Copyright (c) 2013 John L. Jerz

Elements of Positional Evaluation, 3rd edition 1999 (Heisman)

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This book is a true rarity, one with original insight into the authentic principles of the ancient game of chess. There have been more books written on chess than any other game.  Most are merely a synthesis of previously known ideas.
 
In this work, Master Dan Heisman has condensed his lifelong study of the real elements of chess analysis into a manual designed to impart understanding how to analyze chess positions.
 
This book reveals the errors in theory which lead players to make improper decisions, particularly those which rely upon traditional 'chess maxims'.
 
This book is essential reading for every serious player, but especially crucial for those who teach chess.
 
The reader will come away with a much better understanding of the real elements of strengths and weaknesses on the chess board.
 
This third edition has been revised to make it even easier to absorb the concepts and apply them to your game.
 
[JLJ - Heisman has some great ideas here.
 
Check out his column, Novice Nook

p.1 A change is necessary! For many years chess players have relied on a loosely knit, confused set of ways to non-tactically evaluate a chess position...Chess programmers quantify similar evaluations in the form of a "scoring function". It is therefore notable that programs relying heavily on evaluation play worse than those using primarily "brute force lookahead" and very little evaluation. Hopefully, this book will provide a step towards overcoming some of the difficulties encountered by... programmers.
 
p.6 if doubled pawns (a static feature) are often bad, but are actually sometimes good, then there must be something more basic than doubled pawns (elements) on which one could/should base his positional evaluation - something that will help you determine when doubled pawns are good or bad and by how much.
 
p.7 POSITIONAL PLAY: Strategy that emphasizes piece and pawn placement, as opposed to tactics [The dynamic maneuvering of the pieces involving capture, mating attacks, or anything that alters the material situations]. An example is taking advantage of an opponent's static weaknesses.
 
p.33 This chapter presents definitions and examples of the proposed ("real") elements. An element is a feature describing a quantity or quality of the motion of chess pieces; i.e., their actual or potential dynamics. Our goal is not (yet) to invalidate older theory, just to show that our proposed elements are more basic and can be used as building blocks to better understand older, pawn-structure based theory.
 
p.38 Global mobility is an underrated concept. Assessing global mobility correctly may be one of the hardest positional concepts to master. Global mobility if often the prime consideration when making sacrifices; e.g., "Will the sacrifice cause the game to be shortened to the point where the total global mobility of my opponent's forces will never have the chance to make itself felt", or alternatively, "Is the position such that the global mobility of my sacrificed 'material' is less than the corresponding material that I will capture, so that I am left with the more effective pieces for the rest of the game?"
 
p.40 Flexibility does not imply high mobility, but rather a wide range of plausible ways to maneuver.
 
p.48 In his book New Ideas in Chess, Grandmaster Larry Evans uses time as one of his four elements, the other three being pawn structure(!), space, and force (more accurate than "material"). He has reduced the number of elements to one dynamic and three static. It seems Evans is mixing apples with oranges when he includes pawn structure. This approach is fine as a novice's guide, but falls short as a theory, and I don't believe Evans intended it to be. Nevertheless, a computer program which only takes into account Evans' elements should still do well.
 
p.52 A pseudo element is a positional concept from current chess theory that is either inadequate, too encompassing, or to hard to define to be a real element. These elements are real concepts, but can either be broken down into component real elements (which, by contrast, cannot be subdivided) or else shown as inadequate to be a complete element. An example of a pseudo element that is inadequate (because the concept is too vague) is "development".
 
p.52-53 Material is the measure of potential piece power... A correct appraisal of material is really more complex. A proper evaluation must take into account virtually every element, and is strongly position-dependent... Because the real (material) value of the pieces is dependent upon the other elements, this evaluation must change when the position changes.
 
p.60 Pseudo elements are not basic, independent, mutually exclusive elements which can be used as building blocks for positional theory. Also, they should not be used as bases for evaluative algorithms; similarly, static features should not be used.
 
p.61 We will see how each piece gets its power by examining each with respect to the elements. This process will enable us to show why piece value is constantly changing. This value has a relationship with all the elements, but one or two elements are major factors. These elements should be the only determining factors of material value, so, as the elements which affect a piece change, so must the material value. A piece has no unchanging, intrinsic value.
 
p.76 In our final case (a Bishop which has low actual mobility because it is obstructed by his own pawns on the same colored squares), we see that this lack of potential global mobility makes the blockading pawns more detrimental to the Bishop than they would to the other pieces, which can usually use their global mobility to eventually move "around" the pawns.
 
p.136 The seven elements [mobility, flexibility, vulnerability, center control, piece coordination, time and speed] are the basis for positional evaluation. Evaluation based upon static features alone is misleading. Static features can be used as guidelines, but not as building blocks. Concepts such as space and development are generalizations. They express real ideas, but can be broken down into components, and thus should not be used in place of those components as basic evaluation tools. The concept of unchanging material values is a guideline that too many beginners are taught to take seriously, and is thus the root of many bad habits found in the play (and thought processes) of weaker players.
 
p.137 Please consider the merits of each concept presented in this book. In any new theory such as this one, many will disagree with particular aspects, wanting to add something here or change something there. This is fine and even necessary for a theory to work properly. I do not expect that I got everything perfect the first time. I welcome any constructive criticism, comments, discussion, and suggestions. To feel otherwise would go against the nature of the scientific process.
 
p.137 [This] book expresses novel ideas, and hopefully in a helpful manner. As a text of my theory, this book hopefully will stimulate discussion of the key ideas, at least among those interested in positional evaluation.
 
Dan Heisman in 2003 article in Novice Nook column on piece activity:
 
Evaluation Criteria: Total Piece Activity 4/13/2003 Novice Nook
 
The third criterion is your total “army” activity of all your pieces. This is distinctly underrated by lower-level tournament and on-line players, who instead consider that pawn structure is more important. I know this because I have tested hundreds of adults in thinking process tests, and weaker players are much more likely to say that White is better because Black has an isolated d-pawn than they are to say Black is better (in the same position) because his pieces are much more active. Yet strong players almost always get this correct, so obviously our beginner books have done a poor job of selling the dynamic possibilities of piece play versus the “easier-to-categorize” properties of static strengths and weaknesses. In my opinion Garry Kasparov is the best player ever at evaluating and using total piece activity; he often pitches a pawn or even the exchange to make sure his army is the one with all the play. In fact, he has occasionally stated something to the effect of “your pieces’ activity is what chess is all about.”
 
I might add that total piece activity has an extremely high correlation with the sum of the pieces’ actual mobility, as defined in Elements. If you wish, you could even define them as the same, but there are more factors involved, such as the value of the real estate where the activity is present (e.g., more important around the enemy king and near the center), the flexibility of the army and its coordination, etc. In general, if your army has more activity, you usually have the initiative. The initiative can be roughly defined as “your opponent responding continuously to your threats instead of generating his own”. If both sides’ material, king safety, and activity are similar, but one side has pawn structure weaknesses, then the side with the better pawn structure often eventually develops the initiative just by attacking those weaknesses and forcing the opposing side to defend them, lest material be lost.
 
Similarly, if everything else is equal, the player who possesses a single advantage, with everything else being equal, can usually get the initiative by concentrating on that advantage. For example, if you have an extra pawn, you may be able to mobilize it into a passed pawn, which may at first cost the opponent flexibility (the pawn has to be watched and possibly later a piece (to prevent it becoming a Queen).

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