Chess Software by D. Ohmans 1982 THE RED KING'S PAWN A long while ago, a Confucian or Hindu prince found a stable way to arrange some exact yet asymmetric forces. The restful chessic starting position is the result, to which we return time and back again. If and when X=5 and Y=2 then one is at the home of the White King's Pawn. This pawn may be often startled out of its inactivity by a first cause, compelling it forward and away from its presences and likenesses. A new universe of interrelated distances from object to object opens thereupon. However, most all of the distances are always going to be familiar ones, and the refreshing substitutions at their nodes, familiar too. For example, if the original advance of the White King's Pawn over two units of space is met by the French defense, the distance to its counterpart in the mirror would be that it had just gone, and in the case of the Sicilian counterattack its other number would emerge at the remove of a knight's jump. This king's pawn went forward, and it cannot turn around. It fronts for the king flat behind it, and could be mistaken for him, at first. The White King's Pawn forges forward, indeed defines that direction for 31 others, past a unitary location that is only neutral to it, on to a limit of tensions at the middle of its world. Here it might be breasted, in a Ruy Lopez which must be subverted into the less angry Vienna game, by an inaccessible blockader. Somewhat like the hippies of the american Sixties that used to imbibe uncertain chemicals, this exceptional king's pawn has set something into motion that before subsiding shall involve our trivial destinies in interaction. THE BLUE KING'S PAWN Once the equilibrium had been interrupted by the first dislocation, it becomes time for the opponent to make a reply. An extraneous issue could be phrased, whether in reality a reply does mate the opponent. Still, after an instant the Black King's Pawn may well roll forth. While the white pawn seemed to be releasing the vectors behind it, this pawn conveys a defensive emotion, as if it were moving only to allow itself to be better protected. The difference may be more than hypothetical, since this black pawn often moves in reaction to the first, and begins from a home on a different set of diagonals, a location which by contrast would appear to it on the left not the right side of the field. The pawn always has the right to capture towards its forward corners, and can even stop a moving pawn of the other direction that is hurrying to the center. Perhaps we should dwell instead, though, on its inability to affect that right in its path, except by blockading itself as well. With a unit of the total between them, opposing kings' pawns have a spiritual battle for the common diagonal areas. It they are face to face, however, the question is crude and physical, in that neither can progress without some way of removing its blocker from the file, that is, assistance or opportunity from the side. We see a game in which one slides forward a token, and another does so in opposing fashion. It means nothing, little, much, or everything. Compared to actions such as moving a car, its reality is negligible. A conversation says more than No to your Yes. It means much because a problem is posed, without specifying any content. If there were ever a disagreement between two interests, the game seems to say, the following elaborations and ramifications might be expected. The fate, for example, of the Black King's Pawn totters on the scales, maybe, that being everything. THE RED QUEEN'S PAWN Guarded as it is by the most powerful queen, the White Queen's Pawn may have a sense or confidence as it ventures its usual two spaces on the board. Although oftentimes it marches no further, one vital unit advanced at a turn, because it had become a threat, and because its protectors are themselves vulnerable by virtue of their value. However, if its bodyguard is no one more special than an adjacent pawn, the latter in recapturing actually does become a queen's pawn. These transformations happen nowhere else, except perhaps with the often sacrificial promotion on the eighth rank and with replacement of the set for a new game. Systemic tensions are thereby resolved. In the Sicilian, that is, the White Queen's Pawn is thrust forwards into a pocket that is twice protected, and is exchanged off. Against those strong defending players that seem to overwhelm one's forces, we have a tedious stepwise advance of this pawn, by which it first defends the king's pawn and allow the queen's bishop to emerge and view the space in front of the White Queen's pawn, and then, if the king's pawn is otherwise secured by a knight, this queen's pawn moves solid to the midline. The strong player may be mystified and his plans foiled by this loss of time, Many such mighty chess players exist, and since not all of them join the official tournaments, the validity of typical Top 50 lists is called into question. Indeed, the people themselves, although they may not realize it, are computer chess addicts. A person steps onto the street, and is met by the royal game of small change. They must decide whether to spend the quarter and the nickel, or whatever. The future of the totality is altered by their selection, or acts like moves transpose into other ones, There is even evaluation and feedback in small doses. While this revolting spectacle is being learned by ordinary enthusiasts, the movement of huge sums occurs, not symbolic at all. Over the board, by contrast, the armaments if not tricks of using them are the same for each of us. THE BLUE QUEEN'S PAWN Black's queen's pawn might be the least imposing of the central four, its initial functions being to block the other queen's pawn, or to restrain the advance of the other king's pawn. We can see a case of the systematic overlapping of meanings on the board in that the unmoved Black queen's Pawn would avenge its team's knight on the queen side which in turn looks after the king's pawn outpost, and if it moves forwards it forfeits that function to protect the outpost itself, while in turn freeing a space to which the knight on the king's side could retire. If, however, the queen's pawn moves forth one unit of territory, it obstructs black's king's bishop even as it liberates their queen's bishop, and if it advances two then that queen's bishop may be shut in by the retiring knight. These circular analyses may prove that the system is rational. Use of the Black Queen's Pawn may often constitute a first move defense, yet we think its personality is displayed in the King's Indian formation. Rare, a configuration attractive to beginners and difficult for experts is going on on the king's side of the defense as the queen's pawn appears to hold off the center. Another famous usage of it is after much preparation, behind the pawn and to the sides. Then it urges itself forward to question the opponent's center, and if the solid defending center so created does hold, a great advance is said to have been achieved. Nevertheless these doctrines, like the comparative values sometimes attributed to each element of computer chess, are formal illusions, A philosophy which sounds obvious as phrased is, things are not more nor less than they are. Even the rules of the game only carry weight as logic, implication, civility, precedent, And the various outcomes to be discussed have realities that are actual as well as conventional ones. This is the harsh quality of exact play, that justice may be unfair, that excuses are mere utterances and virtues like bad luck go unrewarded. Natural law soothes the vision yet is infuriating, unless the hand applied to the network can impart its warm thought. THE RED KING BISHOP'S PAWN While playing through lines from books, we often push a pawn and then replace it, to try instead say a maneuver with the king's knight. That pawn might have been the Bishop's Pawn of the White King. The king's bishop's pawn is the weakest element on the board, because opposing pieces may aim at it with ease, and it is defended only by the king. After it is moved and replaced, it seems appropriate that the knight might lock it down by blocking it on the bishop's column. If the adjacent knight's pawn is twice advanced, the White King Bishop's Pawn must be cautious about forsaking its king cover and perhaps endangering the very game. On the other hand, as an early move in the game this bishop's pawn may well advance to call away the opposing team's king pawn, so freeing its own. This King's Gambit or Vienna Gambit is usually followed by the nearby knight behind it, in order to guard the king and block for recapture. For one tempo the white king's position may be exposed, yet an attack just then often fails. Situations arise in which the danger is from a knight or bishop on the knight's column, not from the queen or a bishop on the rook's column. Here it may be expedient to push the king bishop pawn only one unit of territory. That move would be considered primitive by some. They would show that it makes the king's position fragile. However, it is easy to become mystified, and not to order an obvious remedy for a special condition. THE BLUE KING BISHOP'S PAWN The Black side is a move behind, so a borderline risk for White may be unacceptable to it. Such is the case with most moves of the Black King Bishop's Pawn, the weakest of all. Of course against a defective offense this pawn could well support a knight or bishop or pawn over the midline, as if the tempo had been gained. It is curious, however, that even after many moves have elapsed the original offense and defense roles seem to obtain. The fact of having often acted in response to the first moves may sap the organic edge that the attack has, and this adds to the proof that the system coheres from opening to ending. If the white first move was with the bishop's pawn on the queen's side, an exception may be in order in answering with the Black King Bishop's pawn in an advance over two spaces. No force against its location would have been released by that first move, and so a vulnerability of one ply, or tempo, would be harmless. And if the adjacent knight's pawn is to be moved anyway, in a King's Indian configuration, that setup might be accelerated by the same move, Otherwise the king's knight could have to jump out of the way and back if it was thought wise to expand the column for the castled rook. In turn, the defending king would then find a comfortable even if unsound nook in the corner. As far as moving the Black King Bishop's Pawn only one unit of terrain goes, I like to venture that if the king's pawn has crowded forward in a French game. Its second slide seems to us a hostile one, and is challenged. The game is new, and defenders abound. The threat or a bishop pin cooperating with the advanced king's pawn is averted. The move exerts a structured pressure, supported as it is by the untouched knight, and because it jeopardizes its king, the defensive task becomes obvious. The forced moves it soon entails are most restful, and our computer chess is then as enjoyable as in the days before every transaction was mined to reward the unwary. THE RED QUEEN BISHOP'S PAWN While naming each part of the computer chess set for simpler manipulation and less abstraction, I decided that the term ease does describe the White Queen Bishop's Pawn. Space would do just as well, or elegance. This pawn seems to move into a wide open space of its own, in the center of the queen's side, that seems larger than the King side because castling is longer. One unit of advance is rare for it: another way to exclude the other's knight and bishop exists and obstructing its nearby knight is overmuch to pay for exiting the queen. The queen's Pawn needs reinforcement across the midline as in the wonderful Benoni, not before it. We therefore find an entire range of openings in which the White Queen Bishop's Pawn slides forward two units of territory and lands adjacent to the queen's pawn, or sees the latter join it. Here it may be supported by the king's bishop, and no longer is going to be impeded by its queen's knight. The interesting question is, whether it is indifferent to us which of these two molecules is moved first. Sometimes it is indifferent, if the opposing team has done nothing relevant to the question. The whole problem of order is at stake, and the argument from computer chess is that something shall have happened between alternating discrete moves, be it only the passage of time. That is the meaning of their being separate from the next. The further argument is that whatever happened is significant in a coherent system. Law has to do with the visible reality, and order to do with its manner of appearing, the one a photograph, the other a movie. If, for instance, the queen's pawn moved first and as countered by the other queen's pawn, the full advance of the White Queen Bishop's pawn would expose it to its danger. Were it already in place, on the other hand, the active choice of capturing in the other direction would have been available. Elaborations upon this comprise analogy with everyday sequencing of our activities, modes of comprehension that may be useful, or spiritual, or unnecessary. THE BLUE QUEEN BISHOP'S PAWN It always mystified me that an action in one piece could cause an effect elsewhere. However, in the Tarrasch species of the Queen's Gambit Declined genus, for example, we have just that, The Black Queen Bishop's pawn surges forwards its full quota and, its neighbor the queen's pawn not it is displaced. The crucial explanations turn out to be simple. If this bishop pawn were to be captured, the queen's column would be available for a disruptive push of that pawn. A lot of play consists in these distant cues. The Black Queen Bishop's Pawn does often not stop at the one unit advance. If it happens to do so on the second ply or first move, a stolid Caro Kann personage may be signalled. The component of the third row supports the queen's pawn on the fourth, in a mirror image of the French situation, however with many concomitant differences. And if the pawns' vertical mirror image of that occurs, the queen's bishop's pawn guarding its far up adjacent knight's pawn instead, one must safeguard well that the opposing king's bishop is then not immobilizing it at a potential cost of the corner rook. It usually slides its two units of territory. That is, to get to the conquering Sicilian attack the defending team has to pass over the Caro Kann. It was the same with the Ruy Lopez versus the French, and not vice versa, so that perhaps these surpassed defenses have no compelling logic for the first player. Or it may be that this indicates a conceptualization of choice as other than a fork in the road, like adding suffixes to words and words in a sentence. There is asymmetry, yet the selection is neutral. In playing backwards, by the way, a convenient computer chess technique, the symmetry is resolved. The old exception here appears at the turn in which the kings are supposed to slide into and not out of their line of flight. The king goes back to his starting place and finds an unclear perturbation aiming at him from afar. The Sicilian is the move that makes Black black. It monopolizes all the terrain left unspoiled, and the distinction from the first team's move is more than one of timing. The Sicilian move of mock anger argues for dominion of the queen's side of the field, since the opening ply may have made a losing cause of the king's side. The Ruy Lopez, defender as defender, move after move, and the Sicilian games are already analyzed until every streetcorner has heard of them. We always blast this bombast by using a King's Gambit on it, lifting the white king's bishop's pawn the two spaces and covering the king's side even more. The twofold move of the Black Queen Bishop's Pawn is often utilized to draw the opposing queen's pawn off course, for then the opposing pawns on the bishop's column could be stacked two or three deep. It is so amusing to see this disorientation of pawns, achieved by capturing the white queen's knight as well, that our topic pawn need not even be defended at that juncture. As we mentioned, the offer is to be rejected be advancing the queen's pawn against the Benoni blockade. Another occasion for the push of the queen bishop pawn is the English response, both of them advanced to the midline. The difficulty with the English computer chess game is that, like much else, it falls outside of our repertoire. This need not be any confession, for the following reasons. A player need not play it at first. If they meet it on the defense, they may treat it as one of its European or American relatives. To do this involves transposing series of moves, and sometimes visualizing one's team as the other one, only a tempo ahead or behind. After all, we repeat, the paradox obtains that every game is unique and yet no opening whatsoever is new. THE RED KING KNIGHT'S PAWN Before bothering to discuss the knights' pawns, it is expedient to distinguish between the player and computer chess, The advantages of the machine are obvious. On the side of the person we have just this, If we postulate a problem of two moves only to be solved, the former shall consider every possible alternative until a correct answer is calculated. The person might not find anything unless he employs the sane method, at a slower pace by far. Still, to computer chess the blatant and the abstruse are indistinguishable. Usually however, even the machine cannot consider it all. The selection is narrowed by miscellaneous means, the goal being a firm system with a slight rationale for everything. These sets of necessary stages are often found in queen side games. The relation of the queen and the Knight's move, nevertheless, arises regarding alternate pawn promotions. That slight, abstruse relationship, the tenuous venture that winning requires, may be epitomized at the instant in which a promoting pawn is indeterminate. As we know, if a pawn such as the White King Knight's Pawn advances six turns, it reaches a terminus. Including captures, it may arrive on any column, unlike that which starts as a rook's pawn. Arriving after five turns assumes another set of limits, although a center pawn may yet reach the corners. The grid itself comprises limits, as do the rules of computer chess, not the least the limitation of two adversaries as an image. An almost monstrous attempt to transcend another type of limit is the transmogrification involved in pawn promotion. In short, the thing is there on the eighth row and is asked, indeed required, to transform into a thing of other dimensions. We would sooner forsake a game than allow a pawn promotion. Exceptions are plentiful. An important property of Pawns in general that should be mentioned is their ability to use up tempi by at first sliding forwards only one unit of territory and then a second during a different occasion. The choice of bumping to the left or right versus blockading straight ahead gives them further flexibility, The White King Knight's Pawn often moves not at all. Its own team's castling would put the king behind its locus. On the other hand, it might surge forward as a straightforward approach towards the opposing king, Some use shall be devised for it once it gets near. Players may like to move this pawn one space and slide the bishop behind it or beyond it. The bishop could face the center or pins pawn or two. We think this move could be wrong. At least it is wrong unless white's queen side castling has occurred for it tends to call down vindictive pawn, bishop, and queen attacks. To move the weaker neighboring bishop's pawn is more attractive, even if the former process has a natural appeal. THE BLUE KING KNIGHT'S PAWN We have already shown that the Black King Knight's Pawn sometimes goes out one unit of territory in support of its neighboring bishop pawn. It makes room for the king side bishop behind it too in the King's Indian sort of defense and the popularized Sicilian Dragon variation. One may find it in various relationships to the opposing queen, such as the rook and its pawn being pinned, or the knight's pawn exposing the rook from the king's column. Not often would this knight pawn slide up two units, not even to repel the bishop anew, for the latter would retreat to a location that could be better for it. In a game of zero sum it is necessary to avoid those moves of mutual benefit, perhaps a major difference from economic behavior. On the other hand, the optimization of economic resources ought to include provision for situations of abstract opposing conflict. If the Black side is castled there, the Black King's Knight's pawn becomes a target on way to the king behind it. A bishop and queen against it may require it to be protected. As it moves, the black rook may look helpless at the lesser bishop, imploring to be moved. A daring ploy would be to let the pawn go, to get the king into the corner, and to use the knight column for a ram with that rook. That which weakens the cross lines might strengthen the verticals. For rooks that are lining up on the column, little is funnier than our pawn blocking them, unless the bishop is around to advance behind it. A peculiarity of the game that is evident in computer chess is the indifference to the reality of the opposing player. Single study is almost as evocative as actual challenges. This is like our attitudes with small change in the society, in that the myriad coincidences demonstrate indubitable conscience, albeit systematic and not ethical, yet no one is available to blame. Reversals of fortune occur over the board. They find it absorbing as a paradigm. Solipsism is more than this. It is the long wait for the answering move, the occasional impossibility of progress, the third hand that sets up the same configurations over and over. It is in the attitude of the opposing player, more shrinking or overbearing than is credible as the case may be. Following our games, the symptoms of them we see on the street are otherwise inexplicable. The scientific method clings to the mainstream as if to truth. Yet computer chess is proving that the grid might be solved, and could have been solved. THE RED QUEEN KNIGHT'S PAWN The unit of terrain numbered 50 on a bit board is the home of the White Queen's Knight's pawn, with a bit board being a word abbreviating a position. A third approach, after coordinate, is to utilize literals such as, for this pawn in this place, recessed inverse. Irregardless of name, this knight palm has a use in recapturing a bishop which has bumped away its knight. The queen's pawn may not have been correct here since the white queen in general should be retained. The resulting doubled pawns are often there, inflexible as ever, at the close. Another reason for the White Queen Knight's pawn to leave its original position is to allow moves by its contiguous bishop. A strong instance of the advantage with the initiative of moving first, and the disadvantage of symmetry or instead complementarity, arises as our pawn slides forwards, the opposing king knight's pawn does so, our bishop appears behind it, and their bishop cannot do so upon pain of forfeiting bishop and rook. If the queen side bishop's pawn has disappeared, as in the Queen's Gambit Accepted, the literature speaks of a minority attack. In this, the White Queen Knight's Pawn and their rook's pawn charge forward against the three pawns opposing. This may be an example of the mystification that sprouts within the subculture. It seems that three pawns could hold their own. We do not wish to carry the accusation too far, however. Some marvelous designs are included in that dense style of communication. Furthermore, in tournament play as in computer chess research ideas, one is going to be surprised by the abundant amount of extensive and intensive talent. In casual games too, as we suppose in every space age hobby, attainment is high. THE BLUE QUEEN KNIGHT'S PAWN Either knight's pawn, and many others besides, may on occasion be used as a pure sacrifice. They are slid forward, captured, and this makes way for a higher value to occur elsewhere. It would seem unjust or ironic to fulfill this role in reality. However, even if unavenged, the larger purpose might justify it. Eventual victory would not be required, only the willful elaboration of a plan. It is otherwise with blunders. These imperfections, perhaps the extreme case of random moves, were they to discard one pawn, should soon topple whole systems. Indeed there is a poignancy that minds must meet under this criterion of precision, with peace a doubtful issue and the probability of some variety of remorse. The threat is stronger than its realization, and this applies to an overall game as much as to a solitary move. If a pawn has a fork on two pieces, if a knight faces out at three or even eight, this situation is more thrilling than its having realized its selection. On occasion the choice is a discordant one, yet without the venture nothing has happened. Then winning becomes the closest resemblance to a pristine condition less its boredom. As for the need to concede, compilers of computer chess instructions have found the analogy in listing discovered mistakes as those that confound the data or those that stop the program. The Black Queen Knight's pawn has its relationships to the bishop, knight, and rook behind it, and to its adjoining pawns. And too, for example, it could serve as a cushion on the third row for the distant bishop from its team. An opposing pawn having just crossed the midline might capture it or bump it in passing. The latter must be immediate, because otherwise it would endure double jeopardy from the fourth and fifth ranks. The option to advance two units of territory is meaningful only if the third pawn captures, or no one captures. In conjunction with its contiguous pawns, this knight's pawn may surge forwards against first one piece and then another, until at last one of them is trapped and slid off the board. The phenomenon of a pawn bumping a piece may signal that something else is about to occur, or it may be a win in microcosm. In any event, the relative values such as three to one do not exist except as correct ideology. We think the reality has to do with exact distances, and the transformation of their logic into the subtle subjective weight of mass. THE RED KING ROOK'S PAWN Of the 16 pawns in computer chess, the four rook's pawns are exceptions. On the one hand they may only capture to a single side, while on the other they may be captured by only one column of pawns. As if to indicate their potential for sliding to promotion, they are backed up by perpendicular rooks, The White King Rook's Pawn is often a target in efforts upon its castled king. The opposing king's side pieces may be looking right at it, along with their queen's power, Here nature has provided it with an instinctive means of defense, to flee forward one unit of territory, From its third row it may be protected several times. The opposing bishop would now swallow air, their knight would have to abandon its coverage, or even their rook could be bumped by its familiar adversary the knight's pawn, A queen appearance at the spot which this rook's pawn had vacated may well be foreboding, yet no more so than had the pawn been captured. Having been advanced its one unit of terrain, the unnatural sacrifice of a queen's bishop for it may occur. The pinnings of the knights by the bishops against the kings and queens may be changed by the rooks' pawns, Like the placing of a bishop behind its knight's pawn, the pinnings are more justifiable an the queen's side of the grid. One has no compulsion to save the queen, and it seems wise not to alter the wall fronting the king side, Sometimes though, as toward the end of a game, the pawns could want to advance. The opposing queen side bishop could not bother the White King Book's Pawn that had moved up two units. Furthermore, from here it would prevent the opposing knight's pawn from sliding two units, unless say covered by an adjacent pawn that had gone one. Thereby we derive a computer chess rule saying that the White King's Book's Pawn should advance two units of territory if the black rook pawn advances one unit, and vice versa, That resembles the configuration of the French Defense displaced to the grid's edges. The general idea of a machine doing these things may not be obvious. Electronic computing machinery has instructions for manipulations or movements of data among addresses. and we move data, or our pawns and pieces, among locations and destinations, or addresses, There are conventions to be followed beyond the mere rules of the game, regarding instructions, although in general we know that structure and function should be similar. Therefore, more must be said about imitation and the use of radius distances, However, a patchwork intermediary exists which does resemble practical thought and the given equipment, called flagging. Most shreds of understanding can be tied to a lever or switch, and the only difficulty is to elicit their harmony. In actual play experience shapes the flagging interaction. In theory more switches are added on, until at last the well known correct signal is emitted. THE BLUE KING ROOK'S PAWN We might understand the role of the Black King Rook's Pawn in terms of its being a barrier. On its starting location, the eighth column and second rank or Y=7, it sits as a cover to its team's castled king. The king side knight holds it after the latter's normal move. If their king had shunted into the corner, this pawn would conceal it from a rook or queen on the column, and prohibit half the dangers from an opposing knight. If the pawn were not protected against a threat from two of them, the difference it could make may be that of one tempo, between sighting and capturing. As we mentioned of its white counterpart, along the cross line that is no difference at all. Of course the Black King Book's Pawn may advance its one unit of territory to confront a bishop and force it in turn to retreat or capture, in either case calling its colleague on the right the knight's pawn into play. Let us say the bishop fails to move. The computer chess player might consider the possibility that the rook is imperiled behind the pawn if it captures. Dangers to the king, on the other hand, are mandatory illegalities. This rook's pawn may have to move one or two units of distance as if opening a door for the king to step aside whenever a troublesome entity slides onto its own line trapping it behind the other. One's allies, in other words, may be barriers of several sorts. It is peculiar to see a position lost among the team's own components, yet reflection endows these configurations too with multiple psychological interpretations. Advanced one unit of territory, the pawn is still an even firmer barrier on the column. It may be desirable to slide the Black King Rook's Pawn two or more units of terrain. On the black fourth row this Pawn prevents the advance of white's king knight's pawn, which itself would attack a possible knight that had jumped twice to its fourth row of the bishop's column. In the simplified yet not mathematical vocabulary of the author's devising, versatility might be at extreme pressure. On the black fifth row, the rook behind the Pawn may act to prevent that knight from being challenged by the white knight on the same column and row, its own fourth rank. The Pawn that was a barrier to its team's rook is so no longer. At the same time, slid anywhere more than one seventh of the distance from rook to rook, the pawn on the column blocks the opposing rook and frees the king's side bishop and knight to perhaps occupy that column, endangering we admit the pawn yet themselves enjoying the rook's strength. Last of all, if the king rook, instead of getting thereby pinned, had left the pawn without the king joining it by castling, it could be bumped or pretty well ignored. THE RED QUEEN ROOK'S PAWN The most usual function of the White Queen Book's Pawn is in compelling the opposing team's king's bishop to bump the queen knight, or retreat. In the typical line of the French game, for instance, the center pawns are already out and so that bishop holds back this knight until white's king moves, at which time the knight could well be captured. That bishop however was earlier pushed to the capture in the Winawer, by the rook's pawn. Bishop's pawns were stacked up or doubled, and attacked along the column by black's queen. Meanwhile, White is swallowing up the pawn that we considered last. Once the pinnings are broken up by near even exchanges, no danger exists of unequal trades. The White Queen Rook's Pawn, by the way, may be left unprotected by queen side castling, unless its knight is still nearby. On the other hand, the rook might have achieved an open column at once. Another exit for its rook is on the column, after a Pawn advance of two units of territory. This pawn may illustrate their powers if an opposing queen's bishop's pawn is at Y=4 and, threatened by the bishop, is supported by the twofold slide of the Knight's Pawn. Then the double push of the White Queen Rook's Pawn removes the foundation from the opposing structure. One of the opposing player's pawns may be traded, the other capitalized. In a second situation, a pawn may have cause to slide past instead of capture another, where the objective could be to block a segment of the grid or to prevent the release of some configuration. If this same pawn moves another unit or territory or more and blocks its counterpart, the latter pawn shall not be enabled to support its adjoining one. Indirect logical linkages may yet relate the two, and it is these which lift computer chess into the air. If a pawn gets to the seventh row and is blockaded, a trade is sometimes arranged on the adjacent column, The increasing value of the advancing pawn outweighs other disequalities. Its weakness, though, is its one directional quality. A problem position, for example, without any pawns has a total flexibility of direction that even one pawn forfeits. With pawns, the positioning of the grid seems to become a factor. The game gains an irrevocable chronology, which in truth it almost lacks as mere transformations. The goal of endangering the kings is a different type of temporality, more in the nature of an accidental cause. For now, the advancing pawns accentuate the fact that the teams are opposed. Yet the harmony is that every stage is contained in the others, if one defines wide enough. Computer chess, however, promises to deliver the verdict, reward, and punishment at the instant of the act and its implications. After all, this unity existed before linkages developed and should exist anew, as system. THE BLUE QUEEN ROOK'S PAWN The pawns, despite being simple and identical, present difficulties in setting up computer chess. With pieces, it is easy for the machine to ignore the plus or minus sign after coordinates of location and destination are subtracted. The case of the pawns is that targets may only be sought in the proper direction. Added to their double first move, the different advancing and capturing moves, and even promotion, the elegance of the algorithm or formula may be threatened. Programming might be devised then that treats them as opposed to pieces as either independent or dependent variables. Pawns may be considered by the computer chess player in groups as well. Two pawns are strongest if adjacent on the row, three pawns may form a chain on a cross line, four pawns seem sturdy whenever the outer two are each advanced one unit of territory. Our computer chess outline has them follow the line of protecting and recapturing greater values, or pieces. During a game, one should seek the precise logical answer, or should initiate something, although sometimes a useful heuristic is to cover all pawns. In the instance of the Black Queen Rook's Pawn, that could indicate a move by their king after queen side castling. Games, and the shapes developed on the board, say different things. A low profile would suggest hesitance, or else cunning. Some games are won by extending one's risks beyond all belief, and afterwards it seems that lesser exertions would have failed. Others are won by demonstrating the inexhaustible defensive powers of the model, or are lost in a discussion following some faulty blunder. At times one would tailor his or her choice of aggression or artistry to that of the opposing player. Another approach is to think about the justice of first captures and the like, or one might try the superlative game of rationalizing past inaccuracies. Computer chess games are characterized by, say, a square appearance, and by total consistency. The layman would be amazed at the machine which could play classical violin, yet this is the level at which computer chess already functions. Machine reasoning is repetitious, however, so that to outplay the system could require attempt after tedious attempt. The resources of the Black Queen Rook's Pawn itself are well shown in the ordinary yet overwhelming Ruy Lopez game. As we know, the two king pawns are out, along with the attacking and defending knights, and white's king's bishop goes to X=2 and Y=5. Here the selection for Black is between moving the queen rook's pawn or the queen's pawn, or some initiating move elsewhere. A danger to white's pawn, for example, would have to be resolved. Black's queen pawn's slide over one unit would forfeit that pawn's use to recapture the bishop. A second facet of this is white's tempo may be used to prepare an eventual escape for the bishop. At a given ply the rook's pawn pushes its one unit of terrain, and the bishop must back up or capture. Now, if only then is the queen's pawn slid, the option to capture has become more expensive, due to the tempo utilized in retreating. Instead, if black's queen knight pawn slides the double space to pursue the bishop, this bishop would enjoy having the prepared escape on its team's second row. Not having it, the bishop could be removed by the knight, although its twofold retreating maneuvers often suffice. In other words, our circular analysis suggests that the immediate incentive from the Black Queen Rook's Pawn has several advantages, while the opening pawn may seem to be risked, although sophisticated alternatives exist. THE RED KING The king for Whites never has been captured. Opposite a king it experiences repulsion, and thus versus a king and pawn it must stay in front of the latter. It knows just the move distances of a pawn: unity, the square root of two, two. Although from the open its moves form two overlapping squares, in castling the king must negotiate past its own rook. The metaphor of its team-mates sacrificing themselves for the cause of the king, which may be ruined and often is in an instant, is both appalling and poignant. Perhaps even worse, though, is the lot of the king, that has to know the permanence of being caught on every square of the chessboard. The player's identification with the king may be rewarding in a win. In any event, consequences resulting from an absolute intensification of anything abstract are undeniable. Within waking reality only, these consequences have turned into fetishes. THE BLUE KING A pawn cannot promote to a king. Neither king may castle across check, or be captured in passing. The move distances parallelism is one of many redundancies in chess. For a time they are known and, given sufficient order, hard recurrence is intuited to occur. A future civilization might discover sure means for offense to win. The opposing king may have no similar hopes. Red Pieces Red Pawns Blue Pawns Blue Pieces 1 wealth 1 closure 1 security 1 imagination 2 invisibility 2 inverse 2 secrecy 2 source 3 merchandise 3 ease 3 anger 3 relationship 4 credulity 4 confrontation 4 solidity 4 objectivity 5 survival 5 action 5 effect 5 sportsmanship 6 fulcrum 6 balance 6 pressure 6 opacity 7 malnorishment 7 locus 7 fear 7 versatility 8 shelter 8 change 8 force 8 threateningness