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Kasparov and the Machine: «» «Production Company/Société de production: Alliance Atlantis/National Film Board of Canada Executive Producer/Producteurs exécutifs: Andre Singer, Andy Thomson, Nick Fraser, Paul Trijbits, Tom Perimutter, Eric Michel Producer/Producteur: Hal Vogel Cinemarographer/Image: Maryse Alberti Editor/Montage: David Hill Sound/Son: Brenda Ray, Tim White, Alan Baker Music/Musique: Rob Lane» «Game Over: Kasparov and the Machine offers an incisive overview of the most notorious chess match ever played, the 1997 rematch between Garry Kasparov, arguably the greatest chess player the ancient game has ever seen, and IBM's computer Deep Blue - an ultimately unfriendly contest that devolved into psychological warfare, paranoia, accusations and defenses.» (Chess Practice Today - Chess & Life - Chess Passion). Attacking Key: An attacking particularly decisive and closely connected with a relevant Plan (PLAN:). But, by the same expression we mean equally: "Key for the attack"! (New Chess Theory - NCT XIX - "Key for success"). Defense Key: A Defense particularly accurate and efficient, closely connected with a relevant Plan. But, by the same expression we mean equally: "Key for the defense"! (New Chess Theory - NCT XIX - "Key for success"). Key for Success: You have to be very patient because this attractive statement is the main conclusion and revelation that we keep in mind, for you, as the high point of our "New Chess Theory" (NCT:) Lecture. (New Chess Theory - NCT XIX - "Key for success"). Key square: An important square. In Pawn endings: A square whose occupation by one side's King guarantees the achievement of a certain goal, such as the win of a pawn (Chess Terminology - see: Wikipedia, the free encyclopedia). Kibitz: (verb - allow two people to interact with one shell) As a spectator, making comments on a chess game that can be heard by the players. Kibitzing on serious games is considered bad manners (Chess Practice - see: Wikipedia, the free encyclopedia). Kick: Attacking a piece, typically by a pawn, so that it will move (Chess Terminology - see: Wikipedia, the free encyclopedia). King : The most important chess piece of the game. No material equivalence can be applied to the King because his loss means the end of the game; therefore he is considered "invaluable" (Chess Terminology). King Bishop (Knight, Rook): The Bishop (Knight, Rook) originally located in f1 (g1, h1) for White and f8, (g8, h8) for Black (Chess Terminology). Active King: Usually when the full-endgame begins, both Kings have the opportunity to take an active part in the game. Nevertheless, for many reasons, a King may be more or less Active and sometimes frankly Passive. One recognizes an active King by the following facts: King Hunt: A prolonged attack on the King which removes him from his defensive position with by a series of checks and possibly sacrifices. A successful King Hunt ends in checkmate (Classical Chess Theory - see: Allentown Center City Chess Club - Chess Dictionary). King Safety: In a Chess game, the security of the King is a significant feature, directly in relation with the initiative. Often chess players obsessed by the initiative delay to the maximum the moment of castle and end up forgetting to make it. In fact it may be effectively an interesting offensive strategy, in some openings, to delay the moment of castle and even sometimes, in particular if the King is relatively in safety in the center, to give up quite simply castling. Whatever happens, we should not forget that a vulnerable King is a serious obstacle with freedom of manoeuvre and initiative of his camp, for the following reasons: (Current Chess Theory - New Chess Theory - NCT XVI - "Offensive strategy"). Kingside: The Zone of the chessboard constituted by files f,g,h
(NCT II - "Chessboard geometry"). A Kingside Battle is a battle on the chessboard concentrated on the kingside (Chess War Terminology). The Knight (or colloquially, horse) is a piece in the game of chess, representing a knight (armoured cavalry) and often depicted as a horse's head. Each player starts with two Knights on their first rank. In algebraic notation the White Knights start on b1 and g1, while the Black Knights start on b8 and g8 (Chess Pieces - see: Wikipedia, the free encyclopedia). A battle between two, three or four Knights of both camps (Chess War Terminology). A Knight Fork is a fork provoked by a Knight (Chess Terminology). A Double Knight Fork is the linking of two Knight Fork (Chess Terminology). It is sometimes amazing to attend to successive movements of a single figure, in particular for a Knight. A Knight Travel is rightly the sequence of all moves of a given Knight during a chess game. You will find an good example in:
Marshall, Frank - Blackburne, Joseph H [A43-b] ENG-USA cable m England
(1), 1909 - Chess-Theory Analyzed Game No 044 with the 10 Moves Knight Travel (10NT:) of the Marshall's Knight
The Marshall's Knight Travel sets as follows:
(New Chess Theory - Chess Curiosity). Simple Knight's Tour: «»
«Simple Knight's Tour (Chess Theory - Chess Practice - Chess Clubs). The Three Knights Basic Formation is the standard position: Nf3, Nf6, Nc3 occuring in many games and in fact in a great number of classical beginnings
(New Chess Theory - Chess-Theory Analysis). The Four Knights Basic Formation is the standard position: Nf3, Nf6, Nc3, Nc6 occuring in many games and in fact in a great number of classical beginnings;
nevertheless the Black queenside Knight is often first developped in d7 or a6 (with the idea: ...Nc7). You will find, in Chess-Theory's Analysed Games, some examples of this situation and in the ECO Codes Base (ECB:) various openings including this formation (New Chess Theory - Chess-Theory Analysis).
The
Chess-Theory Glossary is presented on 25 pages.
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