WEBVTT

00:01.170 --> 00:02.130
Hi there.

00:02.160 --> 00:07.830
In this introduction, actually, I just want to go over the course index and conventions generally.

00:08.220 --> 00:15.390
So I talk about ingredients because I like those Master Chef people on TV telling you about these herbs

00:15.390 --> 00:17.880
they're adding, which you may never have heard of.

00:17.910 --> 00:24.690
These ingredients, these kind of secret ingredients that often differentiate, like the master chefs

00:24.690 --> 00:28.170
from lesser masters of cooking.

00:28.320 --> 00:33.540
So in chess, yeah, they're all attacking ingredients to be aware of.

00:33.690 --> 00:41.550
And it's good to refine how we evaluate positions and maybe leverage some of these ingredients like

00:41.550 --> 00:43.050
Bishop without a counterpart.

00:43.050 --> 00:46.150
When you've got a certain bishop without a counterpart.

00:46.260 --> 00:49.350
It can be dangerous or form pawn.

00:49.950 --> 00:57.210
So there's a lot of concepts in this course which you may get a chance to use in your own games.

00:58.290 --> 01:04.230
So we're also improving our evaluation of positions, not just our calculation, but by having these

01:04.230 --> 01:13.710
kind of tags, ingredients, you call them patterns, call them what you want, but they're items of

01:13.710 --> 01:17.220
interest, which can affect one's evaluation of positions.

01:17.490 --> 01:20.610
And so makes things more powerful.

01:20.610 --> 01:26.070
When we calculate, we can look at the resulting positions, especially at the end of our calculations,

01:26.070 --> 01:32.070
and say, Oh, well, we've got better our accounts by Oh, well, there's a form pawn, Oh well we've

01:32.070 --> 01:34.170
got this, which is an attacking ingredients.

01:34.170 --> 01:40.950
These signposts for attacking ingredients improve our evaluation of positions and evaluation is very,

01:40.950 --> 01:43.980
very important because we can't calculate that many moves ahead.

01:43.980 --> 01:49.040
We need to rely heavily, quite often on intuitive evaluation.

01:49.050 --> 01:55.320
So we're trying to get these ingredients, you know, how did our clinical staff get these fantastic

01:55.320 --> 01:55.740
positions?

01:55.740 --> 02:00.900
What were the ingredients which want to show examples for each potential ingredients?

02:01.830 --> 02:09.270
And the early sections of the course cover general aspects of king safety, like the Castled King or

02:09.270 --> 02:11.730
the weakened King or opposite side castling.

02:12.420 --> 02:17.040
So those kind of conditions for where the king is are very, very important.

02:17.040 --> 02:22.050
But then we go on to more sophisticated ingredients, which you may never have heard of before.

02:22.110 --> 02:24.480
When I use seeds, that's a shortcut.

02:24.480 --> 02:27.720
I want to give you maximum space for showing the theme of the game.

02:27.720 --> 02:33.450
Seeds means the number of collections a game is in at Chess Gamescom, which is one of my favorite sites

02:33.450 --> 02:35.190
for checking out all the games.

02:35.190 --> 02:40.330
And often I find the more collections the game is then, the more iconic it is, the more celebrated

02:40.330 --> 02:40.860
it is.

02:40.860 --> 02:45.420
And often it's kind of really instructive and compelling and dramatic.

02:45.600 --> 02:46.740
People love drama.

02:46.740 --> 02:47.720
I love drama.

02:47.730 --> 02:52.890
I'm sure you love drama, but it's good if drama is also instructive.

02:52.890 --> 02:55.140
It's good if drama is nutritious.

02:55.140 --> 02:59.130
That's a great aspect of attacking chess.

02:59.130 --> 03:06.600
It can be dramatic, but also instructive, especially if we take time to find and ask the questions.

03:06.600 --> 03:10.050
Or how did this attacking position exactly happen?

03:11.130 --> 03:17.540
So basically, yeah, I want you to kind of take in these patterns, these tags, these collections.

03:17.550 --> 03:24.210
The key is so the insights labels, they that are available in this course, hopefully they'll start

03:24.210 --> 03:30.630
flowing more easily in your games and more useful to establish the attacking ingredients.

03:30.630 --> 03:35.580
And the game usually has multiple attacking tags within it.

03:35.580 --> 03:41.790
It might not just be one advantage, it might be several advantages like stronger center of protection

03:41.790 --> 03:42.890
of E5 Bishop.

03:43.470 --> 03:46.680
It might be several ingredients all working together.

03:46.680 --> 03:52.050
And you know, when I was studying a lot of neural network games, especially, you know, alphazero

03:52.590 --> 03:57.750
kind of a game changer, it did show us well for me especially showed us a lot of key elements which

03:57.750 --> 04:03.580
people were not really talking about in the past literature like Form Pawns or Bishop Mountain counterparts.

04:03.600 --> 04:10.890
I've tried to introduce these and emphasize these over protection was from Nimzowitsch, though some

04:10.890 --> 04:14.130
are from Nimzowitsch in famous Nimzowitsch.

04:14.130 --> 04:17.850
My system is a classic book, but there's some fun.

04:17.850 --> 04:22.970
Like themes like a Queen in Siberia is like saying if the opponent's queen is away from their kings,

04:23.130 --> 04:24.150
it's a way of saying that.

04:24.240 --> 04:32.940
So we want to basically improve our attacking evaluation of positions, our sense of the attacking potential

04:33.030 --> 04:34.290
of situations.

04:34.290 --> 04:37.890
That's really important in chess, because checkmate ends the game.

04:38.160 --> 04:39.660
It's not all about material.

04:39.660 --> 04:44.040
It's not a game just for the accounts and chess about accumulating material.

04:44.040 --> 04:47.340
You know, we can we can checkmate from being several pieces down.

04:47.340 --> 04:47.850
That's the key.

04:47.850 --> 04:50.460
Beautiful thing I find about chess.

04:51.240 --> 04:55.860
The reason why attacking patterns from neural networks are very, very interesting is they're also kind

04:55.860 --> 04:59.670
of verified they were beating some of the much more analytical engine.

05:00.500 --> 05:06.700
The classic AB engines, alpha beta engines, which were analyzing often a lot more positions.

05:06.710 --> 05:12.830
We want to have that ideal where we don't really have to calculate that much and wear ourselves out,

05:12.980 --> 05:15.920
and we've got a greater instinct for attacking gradients.

05:15.920 --> 05:17.270
That's really great.

05:17.300 --> 05:19.880
It means we can calculate less sometimes.

05:21.320 --> 05:28.970
We also can say, Well, it's just all about evaluation of the core, the core elements, the four core

05:28.970 --> 05:32.330
elements that many test websites allude to.

05:33.170 --> 05:40.760
King Safety versus material, pawn structure versus piece activity four So we can often sacrifice material

05:40.760 --> 05:46.760
if we can reduce the opponents king safety or we can often sacrifice the structure of our pawns or even

05:46.760 --> 05:53.780
sacrifice pawns generally in order to maximize our piece activity, because pawns are the fundamental

05:53.780 --> 05:58.190
constraint of the pieces, especially if you read Michael Stephen's, you know, simple chess.

05:58.190 --> 05:59.750
That's one of the things he said.

05:59.750 --> 06:06.710
So the evaluation aspect, sure, you've got the main core elements of positions, but these other elements

06:06.710 --> 06:11.480
alluded to here are more specific and worth thinking about in my view.

06:11.690 --> 06:18.830
And I personally make use of these attacking themes in my games continually, like every day online.

06:18.830 --> 06:23.300
And I just love attacking Chancellor, I love winning with these attacking ingredients.

06:23.300 --> 06:28.910
So it's like sharing the attacking ingredients and also trying to build up my own attacking game as

06:28.910 --> 06:29.420
well.

06:29.420 --> 06:31.180
So this course is a work in progress.

06:31.210 --> 06:35.900
If there's any other important attacking things that crop up, sure, I'll create a new section I'll

06:35.900 --> 06:42.170
put examples in to reinforce, because this is all about our evaluation, our instincts being built

06:42.170 --> 06:49.010
up in this course for these themes, these tags, these patterns which create the ingredients, the

06:49.010 --> 06:55.250
exciting ingredients we're looking for to get those winning attacking combinations, especially over

06:55.250 --> 06:58.400
the opponent's king, not just to win material.

06:58.400 --> 07:00.290
So okay, so the course.

07:00.290 --> 07:00.580
Yeah.

07:00.590 --> 07:06.350
Is basically celebrating the ingredients of attacking chess.

07:06.380 --> 07:10.850
And I hope a lot of those ingredients you'll be starting to use in your own games.

07:11.000 --> 07:11.900
Okay.

07:11.930 --> 07:15.590
Here is an example game from the world of neural networks.

07:15.590 --> 07:21.350
Komodo was playing with 64 bit Comodo four cores.

07:21.380 --> 07:26.810
This is on a fast time limit, but four engines, you know, they can they can crunch so many positions.

07:26.840 --> 07:31.880
This was 5 minutes per game with 10 seconds per move increments.

07:32.030 --> 07:36.410
So not not such a quick time control but from this position.

07:36.410 --> 07:43.160
Yeah, Lela with the black pieces played a brilliant foresighted sacrifice here.

07:43.550 --> 07:45.500
So can you guess what that is?

07:46.780 --> 07:54.580
So the leading neural network calculating far less than its alpha beta engine classic engine counterparts

07:54.580 --> 07:57.190
played nine times G two.

07:57.220 --> 08:01.340
So this has all sorts of attacking implications.

08:01.360 --> 08:02.800
Let's just see the game.

08:02.800 --> 08:04.930
KING Tanks, G2, Bishop Africa.

08:05.830 --> 08:13.090
King G1 and having this huge confidence that this attack is is working is justified.

08:14.080 --> 08:18.400
So rook D1 rook f6, you can see the resources are flowing to the opponent's king.

08:18.400 --> 08:23.800
That weaken king position does imply that actually there's a lot of responsibilities and roles that

08:23.800 --> 08:26.980
can be taken up with these attacking pieces.

08:26.980 --> 08:31.810
So we have H for Rook H six King if on the king tries to flee.

08:31.840 --> 08:35.260
But now actually there's an element here left over.

08:35.260 --> 08:37.480
There's a there's an outside pass pawn.

08:37.480 --> 08:43.030
So even though the king is not being mated, that's not always an outcome sometimes which is needed.

08:43.030 --> 08:45.220
We don't even need to make the opponent's king.

08:45.220 --> 08:46.810
The team is on full blast.

08:46.810 --> 08:48.850
Every piece is working hard here.

08:48.950 --> 08:57.640
Now the h pawn is coming along and the IVB engine is struggling here as leader is improving and improving

08:57.640 --> 08:58.720
the position.

08:58.840 --> 09:05.740
So making way for the pawn here and conceding F2 now, which goes into this nasty pen.

09:06.130 --> 09:12.550
And so the pressure's building up the pass pawns Optimus now C5 Queen G friend the game actually ended

09:12.550 --> 09:20.140
here so what an amazing you know winning attack basically which created that winning outside pawn if

09:20.140 --> 09:28.270
King C as an example, then black is queen ing and then bishop takes E2 and the attack rages on here.

09:28.270 --> 09:34.240
So this would be absolutely a winning position, as example, where black is going to be material up

09:34.420 --> 09:36.820
with still a vicious attack.

09:37.060 --> 09:42.610
So yeah, this is just an example to show, you know, it'll be hopeless here given this is the case

09:42.610 --> 09:45.190
and this is time for desperation.

09:45.490 --> 09:52.900
So, yes, these intuitive sacrifices were shown in neural networks, and neural networks are essentially

09:52.900 --> 09:57.610
quite often it's about pattern recognition, pattern matching.

09:57.610 --> 10:02.590
And for me, yeah, there were great source of attacking themes and general themes in chess.

10:02.590 --> 10:09.640
So they for me are a kind of game changer because if you consider the number of calculations was far

10:09.640 --> 10:11.890
less than the traditional engines.

10:12.460 --> 10:17.950
So it's less about playing the position like a supercomputer, but more about intuition, intuitive

10:17.950 --> 10:21.400
factors that we can kind of identify.

10:22.300 --> 10:29.500
And I've made use of form pawns, for example, in so many games since studying neural network games.

10:29.590 --> 10:33.010
I just found them incredibly instructive.

10:33.010 --> 10:41.740
So sometimes if you're following an example of a model player or a computer, if the computer is not

10:41.740 --> 10:46.390
really computing that much, it could actually be instructive, like in the case of neural networks.

10:46.390 --> 10:49.810
Now, in this course, we're lucky to have great technology.

10:49.810 --> 10:57.310
This course in the latest Stockfish does incorporate neural network aspects so we can learn all aspects

10:57.310 --> 10:59.200
of the game even from the opening.

10:59.200 --> 11:05.890
And that's important because often the ingredients for attacks are born out of the opening advantages.

11:05.890 --> 11:12.280
So it's important to make notes and be very nuanced in our analysis of most games to see how advantage

11:12.280 --> 11:16.630
is accumulated, what advantage is accumulated, etc..

11:16.630 --> 11:22.390
So yeah, we can learn a lot from the neural networks and this is just one game example, just to show

11:22.390 --> 11:27.160
you that sometimes even if we don't checkmate an outside pass, Paul might be winning.

11:27.160 --> 11:35.920
So okay, so Layla and Alphazero also potential attacking heroes to learn a lot from in the engine world,

11:35.920 --> 11:41.920
as well as all the amazing attacking players of our rich and cherished chess history and culture.

11:42.220 --> 11:43.030
Okay.

11:43.620 --> 11:44.380
And so much.
