So I went to the Miami Chess Academy for the first time. Had a lesson with the owner, IM Blas Lugo. It was very productive. It never ceases to amaze me how very strong players can just look at a position, any position it seems, and quickly come to a conclusion about the proper plans and ideas for both sides. If you're in Miami and you want some chess lessons, I'd highly advise the Academy. It is a little pricey, but chess lessons are expensive everywhere. One funny note: Blas told me $50/hour, which is pretty normal. I got there, and we sat down in a room without a clock. I had assumed we'd go an hour, even though Blas hadn't said anything of the sort. I think I assumed it because that was how the price was quoted. Anyway, we went through some games and then did some problems, and I was thinking 'this is more than an hour, is he giving me some extra time because it's my first lesson, or what?' only when I went to the bathroom and saw that three hours had passed did I realize that the rate was in fact, as Blas had said, an hourly rate and not a rate per lesson. For an unemployed guy (me), $150 is a lot to spend on a chess lesson, but it was extremely instructive. My wife insisted, by the way. She just laughed at me when she heard the price, because she knew it would bother me more than her. In the future I'll probably just stick to game analysis since problem solving involves lots of (expensive) time in which I just sit there and analyze. It's great to do it with a strong player there, but I can't afford that. $100 every 3-4 weeks wouldn't be so bad though. I plan on going back when I have enough questions to fill 2 hours. Not every game is worth going over with an IM, after all.
Speaking of games, here are two that I played recently. Both came down to endgames, which is a new thing for me. Think about it: when you are ~1600, your games are often effectively over by 30 moves or so. Someone drops a piece or otherwise blunders, and the endgame (if there is one) is usually just mopping up. Now that I'm getting good enough where I don't drop pieces or pawns that often, I'm starting to reach endings in almost every game. I really like the endgame, but I'm not so good at it yet because I've played so few.
But I have been (as I usually do) studying my ass off with Dvoretsky's endgame manual. I think one of the things I like most about it is how hard it is. The exercises are very challenging, and it's like having a teacher with high expectations. You get a sense for how hard you really have to work to get to a high level, and depending on your penchant for study that either excites you or scares you. I get excited because as I work and study I realize that I can in fact do it, I can see deep enough and calculate accurately enough if I really put in the effort. It's tough but rewarding (that could apply to almost any activity worth doing I suppose). I think it's already payed off, as you'll see from these two games. In the first, played in Boca, I made some mistakes in the middlegame and got into a clearly worse ending. I ended up sacrificing the exchange to maintain a passed pawn on the 6th rank which distracted my opponent enough that I was able to draw. He made some mistakes in the later stages, but they weren't obvious and it just goes to show how hard the endgame is to play well.
Goss-Rampley.pgn
I really should have lost that game, but I feel I defended well and I'll always take a draw in such a position. I do feel that endgames tend to favor the defender. In the middlegame the attacker often has natural squares for his pieces and a variety of tactical threats, while the defender is forced to walk a razor's edge to avoid defeat. In the ending this situation is often reversed, and the side that's better has to find 'only' moves to avoid turning a win into a draw. If you have pressure in the middlegame, it's often sustained whereas in the endgame one inaccurate move can completely change the evaluation of a position. What makes things worse is that mistakes are often not obvious at all. I must say the subtelty of endings is one of the things that attract me to them the most. The next game is not so high quality in the opening or middlegame (especially on my part...my opponent played the middlegame well despite a pretty bad opening), but the ending is a pretty example of how strong, subtle threats can get you a win without your opponent making any obvious mistakes. I am somewhat proud of my endgame play in this one. I didn't miss a beat, and that's something I can hardly ever say about my games.
Kutikoff,B-Rampley.pgn
I feel that Bruce played above his rating in this game, which makes it even sweeter to get the win. I believe it was Spielmann that said "play the opening like a book, the middlegame like a wizard, and the endgame like a machine". I've got the opening part down (at least for my level), and I'm rapidly improving on the third part. I wonder where I go to learn magic..?
Showing posts with label Dvoretsky's Endgame Manual. Show all posts
Showing posts with label Dvoretsky's Endgame Manual. Show all posts
Thursday, June 4, 2009
Tuesday, May 5, 2009
A Relatively Smooth Little Win, and Two Book Reviews
Okay, I made one blunder, but luckily it was late enough and I was winning by a large enough margin that I held on anyway. The game was an offbeat Sicilian. My opponent played too slowly and I was able to establish a dominant position. As quite often happens, once he realized he was constricted he lashed out reflexively without checking the variations thoroughly enough. I obtained a better ending, increased my advantage, blundered, but was still able to convert my smaller advantage into a win. Here's the game:
Rudensky-Rampley.pgn
Not such a riveting affair, but I take wins where I can get them. In other chess news, I will not be going to the Space Coast Open since I still don't have a job and really shouldn't spend money on tournaments. Luckily I still get some free books, so here are a couple of book reviews:
Playing the Queen's Gambit, a Grandmaster Guide by Lars Schandorff,
This is a very high level manual for how to handle the white pieces vs. various black defenses to the Queen's gambit. I got this book to shore up my repertoire since many of the lines I play are covered. These include the Modern Exchange line in the QGD, the 6.Ne5 lines in the Slav, and Bg5 versus the Semi-Slav. There is also coverage of 3.e4 in the QGA which I don't play but might take up, as well as a section on less popular lines like the Albin and Baltic. The Chigorin is given it's own section, which is probably appropriate given how its popularity has increased recently. The Tarrasch has a stand alone chapter, as does the highly fashionable a6-Slav.
The book is organized in the complete game format, which I prefer, and there is a good mix of prose and variations. As this is a book aimed at higher level players however, the prose is not as explanatory as you might find in a 'Starting Out' book. Generally the author will give a 5-10 move variation with only a few comments as to why a certain move was played and to describe the underlying concept. This is exactly the level I want in an opening book, but may not be enough for some.
The variations are generally not too long, though as Schandorff has opted for a main line repertoire they can become very complex. This is not a book to get if you simply want a playable middle game and are happy to let black equalize as long as you retain play as white. The purpose of playing these lines is to get positions where white has a real chance of being better out of the opening, and to put serious long term pressure on the second player. That cannot be done playing the Colle (sorry Colle people. Please don't leave a ton of analysis in my comments. The Colle is playable but equal).
Schandorff's style is conversational without being too chatty. Many correspondence games are cited, and there appears to be a lot of original analysis. I was little surprised not to see Chess Publishing listed in the bibliography, but other than that all the major periodicals and books were used.
I like this book a lot, but I cannot recommend it if you are just starting to play the Queen's Gambit. For that purpose, Everyman has two good introductory texts that I can think of, one by Chris Ward entitled 'Play the Queen's Gambit' and of course John Cox's wonderful 'Starting Out: 1.d4' which is hardly a starting out volume at all and of the two is the more theory heavy. If you are however an experienced player of the Queen's Gambit, Schandorff's book is an excellent resource to help your understanding of the critical lines and a valuable update to some rapidly changing theory. I have in mind the Anti-Moscow Gambit and the a6-Slav when I make that statement. Don't buy this if you're under 1700. If you're over that, give it a whirl. I don't think you'll be disappointed.
Dvoretsky's Endgame Manual, Mark Dvoretsky
There's not much I need to say about this book. The reviews have been uniformly stellar, and after working with this volume I can only agree. The material is well explained, and the presentation order is very logical and facilitates learning.
Oh, and it's really, really hard. Really. Really. Difficult.
That's not to say the concepts are hard to grasp. In fact the opposite is true; Dvoretsky's writing is clear and his jargon is kept to a minimum. When he does invent a term, such as 'mined squares' to describe squares your king cannot go to in pawn endings, his inventions are easy to digest and remember. What always kills me about Dvoretsky books is that he is one of the few authors who really does write only for masters. The exercises in this book are exceptionally difficult, requiring calculation powers way beyond my abilities. Dvoretsky books are definitely aspirational rather than practical for most of us, but that doesn't mean we can't improve by trying to solve the problems he sets forward. If nothing else, they force us to go beyond our usual variation threshold which hopefully will improve our calculation abilities.
So I guess the bottom line is, get this book, work through it, and try the exercises. Don't give up easily, but don't feel too bad if you can't solve them. They are extremely hard, and unlike many problems grasping the key ideas does not make the problem easy. These are not the sort of puzzles where you say 'oh, the knight's hanging after sacrificing the pawn, duh' and then the variations are easy to work out. These are the sort of puzzles where you say 'oh, if I move my king backwards in this complex pawn ending then 8 moves down the line after an only semi-forced series of exchanges, I think I'll have the opposition which may be enough to pick up the additional pawn and win by one tempo another 9 moves forward'. This is a book for the very serious player who is willing to endure a lot of headache and suffering, but who is committed to getting better. This book and these terribly hard problems will help you improve if you put in the work. Not great for the casual player, but a must for anyone who want to reach expert or master.
One final note, concerning FIDE's proposed changes to the K-factor. For those who don't know, the k-factor determines how much your rating changes with each win or loss. FIDE is thinking about doubling the k-factor, which would mean that when you lose you drop twice as many points as under the current system. The argument is that by increasing the k-factor you would make ratings a more accurate predictor of future performance in the near term. Rating guru Jeff Sonas has presented quite a bit of statistical evidence supporting the increase in the k-factor.
Of all the arguments for and against the change, one I haven't heard that often is that increasing the k-factor might reduce some of the gridlock at the top of the rating charts. It seems to me (totally off the cuff, no stats to prove it) that of the top 20 probably 10-12 of them are always there, even when their performances seem a bit lackluster. This increase would create more turnover at the top, which might put more players in the super-tournament and world championship mix. I get really tired of seeing Peter Leko and Peter Svidler draw 3/4 of their games at Linares every year. While it's true they are strong enough to draw often, I'd like to see players who take a little more risk (and thus could expect the commensurate payoff in rating points under the new system). In my humble opinion, anything that can be done to make the ratings system more dynamic is good. I personally think live ratings are the way to go, but FIDE will never go for that. Way too logical. Plus, it would be harder for FIDE to game the system for their favorite players. Did I just say that? I guess I did. Peace.
Rudensky-Rampley.pgn
Not such a riveting affair, but I take wins where I can get them. In other chess news, I will not be going to the Space Coast Open since I still don't have a job and really shouldn't spend money on tournaments. Luckily I still get some free books, so here are a couple of book reviews:
Playing the Queen's Gambit, a Grandmaster Guide by Lars Schandorff,
This is a very high level manual for how to handle the white pieces vs. various black defenses to the Queen's gambit. I got this book to shore up my repertoire since many of the lines I play are covered. These include the Modern Exchange line in the QGD, the 6.Ne5 lines in the Slav, and Bg5 versus the Semi-Slav. There is also coverage of 3.e4 in the QGA which I don't play but might take up, as well as a section on less popular lines like the Albin and Baltic. The Chigorin is given it's own section, which is probably appropriate given how its popularity has increased recently. The Tarrasch has a stand alone chapter, as does the highly fashionable a6-Slav.
The book is organized in the complete game format, which I prefer, and there is a good mix of prose and variations. As this is a book aimed at higher level players however, the prose is not as explanatory as you might find in a 'Starting Out' book. Generally the author will give a 5-10 move variation with only a few comments as to why a certain move was played and to describe the underlying concept. This is exactly the level I want in an opening book, but may not be enough for some.
The variations are generally not too long, though as Schandorff has opted for a main line repertoire they can become very complex. This is not a book to get if you simply want a playable middle game and are happy to let black equalize as long as you retain play as white. The purpose of playing these lines is to get positions where white has a real chance of being better out of the opening, and to put serious long term pressure on the second player. That cannot be done playing the Colle (sorry Colle people. Please don't leave a ton of analysis in my comments. The Colle is playable but equal).
Schandorff's style is conversational without being too chatty. Many correspondence games are cited, and there appears to be a lot of original analysis. I was little surprised not to see Chess Publishing listed in the bibliography, but other than that all the major periodicals and books were used.
I like this book a lot, but I cannot recommend it if you are just starting to play the Queen's Gambit. For that purpose, Everyman has two good introductory texts that I can think of, one by Chris Ward entitled 'Play the Queen's Gambit' and of course John Cox's wonderful 'Starting Out: 1.d4' which is hardly a starting out volume at all and of the two is the more theory heavy. If you are however an experienced player of the Queen's Gambit, Schandorff's book is an excellent resource to help your understanding of the critical lines and a valuable update to some rapidly changing theory. I have in mind the Anti-Moscow Gambit and the a6-Slav when I make that statement. Don't buy this if you're under 1700. If you're over that, give it a whirl. I don't think you'll be disappointed.
Dvoretsky's Endgame Manual, Mark Dvoretsky
There's not much I need to say about this book. The reviews have been uniformly stellar, and after working with this volume I can only agree. The material is well explained, and the presentation order is very logical and facilitates learning.
Oh, and it's really, really hard. Really. Really. Difficult.
That's not to say the concepts are hard to grasp. In fact the opposite is true; Dvoretsky's writing is clear and his jargon is kept to a minimum. When he does invent a term, such as 'mined squares' to describe squares your king cannot go to in pawn endings, his inventions are easy to digest and remember. What always kills me about Dvoretsky books is that he is one of the few authors who really does write only for masters. The exercises in this book are exceptionally difficult, requiring calculation powers way beyond my abilities. Dvoretsky books are definitely aspirational rather than practical for most of us, but that doesn't mean we can't improve by trying to solve the problems he sets forward. If nothing else, they force us to go beyond our usual variation threshold which hopefully will improve our calculation abilities.
So I guess the bottom line is, get this book, work through it, and try the exercises. Don't give up easily, but don't feel too bad if you can't solve them. They are extremely hard, and unlike many problems grasping the key ideas does not make the problem easy. These are not the sort of puzzles where you say 'oh, the knight's hanging after sacrificing the pawn, duh' and then the variations are easy to work out. These are the sort of puzzles where you say 'oh, if I move my king backwards in this complex pawn ending then 8 moves down the line after an only semi-forced series of exchanges, I think I'll have the opposition which may be enough to pick up the additional pawn and win by one tempo another 9 moves forward'. This is a book for the very serious player who is willing to endure a lot of headache and suffering, but who is committed to getting better. This book and these terribly hard problems will help you improve if you put in the work. Not great for the casual player, but a must for anyone who want to reach expert or master.
One final note, concerning FIDE's proposed changes to the K-factor. For those who don't know, the k-factor determines how much your rating changes with each win or loss. FIDE is thinking about doubling the k-factor, which would mean that when you lose you drop twice as many points as under the current system. The argument is that by increasing the k-factor you would make ratings a more accurate predictor of future performance in the near term. Rating guru Jeff Sonas has presented quite a bit of statistical evidence supporting the increase in the k-factor.
Of all the arguments for and against the change, one I haven't heard that often is that increasing the k-factor might reduce some of the gridlock at the top of the rating charts. It seems to me (totally off the cuff, no stats to prove it) that of the top 20 probably 10-12 of them are always there, even when their performances seem a bit lackluster. This increase would create more turnover at the top, which might put more players in the super-tournament and world championship mix. I get really tired of seeing Peter Leko and Peter Svidler draw 3/4 of their games at Linares every year. While it's true they are strong enough to draw often, I'd like to see players who take a little more risk (and thus could expect the commensurate payoff in rating points under the new system). In my humble opinion, anything that can be done to make the ratings system more dynamic is good. I personally think live ratings are the way to go, but FIDE will never go for that. Way too logical. Plus, it would be harder for FIDE to game the system for their favorite players. Did I just say that? I guess I did. Peace.
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