When
I begin to instruct a student, one of the pertinent
questions I ask is “What is your main goal
each move?” Sometimes I get reasonable,
but erroneous answers like:
“I am trying to win” or
“I am trying to make my position better.”
…but the correct answer is “I am
trying the play the best move” or “I
am trying to play the best move I can find, given
the time constraints.”
But the student is not off the hook yet! The
obvious follow-up question is “OK, but
then what makes one move better than another?” After
all, if you are trying to find the best move,
a criteria is that you have to know what makes
one move better than another. We touched upon
this question in The
Thinking Cap #2, “The King of the Hill”,
but now we are going to focus on exactly what
this question pertains. And make no mistake – this
is important, for the question “What
makes one move better than another?” is
at the very heart of what it means to play chess!
First, I would like to eliminate the plausible
but out-of-bounds answer “The move that
best follows the correct plan.” While this
may be an excellent way to help choose your candidate
moves, at this point I would rather deal more
with the theory of best moves rather than the
practice.
Again, let’s start with some other common
(but not correct) answers:
- “It leads to a win of something”
- “It does more.”
- “The position after the one move is
better than the position after the other.”
This last answer is almost correct! In fact,
in theory it is correct, but for humans it is
usually impossible to apply (as will be shown
below), so it won’t do. However, this third
answer does address the fact that we evaluate
positions rather than moves, so if one move
is better than another, that means it must lead
to a position that is better than another, but
which positions should we use?
The problem with using the position immediately
after the candidate move is that the position
may be clearly non-quiescent. For example, suppose
you compare a “nothing” move like
Kh1 with a move like Qxh7+, capturing the h-pawn.
It may seem better to win a pawn with check than
just move the King, but what if your opponent’s
next move is Kxh7, winning the Queen for the
aforementioned pawn? So we must look further,
to see what happens after Qxh7+, or else the
evaluation that we are ahead a pawn is meaningless.
Generally, we stop our analysis at a point where
we can evaluate as follows:
- The position is quiescent – there
are no more meaningful checks, captures, or
threats which would change the evaluation,
- We use our judgment – for example we
sacrifice a piece to expose the enemy King
and even though we cannot practically analyze
to quiescence, we judge whether the exposed
King is worth the sacrifice, or
- A sacrifice fails since the further possibilities
cannot possibly give us a return equal to
or greater than our sacrifice. For example,
if you sacrifice your Queen and then later
you might possibly win back a Rook, no sense
analyzing further to see whether that is
true, since either way you would reject that
sacrifice.
The first of these is the most common.
However, even knowing where to stop analyzing
a line still leaves us with the question: With
a large tree branching from each move, which
positions are the ones we want to evaluate? In
other words, which branches of the tree are meaningful?
The answer is that we must assume – to
the best of our ability to judge – the
best moves for each side:
A move is only as good as the positions that
will be reached from it, assuming best moves
for both sides!
Of course, if you are not good at judging
what the best moves are during analysis, you
will arrive at the wrong positions and reach
the wrong conclusions when you evaluate.
This weakness, along with an inability to accurately
evaluate positions with approximately equal
material and the inability to recognize quickly
and accurately the common tactical motifs,
are the three biggest “thinking” problems
of weaker players!
So now we have our answer. Suppose we have moves
A and B. Then we try to determine the best sequence
after A and B, only going as deep as necessary
to evaluate, for example:
My move A followed by his best move A’ followed
by my best move A’’ => A – A’ – A’’ vs.
My move B followed by his best move B’ followed by my best move B’’,
his best move B’’’ and my B’’’’ => B – B’-
B’’ – B’’’ – B’’’’
This leads to some position after A’’ we
feel we can evaluate. Let’s call this position
A* and the evaluation of this position E (A*).
The same holds for B: the position after B’’’’ we
call B* and we evaluate it as E (B*). Then we compare the
evaluations (good players spend a great deal
of time doing this when they are thinking!) and
decide which position we like better. If E (A*)
is superior to E (B*) then we like move A better!
Then we apply the King of the Hill method discussed
in The
Thinking Cap #2, and apply this to all our
candidate moves in order to find the best one.
There are shortcuts to this method (depending
upon the position), and good players don’t consciously go
through all this, but this is basically what
should be happening when you think, or else you
will end up with a less than optimum move. For
example, many beginners don’t even follow
the guideline When you see a good move, look
for a better one – you are trying to find
the best one!
Finally, let’s see how this comes out
when a computer does it. Did you ever see the
analysis window in Fritz, where it defaults to
show three lines? The first line, using the example
from The
Thinking Cap #2, shows something like:
11 ply (1/42) +0.83 19.Rhe1 d5 20.cxd5 exd5
21.Bh4 …
This means that after 11 ply (assuming quiescence
and search extension, etc.) Fritz has evaluated
the final position to be 0.83 pawns better for
White, and the best move sequence follows. Since
playing the best move keeps the current evaluation
from the previous ply, (by game theory, your
position cannot get better – or worse – if
you make the best move in a game like chess), Fritz
assigns the value from the final position back
to the original move! So it judges 19.Rhe1
to be “+0.83” and, since it has already
ordered all the moves and placed this line at
the top of the list of lines, then 19.Rhe1 at
11 ply is thought to be the best move, and the
second best move, with a lower evaluation, will
be on the next line. The top line is called the
Principal Variation, or PV.
So next time you are trying to find the best
move, try to keep in mind that what you are really
trying to do: Find the likely optimum position(s)
that arise from this move and compare it to similar
optimum positions that arise from each other
candidate moves. The move that, in your judgment,
leads by best play to the position you like the
most is the one you should generally play. Of
course, doing this in practice is difficult (and
many books are filled with practical advice on
doing so), but at least it helps to start by
understanding what should be theoretically happening.
I hope laying this groundwork helps! |