Business chess is a variant of chess played in teams. It was invented in 1992 by Dr. Grachya Ovakimyan of Moscow with the aim of making chess more entertaining and spectacular. [1] [2] [3]
In the opinion of the inventor, free and open discussion between team members and collective decision-making process may make the game spectacular by increasing its dynamism and presenting the various stages of chess players' thinking, evaluation of positions, calculation of variants, choice of alternatives, and so on. [4] In turn, in order to ensure active team discussion and effective decision-making process the Interactive Cognitive Scenario was developed. [5]
Ovakimyan describes this version of chess as a sports business game. [6] [7]
The board, pieces, their positions and rules of movement are the same as for standard chess. But several parallel branches (versions of the same game) can be played at the same time on the several boards, with the help of rating (importance) indicators of a certain branch (red marks on top of the board, see Photo 2). The game is for two teams, recommended each to have five members. During the game members of one team may discuss it, as well as actively move, and then form the alternative (parallel) branches. They also can change the rating of each branch by transferring its marks. With the possibility of changing the number of simultaneously played branches and their ratings, qualitatively new, tactical and strategic methods of competition appear which are inherent only in this version of chess. [8]
In the Interactive Cognitive Scenario the following mechanisms are envisaged: (Photo 1 and Figure 1):
Parallel variants of a game (branches) can be played on five nearby demonstration boards, numbered 1 to 5, each of which has its own rating (See Photo 2). Teams can decide to change the number of branches and their ratings. The score of each branch (on a particular board) is equal to its chess result, multiplied by the rating of the given branch. The final score of the game is equal to the sum of results of all branches.
The game begins on one demonstration board only, representing branch 1 (see Figure 1) with rating 10 (game rating). Branching is used (see Figure 2) to increase the number of branches.
To carry out a Branching the team on its move copies the position from board 1 to a free demonstration board, apply differing continuations (for example, on a demonstration board 1 move e4, and on a board 2 – g3). In this case, the rating of the original (maternal) branch is distributed between the child branches according to the decision made by the team making the branch. [10] As a result of the subsequent branching there will appear branches 3, 4, and 5. [11]
If in the course of a game one of the teams gets a branch with a lost position (e.g. branch 1 in Figure 3), then the team may resign the game in that branch and transfer all the chips of its rating to the demonstration board of another (parallel) branch, where the team has an undefeated position (e.g. branch 2). This represents the so-called Selection, which offers a team a possibility of winning back what has been lost.
As a result of such a redistribution, the rating of the lost branch is added to the rating of the remaining one and the opponent gets points equal to the lost branch rating (in the given case, three points).
A Business chess game tree structure resulting from operations of Branching and Selection is shown in Figure 4.
On Figure 4 the increasing number of branches is shown (after move 7, there are already two branches, after move 11, three, after the move 12, four, and after move 18, five branches). Then, as a result of the selection and drawing (on moves 24, 25, 29 and 37, respectively) the number of branches gradually decreases. After move 37 and until the end of the game there remains only one branch, with a rating of eight.
A very important tactical element of the business chess scenario is chess Passing. Such a pass enables one to transfer, in a single move, one unit of rating from one branch to another without loss of points. [12] It is a way of adjusting branch ratings as the team reassesses their positions. The game tree with Passing has a more complicated form (see Figure 5).
Only one member of the team may move pieces and ratings on the demonstration board after the team decides collectively. This stops players crowding in front of the demonstration boards. For this purpose the zone before the rows of demonstration boards is separated from the zone of team location by red lines which only one team member may cross.
Each team is provided five ordinary chess boards to freely discuss positions and calculate variants (Figure 1). At each board the team (or part of it) discusses the position arising in one of the branches of a game (Photo 3 and Video [13] [14] [15] ). The team itself determines how it organizes discussions and makes decisions. Interactive Cognitive Scenario only suggests the possibility of alternative actions of each team member (using branching) in combination with the possibility of subsequent rejection from them when it becomes clear for team that these actions were erroneous (using selection).
There is a huge number of possible ways the Interactive Cognitive Scenario can be realized. Therefore, before a game is played some parameters should be agreed:
The author of the idea of business chess considers the following format to be optimal for a live broadcast: [4] [16]
During the game, spectators are able to hear and see team discussions: what information and in what scope the players analyze, how much and what options are offered for continuation, at what depth they are calculated, how the evaluations of positions changes during the passing and what final decisions are taken as a result. For the first time this becomes available for spectators' assessment directly, rather than via expert analysis.
The demonstration boards show several competing versions of the game (branches). Their number and ratings change throughout the game and directly affect the current and final score of the game.
Business chess creates a team spirit and socio-psychological atmosphere that is not specific to chess. It may be of interest even for spectators who do not care much for chess.
Playing business chess brings out familiar social problems for the teams such as leadership and psychological compatibility, a division of labor and specialization, choosing effective ways of management (authoritarian, democratic, etc.) and problem solving, generating new ideas, their discussion, implementation and development in a competitive environment, and so on.
Spectators can also watch almost all varieties of situations typical in group competition, and their continuous change, depending on the availability or shortage of advantages, time, alternative ways of development, and so on.
Tournaments have been held regularly since 1997. [17] [18] Running commentary of one of them was broadcast on Armenian national television. [19]
In Moscow Russian leading grandmasters participated in two representative tournaments. The first was held in the Central House of Chess by M. M. Botvinnik in 2004, [20] the proceedings of which were broadcast by the Sports channel of Russian TV. [21] The second was held in the Moscow Chess Club by T. V. Petrosian in 2005. [22]
Apart from being a sport, Business Chess can also be used for scientific modelling of mental activity, [23] the processes of problem solving and a choice of strategy, [24] as a general educational business game, [25] method of psychological evaluation, psychological training and play therapy. [5] Such opportunity is conditioned by team active discussion and a multistage process of group decision-making based on sociocultural evolution depending on changing conditions (game). It can be seen that the main mechanisms of Interactive Cognitive Scenario (branching and selection) resemble biological mechanisms of evolution (genetic mutation and natural selection).
Business chess as a scientific model can be effectively used for researches in following areas: game theory, bifurcation theory, information theory, control theory and decision theory, the theory of innovation diffusion, management science, sociocultural evolution, cognitive psychology and social psychology, research into natural intelligence and artificial intelligence, and so on. Thus as an expert system the application of existing chess computer programs is possible.
Experts in the field of child psychology agree that the system of national school education must first socialize pupils, that is, accustom and adapt them for the life in social structures. [26] With this purpose it is reasonable to use Business Chess as a general educational business game. The primary goal of similar lessons is to carry out intellectual and socially-psychological trainings for the pupils to make them skilled in constructive communication, communicative competence, efficient management, social self-organization, psychological strength and adaptation in group. It is supposed, [25] that it promotes effective socialization and harmonious development of cogitative (cognitive), behavioral (interactive) and emotional (motivational) components of pupils' personality studying at comprehensive schools.
It is also reasonable to use Business Chess for carrying out psychological evaluation at schools. The opportunity to register a lot of individual and group psychological parameters at the same time so as to observe their changes in dynamics, allows a complex estimation of intelligence, aptitude, level of achievement, personal situational correlations and mental development. Available expert systems in the form of modern chess computer programs enhance reliability of such researches.
A section of the "Business Chess" book is devoted to this subject, [5] and also a lot of popular articles are included in the collection entitled "Sports business games: Business Chess, Go, Renju and others", 2007. [27] [28]
Chess is a board game for two players. It is sometimes called international chess or Western chess to distinguish it from related games such as xiangqi and shogi.
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This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.
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A chess tournament is a series of chess games played competitively to determine a winning individual or team. Since the first international chess tournament in London, 1851, chess tournaments have become the standard form of chess competition among multiple serious players.
The 39th Chess Olympiad, organised by FIDE and comprising an open and a women's tournament, as well as several other events designed to promote the game of chess, took place from September 19 to October 4, 2010, in Khanty-Mansiysk, Russia. There were 148 teams in the open event and 115 in the women's event. In total, 1306 players were registered.
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Chess equipment are the tangible items required to play a game of chess. To have an over-the-board (OTB) chess tournament the equipment required includes: chess pieces, chessboard, chess clock, score sheets, pen to record the moves and table. A chess player playing a game of online chess, correspondence chess, computer chess or non-tournament chess may choose their own preferred configuration of chess equipment. Receiving assistance from A.I. based software is prohibited in the majority of chess tournaments, regardless if they played over-the-board or with long-distance methods such as online chess or correspondence chess.
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The 43rd Chess Olympiad, organised by the Fédération Internationale des Échecs (FIDE) and comprising open and women's tournaments, as well as several events designed to promote the game of chess, was an international team chess event held in Batumi, Georgia, from 23 September to 6 October 2018. This was the first Chess Olympiad to take place in Georgia with the Georgian Chess Federation also hosting the Chess World Cup 2017 in Tbilisi.
The 44th Chess Olympiad was an international team chess event organised by the International Chess Federation (FIDE) in Chennai, India, from 28 July to 10 August 2022. It consisted of Open and Women's tournaments, as well as several events to promote chess. The Olympiad was initially supposed to take place in Khanty-Mansiysk, Russia, the host of the Chess World Cup 2019, in August 2020, but it was later moved to Moscow. However, it was postponed due to the COVID-19 pandemic and then relocated to Chennai following Russia's invasion of Ukraine. This was the first Chess Olympiad to take place in India.
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