NEW CHESS THEORY

Updated: November 2007  

DCC - «DYNAMIC CHESS
CLASSIFICATION» (DYCC:)





DCC-A - By way of introduction


Blaise «Pascal» distinguishes, as any careful reader of «Pensées» knows, the «esprit de géométrie» (spirit of geometry) and the «esprit de finesse» (spirit of subtlety). It is from the first of this two mental aptitudes that comes our constant need to categorize, according or not to a hierarchical system, as we can easily observe in all fields of the knowledge.
We are justified in thinking that the «Noble Game» (obviously we mean the Chess Game) has no reason to escape from our rational understanding, which is certainly already the case, by many ways. Nevertheless we get quite surprised in observing that, at the present time, where more than three million games are stored in our databases, nobody ventures seriously into a project of classification of this little jewels of mind, whose, on the contrary, it is usual to speak highly of their fascinating singularity, to such an extent that anyone considers, more or less, that each game is single in its kind.
So the idea came up suddenly, in our mind, overtaking the traditional divide between mainly combinative or positional games, to propose a very simple «classification» of chess games, that we say «dynamic». Knowing that any classification is somewhat arbitrary, we wish this one relevant enough to contain a part, tiny perhaps, of the "Essential" that we never menage to reach.
In the heart of the Chess Game lies a «secret», which is the inestimable treasure of possibilities. Every game is more or less able to disclose it. In the initial position is located, on the chessboard, only inert «matter». Then, on the way (we mean: during the progression of the game), a part of this one transformes into «energy», following the example of the general theory of relativity, founded by «Albert Einstein» It is this internal dynamics which is clearly revealed by the unfolding of any chess game, provided you sail to open sea.
The above considerations lead us to propose the «dynamic classification» of chess games; hoping that, understanding this way a little more how we are playing, perhaps - but it's naturally a French touch of irony! - we will understand also, a few more, who we are.
It is not, of course, in our purpose to neglect the fundamental ECOC: "ECO (Encylopedia of Chess Opening) Classification". Our DYCC: "Dynamic Chess Classification" is not at all of the same nature and does not lay claim to the same significance. And, to cut a long story short, we specify now that each "Chess Game category" encountered here will be illustrated, in following pages (in fact in the «New Chess Theory» Lecture) by many typical games.



DCC-B - The «Dynamic
Chess Classification»


Emphasizing the most significant stage of a given chess game - your best one for example, or your last one or all other! - you may try to recognize of what type it is, in conformity with following criteria (those which we expose in the present page).
Chess games may be classified in 7 categories, according to the way the «energy» concealed into one's own character suddenly radiates through the chessboard.
This way, we will say that a game is a:
1o) Quick Divergence Game (QDGA:) The game reaches a crucial stage, where one side has, for different reasons, a strong, indeed very strong, initiative at his disposal. This one allows this camp to keep a good advantage and finally to win the game. Games with significant material sacrifices or, more generally, at combinatorial chief characteristic, in which one side has the upper hand and finishes to win, are of this type. In addition this games show a very strong internal «imbalance».

We point out that according with the terminology of the «New Chess Theory» (NCT IX & X - Spectrum of a position I & II) the camp which has the better position and dominates owns a «dynamic spectrum» while the other one holds an «empty spectrum». Let us note finally that the «fleurons» (in the French meaning; quite like the «jewels») of the romantic period were of this kind.
2o) Slow Divergence Game (SDGA:) During the most significant phase, one camp keeps progressively the initiative essentially by ways of a positional play. When the game is well advanced in its unfolding, generally we can observe a certain «imbalance», in favour of a camp and this one ends up obtaining a clear material or positional advantage, enough to win.

Here again the leader side obtains the better position and owns a «dynamic spectrum» while the opponent holds an «empty spectrum».
3o) Damped Divergence Game (DDGA:) At a particular stage, in the unfolding of the game, a side gets the initiative and obtains then a significant positional or material advantage. Nevertheless, for many reasons, this game evolves toward a draw endgame. Then, according to the circumstances, the «spectrum» may be «wide» or «narrow» ; but in any case a «dynamic» one.
4o) Unstable Game (UNGA:) We are interested here by games where a quite great «imbalance» takes place on the chessboard, without being easy to say if a side possesses a significant advantage. In this kind of game we find very often a rather strong attack on one side more or less compensated by a powerful «counter play» on the other side. The «energy» shines on the chessboard, consisting in opposite currents.

In such a game, without neglect startegic shares, tactical and combinatorial aspects especially matter. It is preciselly for this reason that both opponents frequently have a «narrow spectrum», which may begin «cramped» (NCT IX & X - The spectrum of a position I & II) ; in other words in this kind of game, it happens fairly often that a strong move of a belligerent needs a single retort of the opponent, out of which all his game quicly would break down. The most significant feature about «spectrum» is that it can, in a game of this type, sometimes become very «wide» and, during the nexts moves, become all of a sudden «narrow» or really «cramped», then widen out and continue this way oscillating from one extreme to the other.

A game of this category leads quite frequently to the victory of one side or othewise to a draw... Such games are always very hard fought and fascinating to watch; occasionally spectacular. At all events, «unstable» games, when they are of high level and that their unstability is not the consequence of reciprocal mistakes of both players, counterbalancing one another, matter among masterpieces of the Chess Art.
5o) Balanced Game (BAGA:) This time we consider games having a strategic chief caracteristic, where, in addition, exists permanently a rather stable «equilibrium». In such a game is developed only a weak "energy". Either both camps play at a similal high level, with the result that few possibilities arise, or inaccuracies of a player are compensated by some imprecisions of his opponent.

Generally both camps own a "wide spectrum" and nothing very spectacular arise. Or then, if some action happens, this one is insufficient to a concrete result. By nature, this kind of game leads usually to the draw, excepted if in fine one of both players manages to exploit a very small advantage.
6o) Exhausted Game (EXGA:) This is the case of a game where, on one hand, no significant structural (we mean: related to the pawn-structure) "imbalance" appears and where, on the other hand, many lines on the chessboard open, leading to an important exchange of pieces. That is either volontarily (in view to obtain the draw) or, at the contrary, reluctantly, that this way both players are suddenly facing a game without any prospect.

Very often, in this case, the "spectrum" of each camp is "very wide", but it is possible to encounter many other situations; hence, for exemple each game leading to a perpetual check is "exhausted"; now, in this situation the spectrum of the attacked camp is most currently "narrow" or even sometimes "tight".
7o) Aborted Game (ABGA:) It is about the least interesting type of game, where both players cease to fight before the game is really engaged. The unpleasant «nulles de salon» (premature or prearranged draws), which it is not necessary to speak more, belong evidently to this category.



  


DCC-C - Energy, imbalances,
instability and «spectrum»

Complementary with this little column specify now that appreciation criteria, used in the present classification, is the result of a generic idea which is in the end the concept of "energy".

It is actually very difficult to explain clearly what exactly means "energy" in chess... But we are able to draw up some ideas at this subject. "Chess energy" is the result of various imbalances appearing on the chessboard, during the unfolding of a chess game. Here we enumerate some reasons :

1) Having the first move (i.e. having to play first; the «trait» in French) or not.
2) Difference of level of development, coordination and spatial occupancy.
3) Material imbalances (i.e. : sacrificed or won material).
4) Miscellaneous features characterizing the pawn structure.
5) More or less great interpenetration between both camps.
6) The existence of a differential "Attack-Defense".
7) Combinatorial risks inherent in the position.
8) Vulnerability or security of Kings etc...

This "energy", equally name «tension», induce a great «imbalance» of the chess game positon. This imbalance results finally in terms of «spectrum» ; precisely the risk of knocking over at the slightest "faux pas" implicate a «spectrum» (i.e. : set of lines, in a chess game, that it is possible to play in preserving at least characteristics of the position) «narrow», in any case at least for one of both sides.

This ideas are developed in the rubric «Matter and Energy» of our «New Chess Theory» Lecture.

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