Coordinates | 41°52′55″N87°37′40″N |
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{{infobox game | subject name | Chess | image_link | image_caption From left to right: a white king, a black rook, a black queen, a white pawn, a black knight, and a white bishop | players 2 | setup_time About 1 minute | playing_time Casual games usually last 10 to 60 minutes; tournament games last anywhere from about ten minutes (blitz chess) to six hours or longer. | skills Tactics, strategy | random_chance None }} |
Chess is a two-player board game played on a chessboard, a square-checkered board with 64 squares arranged in an eight-by-eight grid. It is one of the world's most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments.
Each player begins the game with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns, each of these types of pieces moving differently. Pieces are used to attack and capture the opponent's pieces. The object of the game is to checkmate the opponent's king by placing it under threat of capture ("check") which cannot be avoided. In addition to checkmate, the game can be won by the voluntary resignation of one's opponent, which may occur when too much material is lost, or if checkmate appears unavoidable. A game may result in a draw in several ways, and neither player wins. The course of the game is divided in three phases. The beginning of the game is called the opening (with the development of pieces). The opening yields to the phase called the middlegame. The last phase is the endgame, generally characterised by the disappearance of queens.
The first official World Chess Champion, Wilhelm Steinitz, claimed his title in 1886; the current World Champion is Viswanathan Anand from India. In addition to the World Championship, there are the Women's World Championship, the Junior World Championship, the World Senior Championship, the Correspondence Chess World Championship, the World Computer Chess Championship, and Blitz and Rapid World Championships. The Chess Olympiad is a popular competition among teams from different nations. Online chess has opened amateur and professional competition to a wide and varied group of players. Chess is a recognized sport of the International Olympic Committee, and international chess competition is sanctioned by the FIDE (Fédération Internationale des Échecs or World Chess Federation). There are also many chess variants that have different rules, different pieces, and different boards.
Commencing in the second half of the 20th century computers have been programmed to play chess with increasing success to the point where home computers can play chess at a very high level. In the past two decades computer analysis has contributed significantly to chess theory as understood by human players, particularly in the endgame. The computer program Deep Blue was the first machine player to overcome a reigning World Chess Champion when it defeated Garry Kasparov in 1997.
The pieces are divided, by convention, into white and black sets. The players are referred to as "White" and "Black", and each begins the game with sixteen pieces of the specified color. These consist of one king, one queen, two rooks, two bishops, two knights, and eight pawns.
Each chess piece has its own style of moving. In the diagrams, the dots mark the squares where the piece can move if no other pieces (including one's own piece) are on the squares between the piece's initial position and its destination.
When a pawn advances to the eighth rank, as a part of the move it is promoted and must be exchanged for the player's choice of queen, rook, bishop, or knight of the same color. Usually, the pawn is chosen to be promoted to a queen, but in some cases another piece is chosen; this is called underpromotion. In the diagram on the right, the pawn on c7 can be advanced to the eighth rank and be promoted to an allowed piece. There is no restriction placed on the piece that is chosen on promotion, so it is possible to have more pieces of the same type than at the start of the game (for example, two queens).
Besides casual games without any time restriction, chess is also played with a time control, mostly by club and professional players. If a player's time runs out before the game is completed, the game is automatically lost (provided his opponent has enough pieces left to deliver checkmate). The duration of a game ranges from long games played up to seven hours to shorter rapid chess games, usually lasting 30 minutes or one hour per game. Even shorter is blitz chess, with a time control of three to fifteen minutes for each player, and bullet chess (under three minutes). In tournament play, time is controlled using a game clock that has two displays, one for each player's remaining time.
Chess games and positions are recorded using a special notation, most often algebraic chess notation. Abbreviated (or short) algebraic notation generally records moves in the format "abbreviation of the piece moved – file where it moved – rank where it moved." For example, Qg5 means "queen moves to the g-file and 5th rank (that is, to the square g5). If there are two pieces of the same type that can move to the same square, one more letter or number is added to indicate the file or rank from which the piece moved, e.g. Ngf3 means "knight from the g-file moves to the square f3". The letter P indicating a pawn is not used, so that e4 means "pawn moves to the square e4".
If the piece makes a capture, "x" is inserted before the destination square. Thus Bxf3 means "bishop captures on f3". When a pawn makes a capture, the file from which the pawn departed is used in place of a piece initial, and ranks may be omitted if unambiguous. For example, exd5 (pawn on the e-file captures the piece on d5) or exd (pawn on e-file captures something on the d-file).
If a pawn moves to its last rank, achieving promotion, the piece chosen is indicated after the move, for example e1Q or e1=Q. Castling is indicated by the special notations 0–0 for kingside castling and 0–0–0 for queenside castling. A move that places the opponent's king in check usually has the notation "+" added. Checkmate can be indicated by "#" (occasionally "++", although this is sometimes used for a double check instead). At the end of the game, "1–0" means "White won," "0–1" means "Black won," and "½–½" indicates a draw.
Chess moves can be annotated with punctuation marks and other symbols. For example "!" indicates a good move, "!!" an excellent move, "?" a mistake, "??" a blunder, "!?" an interesting move that may not be best, or "?!" a dubious move, but not easily refuted.
For example, one variant of a simple trap known as the Scholar's mate, animated in the picture to the right, can be recorded: # e4 e5 # Qh5?! Nc6 # Bc4 Nf6?? # Qxf7# 1–0
In chess, tactics in general concentrate on short-term actions – so short-term that they can be calculated in advance by a human player or by a computer. The possible depth of calculation depends on the player's ability. In quiet positions with many possibilities on both sides, a deep calculation is more difficult and may not be practical, while in "tactical" positions with a limited number of forced variations where much less than the best move would lose quickly, strong players can calculate long sequences of moves.
Simple one-move or two-move tactical actions – threats, exchanges of material, and double attacks – can be combined into more complicated combinations, sequences of tactical maneuvers that are often forced from the point of view of one or both players. Theoreticians described many elementary tactical methods and typical maneuvers; for example, pins, forks, skewers, batteries, discovered attacks (especially discovered checks), zwischenzugs, deflections, decoys, sacrifices, underminings, overloadings, and interferences.
A forced variation that involves a sacrifice and usually results in a tangible gain is called a combination.
Chess strategy is concerned with evaluation of chess positions and with setting up goals and long-term plans for the future play. During the evaluation, players must take into account numerous factors such as the value of the pieces on the board, control of the center and centralization, the pawn structure, king safety, and the control of key squares or groups of squares (for example, diagonals, open files, and dark or light squares).
The most basic step in evaluating a position is to count the total value of pieces of both sides. The point values used for this purpose are based on experience; usually pawns are considered worth one point, knights and bishops about three points each, rooks about five points (the value difference between a rook and a bishop or knight being known as the exchange), and queens about nine points. The king is more valuable than all of the other pieces combined, since its checkmate loses the game. But in practical terms, in the endgame the king as a fighting piece is generally more powerful than a bishop or knight but less powerful than a rook. These basic values are then modified by other factors like position of the piece (for example, advanced pawns are usually more valuable than those on their initial squares), coordination between pieces (for example, a pair of bishops usually coordinate better than a bishop and a knight), or the type of position (knights are generally better in closed positions with many pawns while bishops are more powerful in open positions).
Another important factor in the evaluation of chess positions is the pawn structure (sometimes known as the pawn skeleton), or the configuration of pawns on the chessboard. Since pawns are the least mobile of the chess pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes, once created, are often permanent. Care must therefore be taken to avoid these weaknesses unless they are compensated by another valuable asset (for example, by the possibility of developing an attack).
A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings and have been given names such as the Ruy Lopez or Sicilian Defence. They are catalogued in reference works such as the Encyclopaedia of Chess Openings. There are dozens of different openings, varying widely in character from quiet positional play (for example, the Réti Opening) to very aggressive (the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to more than 30 moves. Professional players spend years studying openings and continue doing so throughout their careers, as opening theory continues to evolve.
The fundamental strategic aims of most openings are similar:
Most players and theoreticians consider that White, by virtue of the first move, begins the game with a small advantage. This initially gives White the initiative. Black usually strives to neutralize White's advantage and achieve equality, or to develop dynamic counterplay in an unbalanced position.
The middlegame is the part of the game which starts after the opening. There is no clear line between the opening and the middlegame, but typically the middlegame will start when most pieces have been developed. (Similarly, there is no clear transition from the middlegame to the endgame; see start of the endgame.) Because the opening theory has ended, players have to form plans based on the features of the position, and at the same time take into account the tactical possibilities of the position. The middlegame is the phase in which most combinations occur. Combinations are a series of tactical moves executed to achieve some gain. Middlegame combinations are often connected with an attack against the opponent's king; some typical patterns have their own names; for example, the Boden's Mate or the Lasker–Bauer combination.
Specific plans or strategic themes will often arise from particular groups of openings which result in a specific type of pawn structure. An example is the minority attack, which is the attack of queenside pawns against an opponent who has more pawns on the queenside. The study of openings is therefore connected to the preparation of plans that are typical of the resulting middlegames.
Another important strategic question in the middlegame is whether and how to reduce material and transition into an endgame (i.e. simplify). Minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of a pawn, or sometimes even with a two-pawn advantage.
The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and endgame:
Around 1200, the rules of shatranj started to be modified in southern Europe, and around 1475, several major changes made the game essentially as it is known today. Pawns gained the option of advancing two squares on their first move, while bishops and queens acquired their modern abilities. The queen replaced the earlier vizier chess piece towards the end of the 10th century and by the 15th century had become the most powerful piece; consequently modern chess was referred to as "Queen's Chess" or "Mad Queen Chess". These new rules quickly spread throughout western Europe. The rules about stalemate were finalized in the early 19th century. To distinguish it from its predecessors, this version of the rules is sometimes referred to as western chess or international chess.
Writings about the theory of how to play chess began to appear in the 15th century. The Repetición de Amores y Arte de Ajedrez (Repetition of Love and the Art of Playing Chess) by Spanish churchman Luis Ramirez de Lucena was published in Salamanca in 1497. Lucena and later masters like Portuguese Pedro Damiano, Italians Giovanni Leonardo Di Bona, Giulio Cesare Polerio and Gioachino Greco, and Spanish bishop Ruy López de Segura developed elements of openings and started to analyze simple endgames.
In the 18th century, the center of European chess life moved from the Southern European countries to France. The two most important French masters were François-André Danican Philidor, a musician by profession, who discovered the importance of pawns for chess strategy, and later Louis-Charles Mahé de La Bourdonnais, who won a famous series of matches with the Irish master Alexander McDonnell in 1834. Centers of chess activity in this period were coffee houses in big European cities like Café de la Régence in Paris and Simpson's Divan in London.
As the 19th century progressed, chess organization developed quickly. Many chess clubs, chess books, and chess journals appeared. There were correspondence matches between cities; for example, the London Chess Club played against the Edinburgh Chess Club in 1824. Chess problems became a regular part of 19th-century newspapers; Bernhard Horwitz, Josef Kling, and Samuel Loyd composed some of the most influential problems. In 1843, von der Lasa published his and Bilguer's Handbuch des Schachspiels (Handbook of Chess), the first comprehensive manual of chess theory.
Deeper insight into the nature of chess came with two younger players. American Paul Morphy, an extraordinary chess prodigy, won against all important competitors (except Howard Staunton, who refused to play), including Anderssen, during his short chess career between 1857 and 1863. Morphy's success stemmed from a combination of brilliant attacks and sound strategy; he intuitively knew how to prepare attacks. Prague-born Wilhelm Steinitz later described how to avoid weaknesses in one's own position and how to create and exploit such weaknesses in the opponent's position. The scientific approach and positional understanding of Steinitz revolutionized the game. Steinitz was the first to break a position down into its components. Before Steinitz, players brought their queen out early, did not completely develop their other pieces, and mounted a quick attack on the opposing king, which either succeeded or failed. The level of defense was poor and players did not form any deep plan. In addition to his theoretical achievements, Steinitz founded an important tradition: his triumph over the leading German master Johannes Zukertort in 1886 is regarded as the first official World Chess Championship. Steinitz lost his crown in 1894 to a much younger player, the German mathematician Emanuel Lasker, who maintained this title for 27 years, the longest tenure of all World Champions. It took a prodigy from Cuba, José Raúl Capablanca (World Champion 1921–27), who loved simple positions and endgames, to end the German-speaking dominance in chess; he was undefeated in tournament play for eight years, until 1924. His successor was Russian-French Alexander Alekhine, a strong attacking player who died as the World champion in 1946. He briefly lost the title to Dutch player Max Euwe in 1935 and regained it two years later.
Between the world wars, chess was revolutionized by the new theoretical school of so-called hypermodernists like Aron Nimzowitsch and Richard Réti. They advocated controlling the center of the board with distant pieces rather than with pawns, which invited opponents to occupy the center with pawns, which become objects of attack.
After the end of the 19th century, the number of master tournaments and matches held annually quickly grew. Some sources state that in 1914 the title of chess grandmaster was first formally conferred by Tsar Nicholas II of Russia to Lasker, Capablanca, Alekhine, Tarrasch, and Marshall, but this is a disputed claim. The tradition of awarding such titles was continued by the World Chess Federation (FIDE), founded in 1924 in Paris. In 1927, the Women's World Chess Championship was established; the first to hold the title was Czech-English master Vera Menchik.
Following the 1961 event, FIDE abolished the automatic right of a deposed champion to a rematch, and the next champion, Armenian Tigran Petrosian, a genius of defense and a strong positional player, held the title for two cycles, 1963–1969. His successor, Boris Spassky from Russia (champion 1969–1972), was able to win in both positional and sharp tactical style. The next championship, the so-called Match of the Century, saw the first non-Soviet challenger since World War II, American Bobby Fischer, who defeated his Candidates opponents by unheard-of margins and clearly won the world championship match. In 1975, however, Fischer refused to defend his title against Soviet Anatoly Karpov when FIDE did not meet his demands, and Karpov obtained the title by default. Fischer modernized many aspects of chess, especially by extensively preparing openings.
Karpov defended his title twice against Viktor Korchnoi and dominated the 1970s and early 1980s with a string of tournament successes. Karpov's reign finally ended in 1985 at the hands of Garry Kasparov, another Soviet player from Baku, Azerbaijan. Kasparov and Karpov contested five world title matches between 1984 and 1990; Karpov never won his title back. In 1993, Garry Kasparov and Nigel Short broke with FIDE to organize their own match for the title and formed a competing Professional Chess Association (PCA). From then until 2006, there were two simultaneous World Champions and World Championships: the PCA or Classical champion extending the Steinitzian tradition in which the current champion plays a challenger in a series of many games, and the other following FIDE's new format of many players competing in a tournament to determine the champion. Kasparov lost his Classical title in 2000 to Vladimir Kramnik of Russia. The World Chess Championship 2006 reunified the titles. Kramnik beat the FIDE World Champion Veselin Topalov and became the undisputed World Chess Champion. In September 2007, he lost the title to Viswanathan Anand of India, who won the championship tournament in Mexico City. Anand defended his title in the revenge match of 2008.
And what say you to the game at chestes?It is truely an honest kynde of enterteynmente and wittie, quoth Syr Friderick. But me think it hath a fault, whiche is, that a man may be to couning at it, for who ever will be excellent in the playe of chestes, I beleave he must beestowe much tyme about it, and applie it with so much study, that a man may assoone learne some noble scyence, or compase any other matter of importaunce, and yet in the ende in beestowing all that laboure, he knoweth no more but a game. Therfore in this I beleave there happeneth a very rare thing, namely, that the meane is more commendable, then the excellency.
Many of the elaborate chess sets used by the aristocracy have been lost, but others partially survive, such as the Lewis chessmen.
Chess was often used as a basis of sermons on morality. An example is Liber de moribus hominum et officiis nobilium sive super ludo scacchorum ('Book of the customs of men and the duties of nobles or the Book of Chess'), written by an Italian Dominican monk Jacobus de Cessolis c. 1300. This book was one of the most popular of the Middle Ages. The work was translated into many other languages (the first printed edition was published at Utrecht in 1473) and was the basis for William Caxton's The Game and Playe of the Chesse (1474), one of the first books printed in English. Different chess pieces were used as metaphors for different classes of people, and human duties were derived from the rules of the game or from visual properties of the chess pieces:
The knyght ought to be made alle armed upon an hors in suche wyse that he haue an helme on his heed and a spere in his ryght hande/ and coueryd wyth his sheld/ a swerde and a mace on his lyft syde/ Cladd wyth an hawberk and plates to fore his breste/ legge harnoys on his legges/ Spores on his heelis on his handes his gauntelettes/ his hors well broken and taught and apte to bataylle and couerid with his armes/ whan the knyghtes ben maad they ben bayned or bathed/ that is the signe that they shold lede a newe lyf and newe maners/ also they wake alle the nyght in prayers and orysons vnto god that he wylle gyue hem grace that they may gete that thynge that they may not gete by nature/ The kynge or prynce gyrdeth a boute them a swerde in signe/ that they shold abyde and kepe hym of whom they take theyr dispenses and dignyte.
Known in the circles of clerics, students, and merchants, chess entered into the popular culture of Middle Ages. An example is the 209th song of Carmina Burana from the 13th century, which starts with the names of chess pieces, Roch, pedites, regina...
"The Game of Chess is not merely an idle amusement; several very valuable qualities of the mind, useful in the course of human life, are to be acquired and strengthened by it, so as to become habits ready on all occasions; for life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events, that are, in some degree, the effect of prudence, or the want of it. By playing at Chess then, we may learn:I. Foresight, which looks a little into futurity, and considers the consequences that may attend an action [...]
II. Circumspection, which surveys the whole Chess-board, or scene of action: – the relation of the several Pieces, and their situations [...]
III. Caution, not to make our moves too hastily [...]"
With these or similar hopes, chess is taught to children in schools around the world today. Many schools host chess clubs, and there are many scholastic tournaments specifically for children. Tournaments are held regularly in many countries, hosted by organizations such as the United States Chess Federation and the National Scholastic Chess Foundation. Chess is often depicted in the arts; significant works where chess plays a key role range from Thomas Middleton's A Game at Chess to Through the Looking-Glass by Lewis Carroll to The Royal Game by Stefan Zweig and Vladimir Nabokov's The Defense. The thriller film Knight Moves is about a chess grandmaster who is accused of being a serial killer. Chess is featured in films like Ingmar Bergman's The Seventh Seal and Satyajit Ray's The Chess Players.
In the video game Killer 7, the protagonist and the antagonist frequently play chess together; in the survival horror game Deadly Premonition, chess is the theme of a puzzle.
Chess is also present in the contemporary popular culture. For example, J. K. Rowling's Harry Potter plays "Wizard's Chess", while the characters of Star Trek prefer "Tri-Dimensional Chess". The hero of Searching for Bobby Fischer struggles against adopting the aggressive and misanthropic views of a real chess grandmaster. Chess has been used as the core theme of a musical, Chess, by Tim Rice, Björn Ulvaeus, and Benny Andersson.
Approximately 600 million people worldwide know how to play chess.
Chess composition is the art of creating chess problems (the problems themselves are sometimes also called chess compositions). A person who creates such problems is known as a chess composer. There are many types of chess problems. The two most important are: Directmates: white to move first and checkmate black within a specified number of moves against any defense. These are often referred to as "mate in n" – for example "mate in three" (a three-mover). Studies: orthodox problems in which the stipulation is that white to play must win or draw. Almost all studies are endgame positions.
Chess composition is a distinct branch of chess sport, and tournaments (or tourneys) exist for both the composition and solving of chess problems.
The current World Chess Champion is Viswanathan Anand of India. The reigning Women's World Champion is Hou Yifan from China. The world's highest rated female player, Judit Polgár, has never participated in the Women's World Chess Championship, instead preferring to compete with the leading men and maintaining a ranking among the top male players.
Other competitions for individuals include the World Junior Chess Championship, the European Individual Chess Championship, and the National Chess Championships. Invitation-only tournaments regularly attract the world's strongest players. Examples include Spain's Linares event, Monte Carlo's Melody Amber tournament, the Dortmund Sparkassen meeting, Sofia's M-tel Masters, and Wijk aan Zee's Tata Steel tournament.
Regular team chess events include the Chess Olympiad and the European Team Championship. The 38th Chess Olympiad was held 2008 in Dresden, Germany; Armenia won the gold in the unrestricted event for the second time in a row after Turin 2006, and Georgia took the top medal for the women. The World Chess Solving Championship and World Correspondence Chess Championships include both team and individual events.
Besides these prestigious competitions, there are thousands of other chess tournaments, matches, and festivals held around the world every year catering to players of all levels. Chess is promoted as a "mind sport" by the Mind Sports Organisation, alongside other mental-skill games such as Contract Bridge, Go, and Scrabble.
As of August 2011, there are 1363 active grandmasters and 3153 international masters in the world. Top three countries with the largest numbers of grandmasters are Russia, Ukraine, and Germany, with 208, 78, and 76. The country with most grandmasters per capita is Iceland, with 11 GMs and 13 IMs among the population of 310,000.
International titles are awarded to composers and solvers of chess problems and to correspondence chess players (by the International Correspondence Chess Federation). National chess organizations may also award titles, usually to the advanced players still under the level needed for international titles; an example is the Chess expert title used in the United States.
In order to rank players, FIDE, ICCF, and national chess organizations use the Elo rating system developed by Arpad Elo. Elo is a statistical system based on the assumption that the chess performance of each player in their games is a random variable. Arpad Elo thought of a player's true skill as the average of that player's performance random variable, and showed how to estimate the average from results of player's games. The US Chess Federation implemented Elo's suggestions in 1960, and the system quickly gained recognition as being both fairer and more accurate than older systems; it was adopted by FIDE in 1970.|group=note}} The highest ever FIDE rating was 2851, which Garry Kasparov had on the July 1999 and January 2000 lists. In the most recent list (July 2010), the highest rated player is Magnus Carlsen of Norway, with a rating of 2826.
The game structure and nature of chess is related to several branches of mathematics. Many combinatorical and topological problems connected to chess were known of for hundreds of years. In 1913, Ernst Zermelo used chess as a basis for his theory of game strategies, which is considered as one of the predecessors of game theory.
The number of legal positions in chess is estimated to be between 1043 and 1047 (a provable upper bound), with a game-tree complexity of approximately 10123. The game-tree complexity of chess was first calculated by Claude Shannon as 10120, a number known as the Shannon number. Typically an average position has thirty to forty possible moves, but there may be as few as zero (in the case of checkmate or stalemate) or as many as 218.
The most important mathematical challenge of chess is the development of algorithms that can play chess. The idea of creating a chess-playing machine dates to the 18th century; around 1769, the chess-playing automaton called The Turk became famous before being exposed as a hoax. Serious trials based on automatons, such as El Ajedrecista, were too complex and limited to be useful.
Since the advent of the digital computer in the 1950s, chess enthusiasts and computer engineers have built, with increasing degrees of seriousness and success, chess-playing machines and computer programs. The groundbreaking paper on computer chess, "Programming a Computer for Playing Chess," was published in 1950 by Shannon. He wrote:
The chess machine is an ideal one to start with, since: (1) the problem is sharply defined both in allowed operations (the moves) and in the ultimate goal (checkmate); (2) it is neither so simple as to be trivial nor too difficult for satisfactory solution; (3) chess is generally considered to require "thinking" for skillful play; a solution of this problem will force us either to admit the possibility of a mechanized thinking or to further restrict our concept of "thinking"; (4) the discrete structure of chess fits well into the digital nature of modern computers.The Association for Computing Machinery (ACM) held the first major chess tournament for computers, the North American Computer Chess Championship, in September 1970. CHESS 3.0, a chess program from Northwestern University, won the championship. Nowadays, chess programs compete in the World Computer Chess Championship, held annually since 1974. At first considered only a curiosity, the best chess playing programs, for example Rybka, have become extremely strong. In 1997, a computer won a chess match against a reigning World Champion for the first time: IBM's Deep Blue beat Garry Kasparov 3½–2½ (it scored two wins, one loss, and three draws). In 2009, a mobile phone won a category 6 tournament with a performance rating 2898: chess engine Hiarcs 13 running on the mobile phone HTC Touch HD won the Copa Mercosur tournament with nine wins and one draw. The best chess programs are now able to beat the strongest human players.
With huge databases of past games and high analytical ability, computers can help players to learn chess and prepare for matches. Internet Chess Servers allow people to find and play opponents all over the world. The presence of computers and modern communication tools have raised concerns regarding cheating during games, most notably the "bathroom controversy" during the 2006 World Championship.
Chess playing programs have also been developed that are downloadable from the internet, and allow the user to use his own PC to play chess against the machine. This reference is one such program developed by a computer scientist that plays fairly well (roughly 1600-1800). A listing of other downloadable software can be found here.
More recent research has focused on chess as mental training; the respective roles of knowledge and look-ahead search; brain imaging studies of chess masters and novices; blindfold chess; the role of personality and intelligence in chess skill; gender differences; and computational models of chess expertise. The role of practice and talent in the development of chess and other domains of expertise has led to a lot of research recently. Ericsson and colleagues have argued that deliberate practice is sufficient for reaching high levels of expertise in chess. Recent research indicates that factors other than practice are also important. For example, Gobet and colleagues have shown that stronger players start playing chess earlier, that they are more likely to be left-handed, and that they are more likely to be born in late winter and early spring.
A 2007 study of young chess players in the United Kingdom found that strong players tended to have above-average IQ scores, but, within that group, the correlation between chess skill and IQ was actually moderately negative, meaning that smarter children tended to achieve a lower level of chess skill.
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Category:Articles with inconsistent citation formats Category:Chess Category:Abstract strategy games Category:Board wargames Category:Persian loanwords Category:Mind sports Category:Board games Category:Sport in Iran Category:Traditional board games
af:Skaak am:ሰንጠረዥ ang:Blēobord ar:شطرنج an:Aixedrez ast:Axedrez az:Şahmat bn:দাবা zh-min-nan:Kok-chè bú-kî ba:Шахмат be:Шахматы be-x-old:Шахматы bh:शतरंज bar:Schach bo:རྒྱལ་སྤྱིའི་མིག་མངས། bs:Šah br:Echedoù bg:Шахмат ca:Escacs cv:Шахмат cs:Šachy cy:Gwyddbwyll da:Skak de:Schach dsb:Šach et:Male el:Σκάκι es:Ajedrez eo:Ŝako eu:Xake fa:شطرنج hif:Satranj fo:Talv fr:Échecs fy:Skake ga:Ficheall gl:Xadrez gan:國際象棋 gu:ચેસ xal:Шатр ko:체스 hy:Շախմատ hi:शतरंज hsb:Šach hr:Šah io:Shakoludo id:Catur ia:Chacos os:Шахмæттæ is:Skák it:Scacchi he:שחמט jv:Sekak kn:ಚದುರಂಗ (ಆಟ) ka:ჭადრაკი kk:Шахмат sw:Sataranji ht:Echèk la:Scacci lv:Šahs lb:Schach lt:Šachmatai li:Sjaaksjpèl jbo:caxmati hu:Sakk mk:Шах ml:ചെസ്സ് mr:बुद्धिबळ arz:شطرنج ms:Catur mwl:Xadreç mn:Шатар nah:Cuappatōlli nl:Schaken ne:बुद्धी चाल ja:チェス no:Sjakk nn:Sjakk oc:Escacs uz:Shaxmat pa:ਸ਼ਤਰੰਜ pnb:شطرنج nds:Schachspeel pl:Szachy pt:Xadrez ro:Șah (joc) qu:Qhapaq chunkana ru:Шахматы sah:Саахымат sq:Shahu scn:Scacchi si:ස්තම්භනය simple:Chess sd:شطرنج sk:Šach (hra) sl:Šah ckb:شەترەنج sr:Шах sh:Šah fi:Shakki sv:Schack tl:Ahedres ta:சதுரங்கம் tt:Шахмат te:చదరంగం (ఆట) th:หมากรุกสากล tg:Шоҳмот tr:Satranç uk:Шахи ur:شطرنج vec:Scachi vi:Cờ vua vo:Cög fiu-vro:Malõ war:Chess wuu:国际象棋 yi:שאך (שפיל) zh-yue:國際象棋 bat-smg:Šachmatā zh:國際象棋
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