the Criteria inc #ded section of the Search dialog box, and then set the criteria for each one. Aet(s find, for example, all the roo$ O bishop endings with 3 pawns vs. 1 pawns, in which both players had three pawns on one wing and the strongest side had a passed ,1 bishops are of lateral pawn on the other wing Fthe opposite colorsG. <all Sear ! | #osition. Fill the chessboard with doubled /uestion mar$s Fpress J<trlK J.KG and enable &gnore co ors and 1irror % anks. <lic$ on the small button with 1 dots above the Be p button. The Se ect bases to search in window will appear. *ar$ both bases, A;E7@A:8 and EIA*"AES, with a tic$. *ar$ the 1ateria chec$ box in the Criteria inc #ded section with a tic$ and set the material restrictions. There mustn(t be any /ueens or $nights on the board, and both @lac$ and 'hite have one roo$ and one bishop each. Select O% opposite co ors in the 4ishops drop down list. Set . pawns for 'hite and 3 for @lac$, then set &gnore co ors to On and Side to move= Either. *ar$ the Advanced chec$ box in the Criteria inc #ded section with a tic$. Fill the chessboard with doubled /uestion mar$s. <lic$ on all the s/uares inside the f= h= h, f, FrightG rectangle. In both :hite and 4 ack sections enter 3 on both the left and right of the pawn icon. "ress the 4 #e marker tab and clic$ on all the s/uares FleftG from a, to a= as in the diagram below. In the :hite section enter - on both the left and right of the pawn icon.

4.5

SEARCH FOR MANEUVERS

?sing this tool, you can search for common piece maneuvers. Select Sear ! | $aneu&ers in the main menu, and the Search dialog box will appear, with the 1ane#vers pane on the right. Search for maneuvers irrespective of a position on the board is hardly usefulH it ma$es more sense to combine the maneuver and positional searches. Set up a desired partial position, using the piece palette below the chessboard Fas described in Section ..! 5osition SearchG. 'hen this is done clic$ on the arrow on the palette. Then drag the desired piece from a source s/uare to a destination s/uare. 7epeating this action with other pieces, you can search for a se/uence of moves.

4.6

SEARCH FOR COMMENTS

Bou can search for commented games by selecting the Sear ! | 'omments command in the main menu, and then specifying the type of comments in the Search dialog box. Bou can search for any textual fragments of game annotations Fnaturally, as with all other searches, in both bases simultaneouslyG. To do this, select the Sear ! | 'omments command in the main menu, enable the Annotation criteria option in the Search dialog, clic$ on the Set annotations button, and then specify the desired text annotations in the Set search parameters window. Bou can even search for several textual fragments at once% !ust type them in different lines of the Set search parameters window. In this case the program will search for any of them, thus the resulting list will include all the games with annotations containing at least one of the fragments you have searched for.

The screen should appear as follows%

Bou may also insert any text in the notation. To do this, clic$ on 'ong 4e%ore or 'ong A%ter and type the text commentary in the text window. ?se the &ntrod#ction and A%ter0ord tabs to insert annotations before the first and after the last move of the game. To delete annotations, clic$ on the icon and select )e ete annotations in the small drop down menu. "ress the JCeleteK $ey if you wish to delete the current commentary directly in the notation. To insert a diagram, clic$ on the delete a diagram, clic$ on it again. icon, and to

5.2

,5 To comment a move with a variation, place the cursor before the move in the notation window and !ust play out the variation on the chessboard. 'ntering moves All moves are entered with the mouse. In order to ma$e a move, move the cursor to a piece, press and hold down the mouse button, drag the cursor to the destination s/uare, and then release the mouse button. Commenting the last move in the game If you place the cursor after the last move and enter a new one, it will be added to the main body of the game. To avoid this, press J<trlK and only then enter your variations to the last move. 0e"lacing the entered move "ress the J<trlK $ey while entering a new variation. The Changing move dialog box will appear. Existing variations are displayed on the left. ?se the buttons on the right to control them. The (e0 variation button inserts the entered move as a new variation. If you select &nsert and check moves, the new move will replace the old one, with all the next moves being chec$ed and the illegal ones being deleted. The <ep ace button will overwrite the old move with the new one and delete all the following moves. Changing the order of variations <lic$ing on the icon will bring up the /ariations contro dialog box. To change the order of variations in the window, drag and drop them or clic$ on the up and down arrows. 3eleting a fragment of notation "ressing the J@ac$spaceK $ey deletes the last entered move. If you wish to delete all moves from the current one until the game end, press the JShiftK J<trlK J@ac$spaceK $ey combination. <lic$ing on the icon will bring up the )e eting moves dialog box. Select the desired options according to what you want to delete and press OA. &ainting on the chessboard <lic$ing on the icon will produce the Co or markers set#p dialog box, with the current position on

ADDING VARIATIONS

"ress the Search button. A list with the only found game will appear F@rowne E C.)urevich, ?SA &463G. ,3 In this example we combined several types of search F"osition O *aterial O Advanced O For bishops of opposite colors O For hori#ontally and vertically symmetrical positionsG.

2. COMMENTING
To comment a game in /ie0 mode, !ust clic$ on the Comments tab in the left part of the toolbar and the Comments toolbar will appear.

5.1

ANNOTATING MOVES

To annotate a move, clic$ on the icon. A small drop down menu will appear. Select Annotate move and you will get the Annotations editor dialog box.

The Informant style symbols may be used in short comments. 8ighlight Short 4e%ore if you wish to insert a symbol before the current move or Short A%ter to insert one after, then clic$ on the appropriate symbol. Bou can also press the Eva #ation tab and select the desired evaluation.

,9

the left and the color mar$ers on the right. This window contains five tabs% 1arkers( 'ines( 4 ocks( Chars and Te;t that allow to place various color ob!ects on the chessboard.

&G ,G

5.3 WORKING WITH THE CLIPBOARD


Bou can use the standard 'I+CD'S clipboard which allows one to copy games and analysis from the I+TE7+ET and other sources, and to paste them to the A;E7@A:8 or EIA*"AES database. 'ith its help you can also export data from <D*"7E8E+SI;E <8ESS E+CI+)S to other programs, and last but not least, it lets you share data inside <D*"7E8E+SI;E <8ESS E+CI+)S. The ")+ and E"C formats are the de facto standard for sharing information between different chess programs. They are also the standard formats for posting games and analysis on the I+TE7+ET. The S.")+ and S.E"C files are text files which can be edited manually with a text processor. They can also be produced by chess programs, which support these formats. ")+ stands for -portable game notation0, and is intended for exchanging game scores and analysis. E"C stands for -extended position description0 and is intended for exchanging board positions. +o e="ort a game from C/.&0'6'1SI8' C6'SS '13I1)S to the &)1 format7 &G Dpen the /ie0 window with this game. ,G To copy the game to the clipboard, press J<trlK JInsK. 1G Switch to the program this game is to be exported to FThis can be any text processor or a chess program supporting both the ")+ format and 'I+CD'S clipboardG. 3G To paste the game, press JShiftK JInsK. There is also another method. 'hile in the /ie0 window, place the cursor at the desired position. If you now press J<trlK JTK, the program will copy the moves from the selected position until the game(s end, in ")+ format, to the 'I+CD'S clipboard. If you press J<trlK JUK, the program will copy the moves from the beginning of the game until the selected position, in ")+ format, to the 'I+CD'S clipboard. Dnce in the 'I+CD'S clipboard, the contents can be pasted anywhere at the user(s discretion. +o e="ort many games from CC' to the &)1 format7 &G Dpen the list window with these games. ,G 8ighlight the desired games in the list. 1G To copy these games to the clipboard, press J<trlK JInsK. 3G Switch to the program these games are to be exported to. 5G To paste the games, press JShiftK JInsK. +o e="ort a board "osition from CC' to the '&3 format7

Dpen the 5osition operations window. In the 5osition to be saved pane, set up the desired position on the chessboard. 1G To copy the position to the clipboard, press J<trlK JInsK. 3G Switch to the program this position is to be exported to FThis can be any text processor or a chess program supporting both the E"C ,= format and 'I+CD'S clipboardG. 5G To paste the position description, press JShiftK JInsK. Instead of calling the 5osition operations window, you can simply press either J<trlK JLK or J<trlK JNK, and the current position, in E"C format, will be copied to the 'I+CD'S clipboard. If you press J<trlK JLK, the position description will be supplied with the game header and indication whose move it is.

5.4

SAVING A GAME

This program does not allow you to save changes in the main lines, but you can save changes in variations. To do this, select Edit | Sa&e game in the main menu or clic$ on the icon, or press the J<trlK JSK $ey combination. If the current base is not <ead on y then the game will be saved to dis$. Con(t be afraid to accidentally damage the database, because you can restore it from your <C.

5ase "ro"erties
To get more information about the current base, call Base | #roperties. This will produce the 4ase properties dialog box that displays the base Type, its full name F5athG, 'ength Fnumber of gamesG and Comment. *ar$ the <ead on y chec$ box with a tic$ if you wish to prevent undesirable changes from being made to the base. Bou can also specify whether to show deleted games in the list.

3. PLA4ING ENGINES AND ANAL4SIS


<D*"7E8E+SI;E <8ESS E+CI+)S provides complete playing program facilities with the built in playing engines. Apart from them, many other chess engines Fi.e. programs that play chessG can be lin$ed up to <D*"7E8E+SI;E <8ESS E+CI+)S. This permits you to play against a computer and analy#e with different engines. Bour <C includes% The latest version of <7AFTB. This program by 7obert 8yatt is the most popular freeware engine. C7A)D+. This engine is obviously wea$er than <7AFTB, but many users say that playing against C7A)D+ is amusing.

6.1

LINKING PLAYING ENGINES

<7AFTB and C7A)D+ are built in and do not re/uire lin$ing. All other programs you plan on using, must be lin$ed to <D*"7E8E+SI;E <8ESS E+CI+)S according to the following procedure. +aturally, the program you(re lin$ing to <D*"7E8E+SI;E <8ESS E+CI+)S must already be installed on your ,6 computer. The Engines window, which is intended for lin$ing playing engines, can be called up in five ways% @y selecting Engines | Engines setupH @y selecting Tools | Options | EnginesH @y selecting Tools | '!ess engines setupH @y clic$ing on the small arrow to the right of the icon in the toolbar and selecting Chess engines set#p from the drop down menuH @y pressing JAltK JF&&K.

In the pane below the notation the program displays the lines it considers the best, with the evaluations and calculation depth Fin half movesG to the left. The time spent by both players is shown above. Two button bars below the chessboard were described in Section 3.. /ie0 1ode. ?se the buttons below the chessboard, toolbar icons and hot $eys. ,4 clic$ on the To set up a position to play, small arrow to the right of the icon on the toolbar and select the desired command from the drop down menu. To set time control, clic$ on the the toolbar. icon on

To stop the cloc$ for a while, no matter who is to move, clic$ on the icon, and to resume the game, clic$ on it again.

6.2 AD#USTING PLAYING ENGINES


After you have lin$ed the desired engines to <D*"7E8E+SI;E <8ESS E+CI+)S, you can ad!ust them. Dptions, which are common for all the lin$ed engines, are ad!usted in the $enera ana ysis options and 5 ay Options panes. Specific options of individual programs are ad!usted with the help of the 5ersona ities button.

Bou can save the game in the E+)I+E)A*ES base and FoptionallyG fill in the game header fields. If the game is not finished yet, but you don(t want to continue it, press JEscK, and the program will offer you to Assign game res# t. "ress one of the four radio buttons F-=,, F, ,=-, or (oneG, clic$ on OA, and the Stop game window will appear. Select the desired action and press OA. To ad!ourn the game, !ust save it in the E+)I+E)A*ES base as described above. To resume it, open the desired game in /ie0 mode and select Engines | #la) against an engine | Resume in the main menu or press JShiftK J<trlK JF&&K.

6.3 PLAYING AGAINST AN ENGINE


To start a new game from the starting position, select Engine | #la) against an Engine | #la) *rom starting position in the main menu, or clic$ on the icon on the toolbar, or press JF&&K. To start a new game from the current position Fin /ie0 or Tree modeG, select Engine | #la) against an Engine | #la) *rom urrent position in the main menu or press JShiftK JF&&K. In /ie0 or Tree mode, you can also clic$ on the icon in the Engines section on the toolbar and then select #la) *rom urrent position or #la) a new game from the drop down list. In all cases, the Start#p window will appear, allowing you to select an engine, set time control and ad!ust some other options. Select an engine from the drop down list, ad!ust other settings and press Start. The program will open the base E+)I+E)A*ES Fif it was not already openG and the window for the new game. To play as 'hite Fif you selected B#man D Comp#terG, simply ma$e your first move, and to play with the blac$ pieces, press the JSpacebarK For select Comp#ter E B#man beforehandG. 2?

6.4

ANALY$ING WITH ENGINES

&n%inite analysis can be called in /ie0 mode. "lace the cursor at the position you wish to analy#eH further you have two options. 1? If you select the Engines | +n*inite anal)sis command in the main menu, or clic$ on the icon in the Engines section on the toolbar, or press the JSpacebarK, the program will run the engine that was used the last time. If you select the Engines | +n*inite anal)sis, command in the main menu, or clic$ on the small arrow to the right of the icon in the toolbar and select &n%inite ana ysisV from the drop down menu, or press J<trlK JSpacebarK, you will get the Start ana ysis dialog box with a lot of different settings. The first method is the simplest type of &n%inite analysis and does not re/uire any ad!ustment. In a few seconds

after you pressed the JSpacebarK, a pane with results of the analysis will appear. The program shows the lines it considers the best, with evaluations and depths of these lines to the left. The upper variation is bold facedH it is the main one because it is the deepest, and after the analysis is finished, it will be inserted into the notation as a comment. 12 To /uic$ly switch between positions in the analysis lines, use the arrow $eys or !ust clic$ on any move in any line in the analysis pane, and the position after this move will appear on the chessboard. *a$e your move from this position on the board, and the engine will immediately start to analy#e it.

The highlighted games are mar$ed only until the next operation is executed. The games selected and colored will remain colored in the dataset in which you mar$ed them, for as long as the dataset is open. "lease 1& note that they will not stay colored in the database list. If you want to mar$ a game in the database, you should include this game into a class. To highlight a game, clic$ on a cell with the game number. To select a game by coloring it, clic$ on this game in the list and press the JInsertK $ey. If several games are highlighted, pressing JInsertK will color them all. 'hen the re/uired games have been mar$ed in some way Fhighlighted or coloredG, choose one of the following commands in the main menu% Dataset | 'reate dataset *rom | 'reate dataset *rom !ig!lig!ted games or Dataset | 'reate dataset *rom | 'reate dataset *rom olored games. Bou can also call these commands from the local menu or by hitting JF4K. +ote that the new set will be displayed in the same window and the original set will be erased.

6.5

USING THE DGT BOARD

If you find it unpleasant to play on the screen and miss the feel of a wooden board, you can connect the C)T board and play on it instead. The C)T board is an electronic wooden auto sensory chessboard by C)T "ro!ects from the +etherlands. Dnce connected to your computer, it permits you to play against the built in engines, analy#e with them, and input your analysis. <onnect the C)T board to <D*& or <D*, port of your computer. Select Tools | D-T board options in the main menu and choose the port. To chec$ the connection, select Tools | D-T board options | Test. 'hile in /ie0 mode, right clic$ on the notation and select Enab e inp#t %rom )$T board in the local menu. +ow you can analy#e on the C)T board. 'hen you ma$e your moves in /ie0 or &n%inite ana ysis modes, they instantly appear on the computer screen as if they were made with the mouse. 'hile analy#ing the game, you can set up on the C)T board any position from this game or its variations. If you have not mista$en and this position really occurred in the game For in its variationsG, it will instantly appear on the computer screen.

6ow can I Duickly select succession of gamesC


First you have to highlight the games. To do this, clic$ on the first game and then, pressing the JShiftK $ey, clic$ on the last game of the succession. To highlight the entire list, clic$ on the cell above the game numbers on the title bar. "ress JInsertK when the desired games have been highlighted. If there are both selected and non selected games among the highlighted ones, you will be as$ed to choose Se ection type. If the colored games were highlighted then pressing JInsertK would cancel the selection. To cancel the whole selection, call the Edit | 'lear sele tion command.

.2 CLASSIFYING GAMES AND POSITIONS


To speed up access to games in a database, your chess database management system should have convenient tools for classifying games and positions, and <D*"7E8E+SI;E <8ESS E+CI+)S offers you two such tools% the 'I+CD'S EI"AD7E7 style classifier and standard classes. The 'I+CD'S EI"AD7E7 style classifier is based on the printed edition and cannot be altered Fsee Section 3.! 4ro0sing the Contents for its descriptionG. The standard classes allow you to classify games according to any criteria. A class may include any games that you want, and of course the same game may be included in several classes. <D*"7E8E+SI;E <8ESS E+CI+)S offers you 12 standard classes. <all the Tools | Options | 'lasses command, and a dialog box will appear. 1,

5. SETS OF GAMES
It is usually more convenient to wor$ from a set of games instead of an entire base. The expression -set of games0 For -dataset0G has been used many times in the previous sections. For instance, every search produces a set. Bou can also create a set by selecting desired games in the 'ist mode.

.1

SELECTING GAMES

First you have to mar$ the games you want to select. Bou can mar$ games in the list in two ways% &G @y highlighting ,G @y coloring

>hat@s the difference between AhighlightedB and AcoloredCB

FoptionallyG, and press OA. +ext time you open this game in the /ie0 window, you can !ump between the test positions you have mar$ed. To do this, clic$ on the Comments tab in the $ame header section below the chessboard, then clic$ on the button, and the Set parameters window will appear. "ress the C ass navigation button, mar$ the Tests class with a tic$, press OA, and you will return to the game /ie0 window. +ow you can !ump to the next test position or to the previous one by clic$ing on the or icon correspondingly. The Dataset | 'reate dataset *rom, | command allows you to select sets of games with multiple classes. <lic$ing on Ot!er lass will produce the Se ect c asses window described above. The resulting dataset will contain only those games, which include all the classes you have mar$ed. Two numeric boxes in the 'ayo#t section allow you to ad!ust the number of classes displayed in the 'ist window in the cells next to the game numbers. The classes are also displayed in the /ie0 window Fin the $ame header section below the chessboardG. If you want a class to be displayed, you have to attach some color to it. To do this, right clic$ on the class name in the Avai ab e c asses list and clic$ on one of the Co ors. To -uncolor0 a class, clic$ on the icon. To transfer some games from one class to another, select Dataset | '!ange | Delete lasses in the main menu. To include a game in a class in the /ie0 mode, select the Edit | %dd | remo&e *rom lasses in the main menu. To include a set of games in a class in the 'ist mode, call Edit | %dd dataset to lassesH and to exclude it, select Edit | Remo&e dataset *rom lasses.

4sing filters
@rowsing diagrams in the <ontents, you can give the program an order to display only those examples that are included in one or several selected classes. To do this, right clic$ on the browser pane and enable the Use %i ter option, then call this local menu again and select the 9i ter settings command. The Se ected c asses window will appear. @y default all classes are included, but you may exclude any of them. The local menu allows you to instantly Se ect a or Unse ect a .

1ote7
Dne of the standard classes is called 1arked. Con(t confuse it with games mar$ed with color. The blue mar$s are forgotten as soon as the window is closed but the class is stored for future use.

Bou can include into classes not only entire games, but positions as well. For example, if there are several instructive test positions in a game, you can mar$ them all. To do this, -color0 the Tests class in the Avai ab e c asses list and ma$e sure that it is displayed in the 'ayo#t section. Then, while in the /ie0 window, clic$ on the Comments tab in the $ame header section below the chessboard. "lace the cursor after the move, which has led to the first test position, in the (otation pane. 11 and the <lic$ on the corresponding class cell, highlighted Tests line will appear in the $ame header section. FDf course, the same position may be included in several classesG. 7epeat this procedure with the other test positions. Bou can also include a position in some classFesG in another way. "lace the cursor on the move, which has led to this position, in the (otation pane. <lic$ on the icon in the Comments section in the toolbar, and the Se ect c asses window will appear. *ar$ the desired classFesG with a tic$, type in Comment

+i"7
Aeave the :rong so #tion class mar$ed and unmar$ all other classes in the &nc #de pane, and the browser will present only those 13 positions in which you failed to guess a correct evaluation.

position are different. Ai$ewise, there might be several paths from any position or, in other words, several moves have been played. Therefore, there are two possible approaches% every database may be considered either as a set of games or as a tree, i. e. a set of positions connected by different paths. <D*"7E8E+SI;E <8ESS E+CI+)S offers you good tools for operating the chess trees.

Ope$%ti!" % T$ee
To enter the Tree mode, select the Sear ! | Tree command in the main menu or clic$ on the and the Tree window will appear. icon,

.3 OPERATIONS WITH DATASETS


Select Dataset | Disk operations | Ot!er FThe operations used most often, Save to disk and 'oad %rom disk, are put as separate items though they can be reached by selecting Other tooG. The )ataset operations dialog box will appear. It displays the C#rrent dataset FaboveG, Operation Fon the drop down listG, second operand Fin the Se ected lineG, and the resulting set. The following current database ob!ects are included into the Operands list% All open windowsH All existing classesH All previously saved datasets. In the Operation drop down list you can select the following logical operations with datasets% Goin, &ntersect, S#btract, 'oad, Save.

There are several types of trees, but functionally they are nearly identical from the user(s point of view. In the drop down box you can select one of them% C#rrent base tree, B#ge base tree, )irect tree, Eva #ations, or &nde;er. The diagram displays the current position, with buttons below the chessboard similar to those in /ie0 mode. The path leading to the current position is shown in the 19 lower pane, and the statistics of the current position are present in the lower left hand corner. Bou can move along the tree either by replaying moves on the chessboard, or with the arrow $eys, or by double clic$ing on the desired moveH the tree will automatically update the information. The 1ove column displays a list of moves from this position, some of which are evaluated. Cetailed statistics for the current move are shown to the right and below the list. The "Dty column displays the number of games in which a move occurred. The H column shows the percentage of success for each move Fcalculated as W of won games O W of draws divided in ,G. The following column displays the <A" data Fsee below for explanationG.

6. C ESS TREES
A chess game may be considered as a set of positions connected by moves, and a se/uence of moves that leads from one position to another. Aet(s call this se/uence of moves a path. Thus every game may be considered as a path that begins at the starting 15 position and ends at the final one. The same approach may be used for a set of games and even for an entire database, because every database is a set of games. As far as we $now, each game is a set of positions connected by pathsH conse/uently, a database may be considered as a set of positions connected by different paths. If one approaches a database from this point of view, it(s /uite possible that the same position may occur in several different games but the paths leading to this

The Theory column shows information from the +alimov endgame tablebases. The Comp#te column displays evaluations obtained with the help of computer analysis within <D*"7E8E+SI;E <8ESS E+CI+)S. The Annotations column shows the user(s comments. @elow the list you can see how many games with the current move were won by 'hite, won by @lac$, or drawn Fas numbers and as a percentageH the red bar stands for won games, yellow E for draws, green E for losses, and blue bar E for games with an undefined resultG.

8. PRINTING
The program is capable of printing notations and lists of games. In /ie0 mode the #rint | #rint command prints header and notation of the current game. In 'ist mode the #rint | #rint command prints the game headers and notations of all the listed games. To print a current set of games, use the #rint | #rint urrent dataset command.

P%"e *et)p
To ad!ust a page setup, select #rint | #age setup. This will bring up the 5rint options window, with the activated 5age set#p tab. Select a printer from the 5rinter name drop down list. To ad!ust the printer, press the Set#p button. Bou can set the 'e%t, <ight, Top and 4ottom 1argins Fin centimetersG, as well as the (#mber of Co #mns and Space bet0een them, and even have the option to )ra0 a ine bet0een the co #mns. To ad!ust 5age header or 5age %ooter, press the corresponding small button with dots. This will bring up the Edit pattern window in which you can type your text and Se ect %ont. To insert specific fields, such as 5age n#mber, 5age co#nt, 3ear or Time to the page header or footer, right clic$ on the 5attern line and select the desired item in the local menu. The three lower commands at the bottom of this menu FTab, 5rint i% the previo#s %ie d is not empty and 5rint i% the ne;t %ie d is not empty G let you ad!ust the layout of these fields. The Tab item in this local menu does the following% the text entered before the first Tab will be aligned to the leftH the text entered between the two Tabs will be centeredH and the text entered after the second Tab will be aligned to the right. In the 5rint options window, you can watch the changes in the page header and footer in the upper and lower 5attern lines correspondingly. 16 or an To insert an Empty ine a%ter the page header Empty ine be%ore the page footer, mar$ the corresponding chec$ box with a tic$. Bou can watch the page setup changes in the 5age previe0 pane.

@elow the words Other moves you can see all the moves available in the other trees, which weren(t played in a game of the current database.

D%t%+%*e 1it' m%*te$ e(%l)%tio!*


<D*"7E8E+SI;E <8ESS E+CI+)S incorporates a database with opening evaluations. About &12,222 opening positions and more than &52,222 moves have been evaluated by our openings experts Finternational mastersG. In fact, the database with the master evaluations is a )irect Tree that is stored in the E;AA.8S8 and E;AA.EA* files. These evaluations are accessible from both databases and are shown next to the moves in the 1ove column in any mode that displays the Tree pane. If they disturb you, !ust turn them off.

CAP d%t%
<A" Fthe <D*"?TE7 A+AABSIS "7DPE<TG unites a number of enthusiasts from different countries, whose intention is to analy#e as many positions as possible. The pro!ect includes many branches and mainly evolves in two directions% from the game beginning to its end and from the game end to its beginning. <D*"7E8E+SI;E <8ESS E+CI+)S presents the <A" data in the form of a )irect Tree stored in the <A".8S8 and <A".EA* files. 1=

Ope!i!" +oo7

Similar to a human chessplayer, a playing engine may have its own opening repertoire. It is stored in the opening boo$ which allows the engine to recall instantly all the moves it will play in the opening phase of the game. <D*"7E8E+SI;E <8ESS E+CI+)S comes with an abridged opening boo$ based on 522,222 positions F<8ESS ASSISTA+T(s opening boo$ is based on &2 million positionsG. ?nli$e the ma!ority of playing programs, which store every opening boo$ in a separate database, <D*"7E8E+SI;E <8ESS E+CI+)S uses text files with settings, basing on which the program pic$s out moves from several sources. These settings are stored in the <AD@DD:.I+I file in the <D*"7E8E+SI;E <8ESS E+CI+)S folder and in the <D*"7E8E+SI;E <8ESS E+CI+)SN@DD: folder.

P$i!t optio!*
The #rint | #rint options command brings up the 5rint options dialog box intended to define how a set of games will loo$ in print. To ad!ust the appearance of game headers, clic$ on the $ame header tab, and the program will suggest six standard headers. To use one, press the Use a prede%ined ayo#t radio button and select the desired header in the drop down list in the upper right hand corner of the window. To set your own header, press the C#stomize patterns radio button and define the header layout in the -st, !nd

and 3rd pattern ine. To access any of these three lines, press the corresponding small button with dots. This will bring up the Edit pattern dialog box, similar to the one described in the previous section. Bou can specify the 'ine spacing in ha %D ines as well as whether you wish the (ame %ormat to be 9# or 5artia by pressing one of the two radio buttons. The contents of the Empty p ayer string will be printed instead of an undefined player name, while the contents of the Empty %ie d string will be printed in the other undefined fields. If the Empty %ie d string is empty, I@J will be printed in undefined fields. To ad!ust the appearance of game notations, clic$ on the $ame notation tab.

default settings are used. See the results of the changes in the 5revie0 section.

Dear ustomer(
Than$ you for using this product. Bour notes and suggestions are most welcome. @ecause we at <onve$ta <ompany value your comments, we will use the information you provide to continuously improve our products. Than$ you for your cooperation. "lease contact us% .ail7 <onve$ta Atd., "D @ox 12, cLo I"S Suite ,, )lobal 8ouse, "oyle 7oad <oln@roo$ SA1 2AB @er$shire ?: or <onve$ta Atd. cLo I"S 999 Fifth Avenue Suite 5=, +ew Bor$ +B &2&21 ?SA ';mail7 Su""ort7 supportXchessassistant.com Sales7 salesXchessassistant.com

P$i!t p$e(ie1
To see how the games will appear in print, call #rint | #rint pre&iew, and the 5rint 5revie0 window will appear. In the Koom box you can enlarge or reduce the picture on the screen Fthis does not affect the printingG. To print all the pages, clic$ on 5rint A , or to print the current page, clic$ on C#rrent. The left box in the 5age section shows the current page number, while the right window displays the total number of pages. Bou can turn the pages over by clic$ing on the U and T buttons. Bou can also type the page number in the left box and press JEnterK. The UU and TT buttons !ump to the first and last pages correspondingly. To close the 5rint 5revie0 window, press C ose or hit JEscapeK.

E9po$ti!"
The #rint | Export | Ri ! Text Format menu command converts a current set of games to the 7TF format, which is widely used in des$top publishing. 14Selecting this command will bring up the Save as window in which you can set the exported file name. To ad!ust the layout of the 7TF documents, select #rint | #rint options in the main menu and then clic$ on the RTF setup tab.

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32

1:. MISCELLANEOUS OPTIONS


Select Tools | Options in the main menu or press JAltK JF4K, and the Options window will appear. It has nine tabs that allow you to ad!ust the appearance of different windows in different modes. For example, to choose fonts and colors for the chessboard, notation, list etc., clic$ on the 9onts and co ors tab. The ob!ects that can be modified are displayed in the E ement section. <lic$ing on a plus sign next to a folder icon brings up a list of the enclosed elements. Select the element you wish to ad!ust and set the 9ont, Co or and A ign. If an option is dimmed then the

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