I am often asked questions about criteria used
to evaluate chess positions. This is a subject
I find very interesting: my first book, Elements
of Positional Evaluation, was written 30 years
ago on a typewriter and addressed this subject
extensively.
One interesting criteria is “space”. In order
to discuss space, we should first attempt to
define it. How about:
Space is the amount of area (roughly measured
in squares) between your pawn chain and your
first rank (including the first rank, but excluding
the squares of the pawns, which are inaccessible
to your other pieces).
Let's try a test of this definition: As the
pawns disappear, the amount of space becomes
more amorphous and, as seems reasonable, disappears
entirely in a pawnless endgame. That intuitively
makes sense; therefore so far, so good.
Having space is, hopefully and usually, good
for all those advantages we hold near and dear:
* Allows more room for your pieces to maneuver,
* Gives less room for your opponent's pieces
to maneuver, and
* Gets your pawns closer to promotion, which
also makes sacrificial promotion combinations
possible.
But now comes the important part. Consider the
following pawn structure:

I think it is pretty safe to state that, by
any measure, White has a ton more space. Furthermore,
if we place the pieces as follows, his advantage
due to this space is devastating:

A great triumph for White's space advantage!
But suppose we leave the “space” unchanged (and
even the King positions) and just change the
positions of the other pieces:

Now Black's pieces have managed to “get around” and
penetrate the “White space”, resulting in an
enormous reversal of fortune. You may think this
example is far-fetched, but such penetration
occurs fairly frequently. For example, this is
often what happens in an Open Sicilian when White
castles kingside and correctly pushes his pawns
for a kingside attack. But if that attack is
misplayed, fizzles, and Black breaks through
in the center, then White's advanced pawns often
leave him with an exposed King in the middlegame,
and this can be the deciding factor in Black's
favor.
So, although the above diagrams are extreme
examples, they help prove an important point!
Space in and of itself is not an inherent advantage;
it is a means toward an advantage. The real advantage
of having space is that if utilized correctly,
it allows your pieces to do more than your opponent's
pieces (“better army activity”). No more, and
no less. If a spacial advantage does not incur
an activity advantage, then it can be – and likely
is – meaningless.
As another common example, consider a King-and-pawn
endgame with both Kings centralized and the pawns
locked, with one side having much more space
(you can even use a similar pawn structure to
the previous examples). Then the side having
more space is often at a disadvantage since the
enemy King has gotten “behind the lines” and
can be used to “elbow out” the King whose side
enjoys the space advantage. As a simple example,
consider the following position with Black to
play:

Here Black, with the space advantage, loses
because White has the opposition, but also because
Black's pawns are so advanced and vulnerable.
So, on the average, having more space is an
advantage, but the advantage usually has to be
in the form of more activity. Of course we could
state something similar about many so-called
advantages (for example, “time” – see the next
paragraph), but it should be clear that the real
end goal you are trying to achieve is more active
play, not space.
We could make the same argument about time as
we did about space. For example, in a given position
I can give you free extra tempos, but if you
use them unwisely and place your pieces on squares
less effective than they were (or just have no
effective way of making them better; zugzwang
being the extreme example), then having “extra” time
would not be helpful. So again we see that time,
like space, takes a back seat to the real goal – having
more – and better – things to do with your pieces.
In Elements I designated the number of squares
to which a piece can move its mobility. Mobility
is extremely important since piece value is highly
correlated with mobility – a Queen is more valuable
than a Rook because it can also move like a Bishop.
But the value of mobility in a real position
can, like space, also vary, in that a piece can
have lots of useless moves (not usually, but
it does happen). Therefore the real goal is good
piece (or in total, army) – activity. No matter
how you define activity, if your pieces have
lots of good things to do – mobile, flexible,
attacking key points, etc. – then that is the
real advantage.
That is why, in my book, I call space a pseudo-element.
I used that term to mean that space does exists
as an understandable and useful concept, but
is not really an elemental basis to evaluate
a position. So what is a good measure of positional,
static evaluation? From the above, you can deduce
that I must use total piece activity to cover
the useful byproducts of space and time. I claim
the four most important static evaluation criteria,
in order from most to least important, are:
* Material
* King Safety (you can make this #1 if the King
is extremely unsafe!)
* Total Piece Activity
* Pawn Structure
The fifth, “non-board” consideration, is the
clock/time factor, which can even become the
most important consideration in the case of severe
time pressure. Time remaining on the clock is
always a big factor in faster time control games.
Note: to get the proper dynamic evaluation you
must mentally move the pieces, find each player's
best moves, and see what can happen!
It is not that pawn structure is unimportant – it
is, or it would not be on this list! For example,
in common positions where the material is even,
both Kings are safe and both armies relatively
equally mobile, pawn structure can easily be
the deciding factor. But otherwise many weaker
players greatly overrate pawn structure and think
they are winning when their pawn structure is
somewhat better, even in the face of clearly
more active enemy forces! Similarly, sometimes
players strive for more space and get it, only
to find that the active and flexible enemy pieces
make their space advantage rather moot! This
happens in many openings, but Open Sicilians
and the Modern Defense are two that readily come
to mind.
In summary, next time you are considering pushing
pawns to make space, evaluate the likely result
to make sure you are not just weakening yourself
but actually providing an advantage for your
army. If so – and there is nothing better to
do – go for it! Evaluation is an extremely important
chess skill, and we will address it much more
in future Thinking Caps!
|