Fritz 16 Help
Fritz 16 Help
Fritz 16 Help
2 Fritz Help
Content
0
ChessBase 2017
Content 3
Window "panes"
......................................................................................................................................................... 59
Notation w.........................................................................................................................................................
indow 61
Different displays
.........................................................................................................................................................
in the engine w indow 62
Clear notation
.........................................................................................................................................................
w ith coloured highlights 63
Correcting.........................................................................................................................................................
notation 64
Display of .........................................................................................................................................................
the balance of m aterial 66
Book w indow
......................................................................................................................................................... 67
Chess clocks
......................................................................................................................................................... 70
Engine w indow
......................................................................................................................................................... 71
Kibitzers ......................................................................................................................................................... 74
Evaluation.........................................................................................................................................................
profile 75
Chatter w indow
......................................................................................................................................................... 76
Openings .........................................................................................................................................................
display 77
Window Pane.........................................................................................................................................................
Icons 78
17 Move
...................................................................................................................................
entry 79
Chess notation
......................................................................................................................................................... 79
Entering m.........................................................................................................................................................
oves w ith single click 80
Move Input......................................................................................................................................................... 81
Variations......................................................................................................................................................... 82
Entering m.........................................................................................................................................................
oves on the keyboard 84
The right m
.........................................................................................................................................................
ouse button 84
Mouse w heel
......................................................................................................................................................... 85
Mouse w heel
.........................................................................................................................................................
not w orking? 86
Edit and annotate
.........................................................................................................................................................
gam e 87
Position setup
......................................................................................................................................................... 89
18 Keyboard
................................................................................................................................... 91
Entering m.........................................................................................................................................................
oves on the keyboard 91
Keyboard .........................................................................................................................................................
input for com m entary sym bols 92
Custom ize.........................................................................................................................................................
keyboard 93
ChessBase 2017
4 Fritz Help
Easy Gam.........................................................................................................................................................
e 118
Friend m.........................................................................................................................................................
ode 122
Playing a.........................................................................................................................................................
Friend Gam e 126
Rated gam.........................................................................................................................................................
es 128
Optim ise.........................................................................................................................................................
playing strength 131
3 The
...................................................................................................................................
openings book 131
The openings
.........................................................................................................................................................
book 131
The book.........................................................................................................................................................
w indow 133
Extended.........................................................................................................................................................
Book Display 135
Book display
.........................................................................................................................................................
options 136
Book settings
......................................................................................................................................................... 137
Tournam.........................................................................................................................................................
ent m ove 139
ECO chess.........................................................................................................................................................
openings classification 139
Copy openings
.........................................................................................................................................................
book to hard disk 140
Im port old
.........................................................................................................................................................
book 140
Im porting
.........................................................................................................................................................
gam es to the openings book 141
Extending.........................................................................................................................................................
the openings book m anually 142
Im port analysis
.........................................................................................................................................................
into openings book 142
Openings.........................................................................................................................................................
book, learning from a database 143
Deleting a
.........................................................................................................................................................
gam e from the Book 144
Maxim um.........................................................................................................................................................
size of the tree of positions 145
4 Database
...................................................................................................................................
functions 145
The database
.........................................................................................................................................................
w indow 145
Preview w .........................................................................................................................................................
indow 148
Gam es list
......................................................................................................................................................... 149
Sorting by.........................................................................................................................................................
colum ns 152
List view.........................................................................................................................................................
s 153
Player Index
......................................................................................................................................................... 153
Tournam.........................................................................................................................................................
ent index 155
Com m entator
.........................................................................................................................................................
index 155
Source Index
......................................................................................................................................................... 156
Team Index......................................................................................................................................................... 156
Openings.........................................................................................................................................................
Key 158
Gam e Title
......................................................................................................................................................... 158
Them e Keys
......................................................................................................................................................... 159
Load and.........................................................................................................................................................
replay gam es 160
Save gam.........................................................................................................................................................
e 161
Saving gam.........................................................................................................................................................
es 164
Save Mask .........................................................................................................................................................
Annotators/Team 167
Copying Gam
.........................................................................................................................................................
es 167
Players database
......................................................................................................................................................... 169
Autosave.........................................................................................................................................................
database 169
Search for.........................................................................................................................................................
gam es 170
Search for.........................................................................................................................................................
nam es, tournam ents, etc. 170
Search for.........................................................................................................................................................
positional fragm ents 172
Search for.........................................................................................................................................................
gam e com m entary 173
Search for.........................................................................................................................................................
m edals 175
Search for.........................................................................................................................................................
Tim e Controls 176
Search booster
......................................................................................................................................................... 177
Find position
......................................................................................................................................................... 177
Archive database
......................................................................................................................................................... 178
Install on.........................................................................................................................................................
Harddrive 178
Backup database
......................................................................................................................................................... 178
Database.........................................................................................................................................................
text 179
ChessBase 2017
Content 5
Database.........................................................................................................................................................
form ats 180
ChessBase
.........................................................................................................................................................
Magazine 181
ChessBase
......................................................................................................................................................... 182
5 Analysing
...................................................................................................................................
games 184
Infinite analysis
......................................................................................................................................................... 184
Enter & Analyse
......................................................................................................................................................... 184
Evaluation .........................................................................................................................................................
of the position 189
Extended.........................................................................................................................................................
Engine Inform ation 189
Full analysis
.........................................................................................................................................................
/ Tactical Analysis 191
Deep position
.........................................................................................................................................................
analysis 195
Blundercheck
......................................................................................................................................................... 197
Com m entary
.........................................................................................................................................................
sym bols in the Fritz Blunder search 198
Com pare.........................................................................................................................................................
analysis 199
Shootout......................................................................................................................................................... 200
Autom atic .........................................................................................................................................................
analysis of server gam es 201
Shared Analysis
......................................................................................................................................................... 203
Monte Carlo......................................................................................................................................................... 204
The Kibitzer
......................................................................................................................................................... 207
Visualize.........................................................................................................................................................
Search 208
The Analysis
.........................................................................................................................................................
board 208
Variation.........................................................................................................................................................
board 210
Chess problem
.........................................................................................................................................................
s, m ate search 211
Calculating.........................................................................................................................................................
Elo ratings retrospectively 212
Let`s Check......................................................................................................................................................... 212
Description .................................................................................................................................................. 212
LiveBook.................................................................................................................................................. 214
Start Let`s ..................................................................................................................................................
Check 216
How should ..................................................................................................................................................
a game be analysed w ith Lets Check? 219
What do the ..................................................................................................................................................
green, blue and red letters for the depth mean? 220
Why does..................................................................................................................................................
the progress bar often jump back after reaching 100%? 220
Lets Check ..................................................................................................................................................
Server Statistics 221
Lets Check ..................................................................................................................................................
context menu 221
Information ..................................................................................................................................................
in the Chat w indow 222
Commentaries..................................................................................................................................................
in the LiveBook 224
Using the..................................................................................................................................................
LiveBook as the Openings Book 226
Netw orked ..................................................................................................................................................
Analysis 228
Game analysis
..................................................................................................................................................
w ith Let's Check 229
Honours ..................................................................................................................................................
Lists 230
Speedindex .................................................................................................................................................. 231
Com m on.........................................................................................................................................................
questions Let`s Check 231
Is my analysis
..................................................................................................................................................
alw ays sent to Let's Check? 231
Can Lets..................................................................................................................................................
Check be used anonymously? 232
What does ..................................................................................................................................................
it cost? 232
What difference
..................................................................................................................................................
does the pow er of my computer make? 232
What engines..................................................................................................................................................
are allow ed? 232
Can variations
..................................................................................................................................................
and evaluations be manipulated? 232
Can senseless
..................................................................................................................................................
moves be input and analysed? 233
How are ..................................................................................................................................................
the Let's Check honours lists created? 233
What do the ..................................................................................................................................................
tw o diagrams in the LiveBook w indow mean? 233
Can a text ..................................................................................................................................................
commentary be edited or deleted? 234
Engine-Cloud.com
......................................................................................................................................................... 234
Server Engine-Cloud.com
.................................................................................................................................................. 234
List View.................................................................................................................................................. 235
Board w indow
..................................................................................................................................................
w ith provided engine 239
ChessBase 2017
6 Fritz Help
Engine connection
.................................................................................................................................................. 241
Using a Cloud..................................................................................................................................................
Engine privately 241
Public Cloud ..................................................................................................................................................
Engines 242
Offering a ..................................................................................................................................................
public Cloud Engine 245
Summary..................................................................................................................................................
of the auction system 249
Hints .................................................................................................................................................. 252
Use of Cloud ...........................................................................................................................................
Engines 252
Providers ...........................................................................................................................................
of Cloud Engines 253
Exam ples......................................................................................................................................................... 254
Cloud Engines..................................................................................................................................................
on Playchess.com 254
Playing games.................................................................................................................................................. 256
Lets Check .................................................................................................................................................. 257
Engine matches
.................................................................................................................................................. 258
Solve Test ..................................................................................................................................................
Sets 260
Infinite Analysis
..................................................................................................................................................
w ith a Cloudengine 261
Settings .........................................................................................................................................................
dialog for providers 263
Engine ......................................................................................................................................................... 263
Com puter ......................................................................................................................................................... 264
Revenue ......................................................................................................................................................... 265
Private Users
......................................................................................................................................................... 267
Ignored Users
......................................................................................................................................................... 267
Bid Dialog......................................................................................................................................................... 268
Ducats ......................................................................................................................................................... 269
Rating List......................................................................................................................................................... 269
6 Training
................................................................................................................................... 270
Calculation
.........................................................................................................................................................
Training 270
Assisted.........................................................................................................................................................
Calculation 272
Blindfold.........................................................................................................................................................
play 275
Opening .........................................................................................................................................................
Training 277
Endgam e.........................................................................................................................................................
Training 278
Tactical Training
......................................................................................................................................................... 279
Mate Training
......................................................................................................................................................... 281
Them e Blitz
......................................................................................................................................................... 282
Extend training
.........................................................................................................................................................
database 283
Delete Training
.........................................................................................................................................................
Results 284
7 Commentary
................................................................................................................................... 285
Edit and annotate
.........................................................................................................................................................
gam e 285
Text com.........................................................................................................................................................
m entary 287
Com m entary
.........................................................................................................................................................
sym bols 288
Medals ......................................................................................................................................................... 290
Elem ents.........................................................................................................................................................
of com m entary 290
Graphic com
.........................................................................................................................................................
m entary 293
Toolbar in
.........................................................................................................................................................
the notation 294
Spoken com
.........................................................................................................................................................
m ents via m icrophone 294
Chess Media
.........................................................................................................................................................
System 295
8 Computer
...................................................................................................................................
chess 297
Engines ......................................................................................................................................................... 297
Load Engine
......................................................................................................................................................... 298
Advanced ......................................................................................................................................................... 300
Settings .........................................................................................................................................................
Engine Window 301
Sw itch off
.........................................................................................................................................................
engine 301
UCI Engines
......................................................................................................................................................... 302
Set UCI Priority
......................................................................................................................................................... 304
ChessBase 2017
Content 7
Hash tables
......................................................................................................................................................... 305
Clearing .........................................................................................................................................................
hashtables 306
Engine m.........................................................................................................................................................
anagem ent 306
Engine m.........................................................................................................................................................
atches 307
The Nunn.........................................................................................................................................................
Match 309
Engine tournam
.........................................................................................................................................................
ents (w ith hum ans) 310
Process .........................................................................................................................................................
test set 314
Com pare.........................................................................................................................................................
analysis 315
Perm anent
.........................................................................................................................................................
brain 316
Expected.........................................................................................................................................................
m ove 317
Engine param
.........................................................................................................................................................
eters 317
End Gam e.........................................................................................................................................................
Table Base support 321
Extended.........................................................................................................................................................
Options in the Engine Window 322
Endgam e.........................................................................................................................................................
databases 322
Syzygy EGTB
......................................................................................................................................................... 326
Copy endgam
.........................................................................................................................................................
e databases to hard disk 329
Benchm ark
......................................................................................................................................................... 329
Engine Interface
......................................................................................................................................................... 330
9 ChessBase
...................................................................................................................................
Web Apps 331
Startscreen
......................................................................................................................................................... 331
Inform ation
.........................................................................................................................................................
about the ChessBase Account 333
How to register
.........................................................................................................................................................
w ith Fritz15 or CB14 333
10 Elo
...................................................................................................................................
ratings 334
Elo ratings
.........................................................................................................................................................
and lists 334
The Elo start
.........................................................................................................................................................
list 335
View ing the
.........................................................................................................................................................
Elo list 336
11 External
...................................................................................................................................
hardware 337
Connect .........................................................................................................................................................
hardw are 337
DGT Rabbit
.........................................................................................................................................................
Plugin 338
12 FAQ
................................................................................................................................... 338
Copy tree.........................................................................................................................................................
to hard disk not available 338
Problem s.........................................................................................................................................................
in the display of the list w indow ? 339
3D board.........................................................................................................................................................
problem s 339
Letters on.........................................................................................................................................................
the board ? 340
Reference .........................................................................................................................................................
database 340
How do I .........................................................................................................................................................
upgrade m y program ? 341
Adm in Tool
......................................................................................................................................................... 341
Im prove .........................................................................................................................................................
the responsiveness of the com puter w hile the engine runs 342
Which Hash.........................................................................................................................................................
Size should I use at various tim e controls? 342
Deep Position
.........................................................................................................................................................
Analysis feature 342
Exam ples......................................................................................................................................................... 343
Optimising ..................................................................................................................................................
move entry 343
Database..................................................................................................................................................
search w atch out for small or capital letters 344
Displaying ..................................................................................................................................................
thinking time 344
Correct promotion!
.................................................................................................................................................. 346
Notes on..................................................................................................................................................
rated games 347
Chess training
..................................................................................................................................................
w ith Theme Blitz 347
Fine-tuning ..................................................................................................................................................
openings books 348
Alternative ..................................................................................................................................................
piece designs 349
Producing..................................................................................................................................................
opening references 350
The move..................................................................................................................................................
list 351
ChessBase 2017
8 Fritz Help
Index 368
ChessBase 2017
First steps 9
1 First steps
1.1 Introduction
Playing a game
Levels of skill
Help and coaching
Interface with Ribbons
Load and replay games
Automatic analysis
Let`s Check
Engine Cloud.com
Web Apps
The starting screen of the program allows to access directly with a click on your
mouse any one of the different ways of using it which are on offer.
The complex program distinguishes strictly between play and analysis functions. Thus
ChessBase 2017
10 Fritz Help
the program places the relevant functions in the appropriate menu bar and these allow
the user to concentrate on the work he or she wishes to do.
After entering the serial number you have to register the program on the Internet. In
the M e nu File there is an option called Activ a te .
If you purchased the download version of the program, you will find the serial number
in your shop account together with the installation files.
ChessBase 2017
First steps 11
If a serial number is not already present in the text boxes type the number that you
received with the program. The serial number can be used to install the program on a
maximum of three computers. If you want to install the program on a new computer,
or you want to re-install your operating system, you should first deactivate the
current registration online.
After entering the serial number you have to register the program on the Internet. To
do this use the M e nu File and click on Activ a te .
The online activation is necessary to be able to receive things such as free program
updates. It is only possible to use "Let's Check" in the Online Analysis after activationg
the program.
If you want to install the program on a new computer you must first de a ctiv a te the
previous online registration. The reason for this is the hardware recognition. When the
program is registered the server stores information about the system configuration of
the user's computer.
Note: If you make significant changes to your computer's system configuration you
must also deactivate the program and activate it again.
Manual Activation
It is also possible to register the program on a computer without an Internet
connection (for instance a laptop or a second computer). To do this you have to find
the hardware key of the computer not connected to the Internet.
Start Kommodo and select the option Activate Offline from the user menu.
After entering the serial number the program displays your computers hardware key.
ChessBase 2017
12 Fritz Help
Make a note of this hardware key, and then use a computer with an Internet
connection to access the web page:
https://www.fritzserver.eu/activation/
Enter the hardware key and the security code. The web page will then give you an
activation key, which you should carefully make a note of. Enter the key and the
security code (here SDGX) in the activation menu of your computer without an
Internet connection and click on OK.
If you have entered the details correctly your program will be successfully activated.
Playchess.com
You can use the Kommodo serial number for one account on Playchess.com. Enter it
under Ac c ount - Ent e r Se ria l num be r and get one year of basic access.
The complex program distinguishes strictly between play and analysis functions. Thus
the program places the relevant functions in the appropriate menu bar and these allow
the user to concentrate on the work he or she wishes to do.
ChessBase 2017
First steps 13
The heading E a s y ga m e makes it possible for you to play a game against a Fritz
which is suited to your playing strength.
Choosing E nte r & Ana ly s e takes you directly to the analysis modes of the program.
Generally speaking, the easy to understand structure of the starting screen helps you
to get directly to the way in which you wish to use the program, e.g. the chess
server.
Generally speaking, the easy to understand structure of the starting screen helps you
to get directly to function you wish to make use of, e.g. the chess server.
C la s s ic M e nu provides you with the view to which you are accustomed from previous
versions.
Access to the Web Apps is also possible directly from the starting screen.
Please note that you sign on permanently to make use of the online function!
Login
Many of the web based functions of the program require you to have a registered
ChessBase Account. You can register for such a ChessBase Account with the serial
number of the program or you can use the latter to extend the validity of an existing
account. So that the user does not constantly have to enter login data, the program
offers the option of a permanent login for the use of the web-based services. One
ChessBase 2017
14 Fritz Help
The status of your ChessBase Account is also displayed in the upper part of the
screen.
With a click on your player name you can directly change the settings on your
account. R e m e m be r pa s s wo rd makes it easier whenever you restart the program,
since you will not have to enter your access data on each occasion.
After logging on, you can simply try out whether the login has worked. Clicking on
Pla y che s s .co m in the bottom left of the screen starts access to the chess server
ChessBase 2017
First steps 15
So, unlike in previous versions of the program, there is no need for you to input your
access data afresh because the login now follows on centrally.
After logging on, you can simply try out whether the login has worked. Clicking on
Pla y c he ss.c om starts access to the chess server with your user name.
This principle is repeated in those windows which require a login to a server.
1. Chess server: login follows automatically. You can get going straight away. Here
the starting screen is different according to particularly popular usages and playing
modes.
Follow live games, for example, allows you direct access to the most important
grandmaster games currently being broadcast!
ChessBase 2017
16 Fritz Help
2. Access to the available WebApps. Here too login is done automatically by clicking
on the desired App.
In order to use our Web Apps it is absolutely necessary to have a ChessBase Acount.
So every user who would like to make use of this service must set up a ChessBase
Account. With your program you receive premium access.
Compared to our PC programs the Web Apps have the great advantage that these
applications can be used independent of your computers operating system, no matter
whether it is a computer with Linux, a MAC or a mobile device (smartphones, tablets).
Any functioning internet access and a browser are all it takes for you to be able to
make use of the various programs. Like that you can be doing effective chess training
at any time when you are away from home. Play chess against other people or against
ChessBase 2017
First steps 17
a chess program, follow live chess, save your own chess data and openings, work on
games, analyse, etc. You can carry out all these functions at any time and from any
location with a ChessBase Account!
1.4 Login
Many of the web based functions of the program require you to have a registered
ChessBase Account.
You can register for such a C he s s B a s e Acco unt with the serial number of the
program or you can use the latter to extend the validity of an existing account.
So that the user does not constantly have to enter login data, the program offers the
option of a permanent login for the use of the web-based services. One typical
example would be the use of the chess server.
ChessBase 2017
18 Fritz Help
The status of your ChessBase Account is also displayed in the upper part of the
screen.
With a click on your player name you can directly change the settings on your
account. Remember password makes it easier whenever you restart the program,
since you will not have to enter your access data on each occasion.
After logging on, you can simply try out whether the login has worked. Clicking on
Pla y c he ss.c om in the bottom left of the screen starts access to the chess server
with your user name.
So, unlike in previous versions of the program, there is no need for you to input your
access data afresh because the login now follows on centrally.
After logging on, you can simply try out whether the login has worked. Clicking on
playchess.com starts access to the chess server with your user name.
This principle is repeated in those windows which require a login to a server.
1. Chess server: login follows automatically. You can get going straight away. Here
the starting screen is different according to particularly popular usages and playing
modes.
F ollow liv e ga m e s, for example, allows you direct access to the most important
grandmaster games currently being broadcast!
2. Access to the available WebApps. Here too login is done automatically by clicking
on the desired App.
In earlier versions of the program there were different handicap, friend and sparring
settings in order to provide the user with an opponent capable of being beaten by a
ChessBase 2017
First steps 19
human being. From the starting screen of Fritz 16 you can set in motion all levels of
play in which the engines playing strength is reduced under Simple games or via "
Cla ssic M e nu ".
Under the section headed Fritz is where you start the chess program, the analysis
mode or if you wish the classic menu.
Pla y che s s links you directly to our chess server. The dialog offers you the possibility
for direct access to specific functions of the server. For example, from the starting
screen you can go directly to live broadcasts.
D a ta ba s e opens the database module of Fritz with the dialog for the selection of
databases.
C he s s B a s e O nline Apps The various buttons on the right-hand side of the starting
screen provide immediate access to our web-based apps which can function in any
common browser. Make use of the option for free tactical training, saving your own
games on the cloud server or for direct browser access to the large online database!
M e nu File Ne w ga m e
ChessBase 2017
20 Fritz Help
Note: Before starting a game is to be noted that the program is set after the first
start on the Infinite analysis mode. Experience has shown that most users set the
program for analyzing your own games. So you have to select a Playing level first
before you can play directly against the program.
The are reset in the initial position and the program is ready to play against you. You
can select from a number of different kinds of games: blitz, long (tournament) games,
friend mode, etc. In addition there are chess variants like Giveaway (you have to try
to lose all your pieces) and Chess 960
Pressing C trl- N will start a new game of the kind you last played.
To move a piece, move the mouse onto it, click and hold down the left mouse key
and deposit the piece on a new square. You can also click the piece and then the
destination square (or first the destination square and then the piece).
To castle, move only the king two squares to the left or right. The rook will
automatically be moved to its square.
If an en passant capture is possible you should give the file on which it can be
made.
When you promote a pawn the program will offer you a choice of pieces.
The program only accepts legal moves. If you try to execute a move that does not
conform to the rules of chess, the piece will simply jump back to its original square.
The program will automatically reply with its own move after a few seconds.
You can also use "Undo move" or press Ctrl + <= (Ctrl cursor left)
You can offer a draw or resign in the "Game" menu, if the situation is completely
hopeless.
ChessBase 2017
First steps 21
Help
This program is a tough cookie, even for strong grandmasters. You will probably want
to use some of the chess help available during the game. You should also try the
special Friend mode, in which the program tries to play at exactly your level of skill.
Autosave
All games are automatically saved in the database called Autosave, which can be
found in the directory My Documents\ChessBase. It is also in the dropdown list of the
database window.
All the games played on the chess server will be automatically saved in a file called
ChessBase 2017
22 Fritz Help
M y Int e rne t Ga m e s.
Dynamic Hints Possibilites for attack and defence manoeuvers are shown
for every square when you move the mouse cursor over it
Visualize Search It uses graphics to display possible plans for both sides on
the Board
Let`s Check Every position that has been analysed by anyone at any
time is voluntarily saved on a server.
Assisted Analysis offers the user either when entering moves or when playing
through a game valuable hints about the tactical
consequences of a possible move.
Engine evaluations When you are playing through and analysing a game the
chess program offers useful help and guidance on the
evaluation of the current position on the board. You will find
ChessBase 2017
First steps 23
Blitz games
Long games
In both these levels it is advisable to use the function "optimise playing strength" if
you want to get the most out of the program.
ChessBase 2017
24 Fritz Help
You can also use T ra ining Ra t e d ga m e and play serious tournament games in which
the program will give you an objective assessment of your playing strength.
Friend mode
Apart from the above, the program can be set to play games with a fixed time limit or
search depth per move. Click Game Levels to reach these settings.
Chess variants
Givaway chess
Chess 960
Apart from the above, the program can be set to play games with a fixed time limit or
search depth per move. Click Ga m e Le v e ls to reach these settings.
ChessBase 2017
First steps 25
Pawn 1.0
Knight 3.0
Bishop 3.0
Rook 5.0
Queen 9.0
The program give its positional evaluation in pawn units, always from the point of view
of White. If the program is displaying a value of +1.30 this means that it considers the
white position to be better by the equivalent of 1.3 pawns. If White is actually a pawn
up then the additional 0.3 is the result of positional considerations (mobility,
deployment of pieces, king safety, pawn structure, etc.). A display of 3.00 means
that White is a piece down either a bishop or a knight, which are both equivalent to
three pawns.
This opens a dialog box in which you can enter a completely new position.
ChessBase 2017
26 Fritz Help
Choose a piece type in the columns on the right and put one or more of that piece
on the board by clicking on squares. The right mouse key changes the colour of the
piece deposited, a second click deletes the entry. You can also drag pieces off the
board to delete them.
You can drag a piece that is on the board from one square to another, holding
down the mouse key in the process.
You can clear the board completely or reset the starting position.
The buttons Copy/Paste ASCII, Copy/Paste FEN are used to enter diagrams
that exist in one of the common text description forms. Mark the position in a word
processor or browser and press Ctrl-C to copy it into the Windows clipboard. After
that you can switch to position entry and click the paste button. The position will
appear on the board. The copy buttons will copy a text description of the diagram into
the Windows clipboard. FEN stands for Forsyth-Edwards Notation, and the similar
EPD for Extended Position Description.
wKd6,Rc8,g8,Pg2, bKh7,Qe1,Pd4,e3,h5,h6
Example of the FEN description of the same position:
2R3R1/7k/3K3p/7p/3p4/4p3/6P1/4q3 w - - 0 1
ChessBase 2017
First steps 27
You can copy either of the above descriptions out of the Help file and paste it in the
position setup.
After you have set up the position you should, if relevant, give the castling status of
each side. In a few cases it may be important to know that the side to move can take
en passant. Type in the file on which the capture can be made. You can also tell the
program which side has the move and whether it should start counting moves from 1
or a higher number. Click OK to end position setup.
White <-> Black mirrors the position vertically, i.e. between white and black, and
changes the side to move.
King <-> Queen mirrors the position horizontally, so that the pieces on the left are
moved to the right and those on the right to the left.
2 General operation
2.1 Ribbons
The program offers a design based on the guidelines of the Microsoft Fluent UI. The
so-called ribbons were first implemented by Microsoft in Office 2007. The ribbon, also
called a band, is a graphical display concept which combines the elements of menus
and icons. This concept offers many advantages when using a complex program.
Note: According to the mode you are in, different ribbons are displayed. You can be
sure that the choice of ribbons is suited to the area you are in.
This means the end of the days in which users had to click through levels of menus
and submenus to find functions. Instead of this simple icons are displayed for the
program functions depending on the context the program is currently in. In the
windows header words are listed just as in traditional menus which represent
groups of commands, such as St a rt , Inse rt or Boa rd .
However, clicking on a word doesnt open a menu, it opens a list of icons that
represent the relevant commands. Each menu has its own list of icons.
The ribbon takes up more room on the screen than the classical combination of menus
and icons. The symbols are grouped within the ribbon depending on the monitors
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resolution and the size of the window. Since additional commands can be added to the
ribbons it is rarely necessary to use dialog boxes. There is also the possibility to
minimize the ribbons. This is done by right clicking on the ribbon and clicking on
Minimize the ribbon.
This leaves the command words on the screen, but removes the icon list until they are
clicked.
This menu is used to change important settings and access central functions of the
program, such as the options dialog.
A further important component is the toolbar next to the user menu icon. These icons
are used to quickly access commonly used functions with a single mouse click.
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The user can decide whether the quick access toolbar is displayed at the top of the
program window or below the ribbon. This option is selected by right clicking on the
toolbar.
Add t o Quic k Ac c e ss T oolba r allows the user to customise the environment by adding
the functions he uses most often to the quick access toolbar.
This user concept offers many advantages in day-to-day work with the program. For
instance, many commands can be carried out easily. such as board selection or offers
on the chess server. Since the functions are ordered based on how often they are
used the operation is quicker and easier.
When working with the program the user should always check if an item is followed by
a small arrow.
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This example shows the selection of the different 3D views. Clicking on the small arrow
opens a submenu with additional functions.
Using the ribbons makes it much easier to operate the program. It is true that the new
user concept requires the user to adapt himself if he was used to the old menu
structure. However, the new user concept is much simpler and many functions are
easier to access.
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There are now several arrow buttons on the screen. These arrow buttons appear
every time you move a window on the screen. These buttons can be used to place
the window more accurately.
To dock a window move the mouse over the shaded part of a button while keeping the
mouse button held. This will display the new position of the window before releasing
the mouse button.
In our example we will move the chess clock window by moving the mouse over the
upper arrow button. This will place the clock directly above the board. When you see
the shaded blue area on the screen you can release the mouse button.
This places the clock in the exact position which was shaded.
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This method of positioning windows using arrow buttons is easy to use if you
remember that the position of the window is always shown by the shaded area next to
the arrow buttons. If you practise you will find that you can position windows very
quickly.
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Here you can find a number of preset layouts which are useful in
different situations. Whenever you start the program it uses the
last layout from the previous session.
Note that if you have "lost" some elements of the board window
then Ctrl+8 is a good "panic switch" that opens all the windows
that are available.
Layout Description
The standard "factory setting" with all the most
Standard
important windows
Maximizes the size of the board to fit the
Big board current window. The other elements become
smaller.
The program window is maximised and the
Big notation
notation window enlarged for game replay.
The engine window is given maximum space, a
Big engine
small variation board is installed.
A large analysis board is opened, so you can
Big analysis
analyse the position.
All windows are closed, only the board is left.
Board only This is especially impressive in "Full screen" mode
("View" menu).
Board and
Only the board and the clock
clock
Browse book Large board and large book window, ideal for
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It is useful to get familiar to the keyboard shortcuts Ctrl+1, Ctrl+2, etc. for the
layouts you need.
Clicking on the arrow opens a small menu. This menu allows the user to quickly hide or
display window panes if and when they are needed.
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The 2D boards can be resized by changing the size of the board window. You can also
view this dialog if you right-click on the board.
You can choose different materials (wood, marble, etc.) and colour schemes for the
light and dark squares, and the background. You can configure the board to have co-
ordinates around the board and the game replay control buttons below it.
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There are also a number of different pieces styles. You can further improve the
appearance of the screen diagrams by setting Cle a rT y pe in the Windows Display
properties Effects menu. Since the diagram pieces are glorified chess fonts this
will improve their appearance appreciably.
Colour sc he m e s selects the colour and texture of the dark and light squares of
the chessboard. If you want to mix your own colours, click plain colour and select
the colours you want for the squares and pieces. You can also use different material
by clicking User BMP in the colour schemes.
Pie c e s selects the piece design from several sets. "Habsburg" is classical
European, USCF is a set in the style of American chess publications, and Oldstyle a
nostalgic set that was used in books earlier in this century.
Proport ion regulates the relative size of the pieces with respect to the board.
M a rgin width determines how wide the sides of the board should be.
Anim a t ion determines how fast the pieces glide over the board.
Sha dow s gives the pieces a shadow, so they appear to be slightly raised above
the board.
Ant i a lia sing switches to older Fritz piece fonts with fixed sizes. Here too you
can use your own bitmap material by clicking User BMP.
Coordina t e s displays the board coordinates 18 and AH on the left and bottom
edges of the board.
Re pla y a rrow s below board puts recorder-style replay and forward buttons below
the board. You can select simple buttons or a full slider:
The buttons allow you to jump to the beginning or end of the game, or move one move
backwards or forwards. The red takeback button allows you to enter a new move and
overwrite the old ones without a query by the program (normally it will ask you
whether you want to overwrite or start a new line).
Navigating games with the slider
The program has a intuitive way to navigate games. The slider below the board can be
dragged or clicked, as in a media player, to get to different parts of the game very
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quickly. This is especially useful in long, commented games. You can install the slider
by using the menu right-clicking the board and using B o a rd D e s ign - Slide r.
New pieces
The representation of the pieces on the chess board is created with the help of T rue
T y pe F ont s.
You can change the style of the pieces whenever you want. A right click on the chess
board opens the dialog Boa rd De sign
You then have the choice between various styles of pieces. There is a quite new set
of pieces called Sm o o th.
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General operation 39
This is what a small section of the 3D board looks like when you zoom in:
Note that when you switch on a 3D board a new window appears with a 2D
chessboard, which you can use to execute moves or follow the game.
There are other pieces and textures to choose from. Use the control panel at the
bottom left to move, tilt and zoom in or out.
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Note that you can also zoom by holding down the Ctrl key and turning the mouse
wheel.
You can right-click the board (or left-click the edge) and then move the mouse
cursor around to change the board angle.
Ctrl + right-click defines what should be in the center of the window.
Keyboard controls
You can also control the board using only the keyboard:
the comma and period keys turn the board;
"i" and "o" zoom in and out;
"v" and "y" move the board up or down;
"9" and "0" move it left or right.
Settings
This takes you to a dialog in which you can change all the settings of the 3D graphics
board.
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The procedure for loading the popular 3D views is now much clearer than in previous
versions.
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42 Fritz Help
This produces a dialog in which you can select one of many 3D designs and then
optimize it for your screen and graphics card.
Here is a short description of what some of the main categories are. Note that you
may find additional boards in your Settings dialog, especially after major updates.
Fritz Room this is a classical Spanish chess room, with a table, chairs, pictures,
bookshelves, etc. You can use the 3D control functions to explore the room, or zoom
into the board and analog clock to play a game of chess.
Glass, wood, marble, metal, modern, silver, simple, classic, Prague these are
chessboard and piece sets in various materials, designs and styles. Some are in very
high detail and can take your graphics card to its limits. But you can also generate
spectacular chessboard pictures using the "Screenshot" function at the bottom of the
window.
Symbol boards have very flat symbol pieces that are used with the board in an
upright position, much like the graphic 2D board, except that the symbols have clear
3D forms.
Egypt, Shredder, etc. are boards with imaginatively sculptured pieces, for instance
ancient Egyptian figures perched on the top of a pyramid.
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Mia, Turk these are new and very ambitious simulations of a futuristic
Metropolis-like robot or the famous Chess Turk built in the 18th century by the
Hungarian engineer Baron Wolfgang von Kempelen.
The Turk was a very famous chess-playing automaton, which was constructed in 1769
by Wolfgang von Kempelen (1734-1804) to entertain the Austrian Empress Maria
Theresa. It was built in the form of a maplewood cabinet, 4 feet long by 2 feet deep
and 3 feet high, with a figure dressed in a cloak and turban seated behind it. The
cabinet doors could be opened to reveal internal clockwork mechanisms, and appeared
to have no place in which to conceal a human player. But still the machine was able to
play a strong game of chess against any opponents (even Napoleon tried his hand
against it).
The point of the illusion was that a chess player was actually able to conceal himself
very cleverly during the inspection of the machine, and then operate the Turk with the
help of levers during the game.
Here you can set different materials for the pieces and the board. You can also set
the resolution for the textures, making sure that your graphics card is able to handle
the complexity of the 3D graphics.
Show Time in 3D This option in the "Board" settings displays a 3D clock below the
front edge of the board.
Note: If you deactivate "View toolbar", switch to full screen mode (Ctrl-Alt-F), and in
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44 Fritz Help
addition close all other window panes (Ctrl-5) you will get a spectacular full-screen
chessboard which is a pleasure to replay games on. If the board is too bright or too
dark you can change it using the Gamma setting.
Here you can change a numer of general 3D effects. You can switch piece shadows on
or off, make them rendered or calculated in real time. You can also switch on
reflections on the pieces or on the board. Experiment with these settings to get a
really nice display. The final quality is dependent on the power of your graphics card.
-> Clipboard will copy the values to the Windows clipboard so you can paste it into
other applications (e.g. a word processor or email client). It is important that you send
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this in to ChessBase technical support in case you have problems with the 3D
functions. The support address is info@chessbase.com.
If under O ptio ns M ultiM e dia you have activated the board sounds, during the game
the program plays various sounds to accompany moves and captures.
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You can use the slider to decide how much processor time the CPU uses to render the
3D images. If the graphics module is given a large amount of time there will be less
resources remaining for the chess engine, which leads to a weakening of the playing
strength. If you want the chess engine to play strong chess in 3D graphics mode you
should choose a low value for the rendering.
If you enable the display of the pictures refresh you will see as a permanent display in
the top left corner how often the graphics are redrawn.
If you are using a multiprocessor system the 3d graphics will be handled by one of the
CPUs. The chess engine will then be able to use 100% of the resources of the other
CPUs.
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It can take a long time for the Chess Turk to be displayed, depending on the
computers hardware configuration. This time can be speeded up by selecting a simpler
3D display before ending the program. This setting is then stored. The next time the
chess Turk is selected it will take less time to load him.
If you have created your own ideal layout, you can save it and load it again later.
Enter a name for the layout when the save box appears.
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2.15 Options
2.15.1 Options Clocks and Notation
M e nu File O ptio ns C lo cks a nd No ta tio n
D igita l / Ana lo g / D o uble digita l: Choose the type of chess clock you want.
Lo go in clo ck: Displays the logo of the active chess engine to the right of the chess
clock.
Figurine / KQ NB R P: Choose between letters and figurines for piece names. This
applies to the screen and printed notation.
1.d4 / 1.d2- d4: Choose either short or long algebraic notation. The latter always
gives the start and destination squares of the move. It is more easily understood by
beginners, and it is automatically set if you specify that you are an beginner when
you install the program. In short algebraic the start square is not given if the move
is unambiguous.
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Time Difference - Shows the different individual time consumption of the chess
clocks.
Logo in Clock - Does the logo in the display of the Chess clock
Sto re thinking tim e : The time each side uses is recorded after each move in the
notation.
Sto re e v a lua tio ns : This causes the program to record after every move its
evaluation and the search depth. The form is value/depth.
Sto re e xpe cte d m o v e : The program records the move it expected whenever the
opponent plays something different.
Resign: "Late" means that the program will have to see three times in a row an
evaluation of 6.5 pawn units or worse for itself before it throws in the towel. "Early"
means it has to see minus 4.8 three times. "Never" means exactly that. Note that the
program will not resign if it sees that it's being mated. Why spoil the fun?
Draw: This has the same type of options as resigning Early, Late and Never.
Single click entry: It's a blitz game, you are completely winning, but your time is
running out. Use the single-click entry to avoid this situation.
Normal: If you click a square to which only one piece can move it is immediately
moved there. If more than one piece can move to the square then you must click it for
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50 Fritz Help
the move to be executed. If you click g1 or g8 and short castling is legal it will be
automatically executed.
Aggressive: Same as normal, but if more than one piece can move to the clicked
square the piece that last moved will automatically be chosen. This allows you to
execute a long check sequence or a king march very rapidly. A second difference: if
you click a piece that can make a number of moves, if one of these captures the piece
the opponent has just moved, then the capture is automatically executed.
Note: You can use a special technique called "dropping". This entails picking up a
piece while your opponent is still thinking and holding it over the destination square. As
soon as the opponent's move comes you let go of your piece, using practically no time
on your clock. It is a slightly dangerous technique if the opponent plays something
unexpected you may let go the piece and then face disaster. Still dropping is used
extensively in fast games on the chess server.
Show opening: Shows the ECO codes and names during the opening phase of the
game. The names appear in the status bar at the bottom of the screen.
Flip board on new game: The program likes to play occasionally with white. It will flip
the board around when you start a new game, just like a human player. You can
switch this option off if you always want to play white (you can flip the board
manually with Ctrl-F).
Mark move with arrow: Your opponent's moves are marked with a yellow arrow, so
you can catch them more easily. This is especially useful when you play on the
Internet.
Always promote to queen: This is a timesaver for blitz games, where selecting a
promotion piece (almost always a queen) can waste valuable seconds.
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Talk: You can allow the program to chat you up during the game, or you can make it
shut up, if the incessant remarks are getting on your nerves. The remarks depend on
what is happening on the chessboard whether you have improved your position,
blundered, made an aggressive advance, taken the program out of book, etc. The
program will also comment on the opening that is being played.
Announce moves: The program will speak the moves as it executes them if you
want. This is useful if you are using the DGT intelligent sensor board, or you have a
sight impediment, or if you are simply playing a slow tournament game and want to be
alerted when the computer makes a move.
Board sounds: This switches on or off sound effects (e.g. moves, captures, ticking
clock, coughs, etc.) that are used during the game.
Find TALK.CHT: If you want the program to talk to you during the game you may
have to tell it where the TALK-files are located. Click "Browse" and search for the file
Talk.cht. This is especially important if you have copied the TALK-files on your hard
disk.
In the dialog that appears click the Find TALK.CHT button and show the program
where the talk files are located.
Once the program has found the Talk files you should test them to see that
everything is working properly.
If you want a break from the chatter you can click Shut up. You can reactivate
it later in the same dialog.
3D sound: If you have a sound system that supports surround, then you should
switch this on for 3D sound effects.
Chatter (messages): During a game the program will chatter in written form, in the
status bar at the bottom of the window (you can also open a special chatter window
for them). As with the spoken "Talk", these remarks depend on the progress of the
game and the last move played. They are, however, not identical to the spoken
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52 Fritz Help
commentary.
Music/JSBach: If you switch "Music" on then at different times e.g. when you
start, when you win a game or a title in a rated game you will hear a short piece of
music. If you like Baroque music you can have the strains of Johann Sebastian Bach in
the background while you play against the program.
Create a directory anywhere on your hard disk for the Talk files. Call it, e.g., \TALK
Copy the two files TALK.CHT and ECOSND.CHT into the new directory (TALK).
Remove the write protection from these two files (files on a CD are always write
protected). This is done by marking them in the explorer, then right-clicking them
and selecting Properties. Click off the attribute Read-only.
In the Menu File Options Multimedia click the Find TALK.CHT button. Show the
program where the talk files are located.
In this dialog you can specify in which format you want games and positions to be
stored in the Windows clipboard. From there they can be pasted (with Ctrl-V) into a
text editor or paint program.
Game
Edit Copy ga m e (or Ct rl-C) copies the game notation into the Windows clipboard.
You can specify whether it should be in PGN or standard, and if it is PGN whether it
should be the old form, which is easier to read, or the newer version, which is better
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1. e4 {1} c5 {0} 2. Nf3 {1} e6 {0} 3. d4 {2} cxd4 {1} 4. Nxd4 {0}
Qb6 {0} 5. c3 {5} a6 {5} 6. Nd2 {3} Qc7 {7} 7. f4 {2} Qxf4 {5}
8. Nc4 {7} Qxe4+ {6} 9. Be2 {2} Bc5 {10} 10. b4 {2} Ba7 {2}
11. Nd6+ {Klosterfrau resigns (Lag: Av=0.9s, max=4s) 1} 1-0
This is the new PGN format
1. e4 {[%emt 0:00:01]} c5 {[%emt 0:00:00]} 2. Nf3 {[%emt 0:00:01]}
e6 {[%emt 0:00:00]} 3. d4 {[%emt 0:00:02]} cxd4 {[%emt 0:00:01]}
4. Nxd4 {[%emt 0:00:00]} Qb6 {[%emt 0:00:00]} 5. c3 {[%emt 0:00:05]}
a6 {[%emt 0:00:05]} 6. Nd2 {[%emt 0:00:03]} Qc7 {[%emt 0:00:07]}
7. f4 {[%emt 0:00:02]} Qxf4 {[%emt 0:00:05]} 8. Nc4 {[%emt 0:00:07]}
Qxe4+ {[%emt 0:00:06]} 9. Be2 {[%emt 0:00:02]} Bc5 {[%emt 0:00:10]}
10. b4 {[%emt 0:00:02]} Ba7 {[%emt 0:00:02]} 11. Nd6+ {Klosterfrau
resigns (Lag: Av=0.9s, max=4s) [%emt 0:00:01]} 1-0
Position/Text
The current position is copied into the clipboard either as FEN or in the traditional text
description. Both are described in the position setup.
The program copies the game in many different fomats in the clipboard. These include
plain text, PGN and RTF. In many applications there is a "Paste Special" which allows
you to select the one you want. They are all present at the same time in the
clipboard. "Copy HTML format" simply ensures that this is also available.
Below you can see what the HTML code looks like in the clipboard. The background
colour is a pale yellow, the game header is in headline size three, and the moves are in
a separate paragraph without line breaks. The output should look very nice
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<HTML>
<HEAD>
<TITLE>ChessBase HTML output</TITLE>
<META NAME="GENERATOR" CONTENT="Fritz 9">
</HEAD>
<BODY BGCOLOR=#FFFDE8>
<P><H3>(141) Zukertort,Johannes Hermann - Blackburne,Joseph Henry [A13]<BR>
London, 1883<BR>
</H3></P>
<P>
1.c4 e6 2.e3 Nf6 3.Nf3 b6 4.Be2 Bb7 5.0-0 d5 6.d4 Bd6 7.Nc3 0-0 8.b3 Nbd7 9.Bb2
Qe7 10.Nb5 Ne4 11.Nxd6 cxd6 12.Nd2 Ndf6 13.f3 Nxd2 14.Qxd2 dxc4 15.Bxc4 d5 16.
Bd3 Rfc8 17.Rae1 Rc7 18.e4 Rac8 19.e5 Ne8 20.f4 g6 21.Re3 f5 22.exf6 Nxf6 23.f5
Ne4 24.Bxe4 dxe4 25.fxg6 Rc2 26.gxh7+ Kh8 27.d5+ e5 28.Qb4 R8c5 29.Rf8+ Kxh7 30.
Qxe4+ Kg7 31.Bxe5+ Kxf8 32.Bg7+ Kg8 33.Qxe7 1-0</P>
</BODY></HTML>
You can create your own databases for the openings and endgame training. These can
be stored anywhere on your hard disk. But you must tell the program where they are.
Use the "Browse" button to find the files and click "OK" to save.
You can set a number of options that affect the appearance of the program.
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Background Windows: Choose different materials and colours for the background
of the windows. "User BMP" allows you to use any picture for the windows.
Background Board: Select a material, colour or picture ("User BMP") for the area
around the board.
Boa rd de sign: Set the board colours. You can get directly to that screen by right-
clicking the board and selecting "Board design".
Split t e r t hic kne ss: Set the width of the separation of the Windows.
If you deactivate this setting, then the problems with text display which have been
described will no longer occur.
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You can set the language you want for the program, and for game commentary (when
you enter text commentary you can specify in which language you are annotating the
game).
You can choose to display commentary in one, two or all languages. If a game
contains no commentary in the languages you specify then the other languages are
shown.
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There are many different chess engines that can run under the program interface.
Here you can set which of the engines will represent the program by default.
Tournament version
This switches to a special mode in which the area surrounding the board turns red
when the program has made a move. This is useful as a signal for a human operator,
especially when the program is playing against a human opponent and it is not
acceptable to have a sound signal switched on. The option is only meaningful for such
encounters, and not of relevance to normal users.
Log file: this causes the program to keep a log file of the game, so that everything
can be checked meticulously after an important tournament games. The file can be
printed out and given to the arbiter.
PGN: here you can specify a file for a PGN record of the game. It is updated every
time a move is made, and contains the moves and the evaluation of the program. This
function is useful for publishing games on the internet.
Operating time: you can specify how much time the program should deduct from its
own thinking time in order to compensate for the lag of a human operator, who needs
some time to register and enter the move of the opponent (and execute the computer
moves on the official chessboard).
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Show Plans - Displays the planned Manoeuver of the engine. The function is not
supported by any engine!
Coach is watching - The trainer monitors the moves and indicates errors and better
alternatives!
When you start the program for the first time it will ask you for your full name, your
town, and the name of your computer (e.g. Pentium 400/128). It also asks you
whether you are a beginner, a hobby player, or a club player. If you choose the first it
will start in Friend mode, set long algebraic notation, and put co-ordinates around
the chessboard.
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The user information is used when saving games and for the chatter messages on the
screen. It can easily be changed by clicking User info in the Tools menu.
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This opens a submenu in which all the the program windows are listed. They are
called "panes" because most are normally nested in the main program window that is
currently being used.
The individual panes can be switched on or off. You can also close them directly by
right-clicking them and selecting Close.
Main Engine Provides information on the thought processes of the chess engine
during the game. It can include a variation board.
Evaluation Graphically displays the evaluation and times used in the course of
profile the game.
Extra Book A separate window for the openings book "tree" with full statistics
pane for each move (normally this is a rider in the notation pane).
Control board This produces a second board which you can use to follow the
3D game (especially if the main board is in 3D and hard to read).
Extra Book A separate window for the openings book "tree" with full statistics
for each move (normally this is a rider in the notation pane).
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With an Internet connection, the program has direct access to a player lexicon is
stored on our servers and can display pictures of the players.
There may be variations and commentary embedded. You can jump to any place in the
game by simply clicking on the notation the board will follow. The cursor keys can
also be used to navigate the moves.
At the top of the notation window there is a tab for Ope nings book . This allows you
to browse through the openings book.
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Some users may encounter problems with the screen notation and printing. Specifically
the chess symbols are not correct.
Cause: The program uses special TrueType fonts for the chess notation and the
board pieces. These may sometimes not be installed properly together with the
program. This is especially the case if you do not have administration right to install
fonts on the system.
Solution: Manually install the fonts using the Windows control panel. All the chess
fonts are to be found in the directory \FONTS on your program DVD. You can also try
the reinstallation of the program to solve the problem.
When comparing various engines you will note that the performance of individual
engines varies greatly with respect to the number of nodes evaluated. First and
foremost, this display should be looked upon as useful supplementary information. In
no way does this information nor the depth of calculation displayed tell you
anything about the practical playing strength of an engine!
A very useful tool in the engine window is the rolling mode with which the display of
information relative to the calculation can be altered. The settings can be chosen in
the analysis window with a right click.
Copy to notation leaves you with the choice as to whether only the presently best
variation should be shown or all main variations one below the other.
Extra search info displays extra information concerning evaluation, search depth,
thinking time used and number of nodes.
The effect of Scroll New Moves Only is that a new move will be displayed in the list
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only if the evaluation of the best move up till then needs to change. In this mode it
will be crystal clear for you to understand which moves the engine has been
considering during its search.
In analysis mode a right click in the engine window allows the option Lock Engine.
Whilst the engine is continuing to calculate further on the position at that point, you
can continue to play through more moves on the board or add comments. A right click
takes you immediately back to the position on which it was locked. In analysis mode
the option is there to directly start the selection dialog for chess engines with a click
on the engine name. Locking can also be initiated with a mouse click on the small lock
symbol above the node counter.
After you have chosen an alternative engine the latter immediately starts analysing
the present position. This method allows you to switch instantly between the various
engines. A very useful option in analysis mode can also be started via a right click in
the engine window. By means of "Next Best" you start calculation by the engine
present afresh and you ignore in the analysis the move which had been investigated
up till then.
The effect can easily be seen by trying it out. When playing through a game you
recognise within the notation alternative moves of the same level of importance
because they are highlighted with the same colour.
Alternatives to the current variation are made to stand out as though with a text
highlighter pen. The user can spot at a glance which move order brought about the
present position and what the continuation looks like.
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One typical problem encountered when entering games from scoresheets: suddenly a
move is found to be illegal because a previous move had not been entered correctly,
e.g. because the notation was very difficult to read.
The relevant function can be found for example in Entry mode where it is available
under R e s o lv e Sco re She e t Pro ble m .
In this dialog you can edit every move and the program carries out a legality check for
the moves follow.
The user can enter or remove moves directly on the chess board displayed.
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You will spot at a glance whenever the correction of a wrongly entered move repairs
the remainder of the notation. Any illegal moves which result from it are displayed in
red.
For every position the drop list displays all legal moves, with that list being sorted
according to the tactical plausibility of each move.
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Additionally, the user has the option to insert complete pairs of moves.
In the bar with the small symbols for the pieces you can spot at once the distribution
of material between the two sides.
Tip: An important thing in understanding this display: what is shown in the bar is not
the pieces which have been captured, but only the differences in the distribution of
material.
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If you click on the first move of the game notation, you will see in the same bar the
full name of the opening.
For that to be displayed, simply click on the board on any piece of the side whose
move it is. The program immediately displays the evaluation in the form of a textual
comment, e.g. Black is clearly better, etc.
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You can consult the openings book by clicking on the Ope nings book tab at the top
of the notation window (if an openings book is not loaded, click the button and select
one from your hard disk).
Moves: (Tree icon) Sometimes a move will appear in grey, which means that it
was never played, but leads to a position that results from some other line.
N: (N) The header displays the total number of games which led to the current
board position. The N column displays the number of games in which each move was
executed.
%: Percentage score achieved by the move, always from the point of view of the
colour to play. If the number of games is low, the percentage is given in grey because
it does not have great statistical significance.
Av: Elo average of the players of the move. If only a small percentage of the
players had a rating, then the number is given in grey.
Perf : Elo performance of the move. This is the rating a player would have
achieved in a fictitious tournament, playing the move in all his games.
Fact: The factor or "weights" allocated to each move control the probability with
which it will choose the move in a game. The value can range between 125 to +125.
The values are initially set to zero, but may change when the program actually plays
games in the individual variations. You could say that the program is learning from
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Prob and [%]: The first value is the purely statistical probability of the move,
based on the number of times it was played and the results achieved in the games
that went into the book. This is the probability of the move being played by the
program as long as the weights have not been changed either manually or by
automatic learning. The value on the right [%] is the practical probability of the
program playing the move. This is a product of the statistical evaluation and the
weights. If you change the latter you can see how the [%] value (but not the Prob)
changes. In Book options you can determine how much the weights influence the
probability of play.
At the bottom of the Openings Book window there is a graphic display of the
percentage wins, losses and draws that were achieved with the highlighted move.
Use the up/down cursor keys to move the headlight bar up and down.
Use the right/left keys to move forward and backwards in the variations.
In the same menu you can exclude a move from tournament games. The move
appears in red. Repeat the action to make it playable again.
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Chess players use a double clock to record the times taken by both sides. The clock
on the left records White's time, the one on the right records Black's time.
The double digital clock shows the total time at the top and the time for the last move
below.
The difference clock shows the time difference between you and the engine:
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The left clock displays your absolute time. The right time displays the difference to the
engine time. In the above example, you are 29 seconds ahead.
You can right-click the clock window and switch to an analog clock. You can also add
an engine logo.
There is also a photo-realistic "Garde" chess clock. You can zoom in and out, and also
press the left mouse button to tilt and swivel it.
Note: You can set the time controls for "Blitz" or "Long games" by right-clicking
the chess clocks.
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Note: Clicking on a line in the engine window enters this move on the chess board
immediately. This works the same way as clicking on a move in the openings book.
On the top left you can see which chess engine is currently calculating the moves
(the actual name will be displayed). Right-clicking the engine name will allow you to
switch engines.
The move it is calculating is 24...Rb8, and this is the first of 48 legal moves.
The Stop/Go button allows you to stop and then restart the calculation, or force
a move.
With the + and buttons you can increase or decrease the number of lines
that are calculated in parallel (these buttons disappear during a regular game and are
only available in analysis mode).
In the second line there is a lamp which turns red when the engine finds
something dramatic (i.e. when the value suddenly rises or falls dramatically). An arrow
pointing up or down denotes a fail high or fail low, which simply means that the
computer has discovered something good or bad in the position but doesn't yet know
what it is.
The number to the right of the lamp gives the position value, above 0.87. The
evaluation is expressed in pawn units, always from the point of view of White (i.e.
0.87 is good for Black). A value of 3.00 pawns would mean that White is a piece up
either a bishop or a knight, which are both equivalent to about three pawns. Rooks are
worth five and the queen about nine pawns. If the values deviate from whole numbers
this is the result of additional positional considerations (mobility, deployment of pieces,
king safety, pawn structure, etc.). In addition to the precise pawn values, the
evaluation is also given in standard chess symbols: + means White is winning, +
means Black is winning, = means the position is drawish.
The search depth tells you how many moves deep the search has progressed. The
value is in ply or half-moves. The first number gives you the brute force depth, the
second is the depth to which certain critical lines have been investigated. The value is
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in ply or half-moves. For instance a display of depth = 12/30 means that the
program has looked at every continuation to a depth of 12 ply (six moves), while some
promising or dangerous continuations are being examined up to a depth of 30 ply.
After it has played a move, the chess engine shows you which move it expects
you to choose (in the field after the depth field).
Finally you can see the speed at which it is running: 634kN/s means the program
is generating and evaluating 634,000 positions per second (kilo nodes per second).
Right-click this display if you want to see the total number of positions instead.
In the section below the search information you see the principle variation, i.e.
the best continuation the program has found so far. Together with the search
information the total number of positions is also given. In the above example the
engine has looked at 4.061 million positions to come up with the third line. You can
right-click the display and select more or less information, and decide whether the
history of the search should be scrolled. You can also insert a small variation board
on which you can play through the main line the program is considering.
Right-click menu in the engine window
Lock Engine: Normally, in analysis mode, the engine automatically follows the
board. However, you can "lock" it to a particular position and then move around the
game without the engine following. Click again to unlock.
Increase/Decrease lines: Many engines can calculate more than one line
simultaneously. Press + or , or click the + or buttons at the top of the
search window to increase or decrease the number of lines it is considering.
Next best: When it is calculating multiple lines the program is sharing it resources
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for different moves. If you click next best or press Y, it will discard the best move it
has found so far and devote its full attention (processing power) to the next best
move. This function is not available in all engines.
Threat: This function shows you the immediate threat (i.e., what the opponent
could do if no defensive move is made. The threat is always calculated on the level
currently set).
Clip analysis: Copies the current analysis into the Windows clipboard, from where
you can insert it into a text processor.
Scroll main line: The program will normally display the entire history of the search
(i.e., all lines it has checked so far). You can switch this off and watch only the latest
line.
Variation board: This inserts a small board on which you can play through the
main line.
Choose font: Allows you to set the font size for the chess notation.
2.16.10 Kibitzers
M e nu E ngine Add Kibitz e r (C trl- K)
A "Kibitzer" is a person who watches a game in progress without making any moves
himself. A kibitzer is also notorious for giving advice and knowing everything better.
You can add a kibitzer by selecting an engine in the select box that appears.
A new engine window appears in which it can work parallel to the one already loaded.
You can use one or more kibitzers (up to six) to help you in your game against the
primary engine, or you can use them for a second opinion on a position you are
analysing. Remember that they will be sharing the processor power, so the quality of
analysis sinks with every added kibitzer.
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Another useful piece of help and guidance during the playing through of games
integrated into the game is offered by the Evaluation profile which is generated from
tactical analysis. The evaluation profile shows graphically during the course of the
game the evaluations of the chess engine. Using the evaluation profile below the
notation you can recognise at a glance when playing through a game just when it
turned one way or the other.
The evaluation profile is generated from the tactical analysis and saved along with the
game. When you load the game at some later date the profile is available to you and is
displayed beneath the notation. The profile is also displayed in those games which you
have downloaded from live.chessbase.com.
The evaluation profile offers a graphical view of the use of thinking time and the
evaluation of the positions during a game.
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The new option is the Loga rihm ic view, which becomes useful when the evaluation is
a large number, such as +/- 5. When a game is observed which one side has won
slowly it is easier to see the progress if the display is non-linear, i.e. small differences
remain apparent even if there are large values. The theory behind this is that the
difference between +5 and +7 is irrelevant, but the difference between +0.2 and +0.4
is important.
Additional features
The graph below the horizontal axis gives the search depth of the program.
You can click on the evaluation profile to jump to that position in the game. This is
useful if you want to quickly go to the position in the games where the tables turned.
There is a little blue pointer which always shows you where you are in the game.
You can right-click to hide/show the time and/or the evaluation profile.
During a game the program will also chatter in written form, (Dont you think thats a
wee bit daring?). This is normally displayed in the status bar at the bottom of the
screen, but you can give it a separate window where it is easier to read. As with the
spoken Talk, these remarks depend on the progress of the game and the last move
played.
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Here are some examples from well over a thousand that might be used:
Very probably, under the menu item View the box for Status Bar has not been
ticked.
Once this option has been activated, the display of opening classification also works.
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If you click on the first move of the game notation, you will see in the material balance
the full name of the opening.
Clicking on the arrow opens a small menu. This menu allows the user to quickly hide or
display window panes if and when they are needed.
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A move number. Move 1 is a move by White and then one by Black. Each of the
components is called a "ply" or "half-move".
A piece letter (for king, queen, rook, bishop and knight). You can also use
"figurines", small images of the pieces.
Co-ordinates designating where the piece moves to.
King K
Queen Q
Rook R
Bishop B
Knight N
The initial for pawns is omitted, only the move co-ordinates are given.
In long algebraic notation you use the piece letter, followed by the start and
destination squares. Example: 1.Ng1-f3.
In short algebraic notation you use only the destination square whenever possible.
Example: 1.Nf3, because only the knight on g1 can move to f3. If there is an
ambiguity, you have to supply an additional letter or number. Example: 5.Nbd2 if two
knights can move to d2, one from b1 and one from f3. If the knights are on b1 and b3
you would write N1d2.
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Pawn moves are given without a letter for the pawn. Example: 1.d2-d4 or 1.d4
Note: You can switch between long and short algebraic notation in the menu Menu
File Options Notation.
To avoid this unsatisfactory situation, we have implemented a special single click entry
mode:
If you click a piece that has only one legal move, then it is immediately executed.
If you click on a piece that has more than one legal move, but if one of these
captures a piece that has just moved, then that move is automatically executed
(typical recapture sequence). Otherwise you must use a second click to show the
program which square the piece must move to.
If you click on a square to which only one piece can move, then the program
executes that move. If more than one piece can move to the square, then you must
use a second click to show the program which piece except if one of the pieces has
executed one of the last two moves. If that is the case, then this piece is
automatically chosen. This allows you, for instance, to give a series of checks very
rapidly.
If you click the squares g1 or g8 and short castling is legal, then it is executed.
Dropping
There is a special technique called "dropping". This entails picking up a piece while
your opponent is still thinking and holding it over the destination square. As soon as
the opponent's move comes you let go of your piece, using practically no time on your
clock. It is a slightly dangerous technique if the opponent plays something
unexpected you may let go the piece and then face disaster. Still dropping is used
extensively in fast games on the chess server.
Premove
While your opponent is thinking you can already enter one or more moves, especially
when they are obvious. It is marked with a green arrow and immediately executed
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when it is your turn. This saves a lot of time and is especially useful in endgames,
where you might pre-enter an entire series like a2-a4-a5-a6-a7-a8. Note that right-
clicking the board will delete clear all pre-moves.
What does mouseover mean? For instance, if you move the mouse cursor over the
programs buttons a small text box with information is displayed. Mouseover offers
additional information which is relevant to the position where the cursor is.
The following examples show the meaning of Mouseover while entering a move.
White selects the pawn on e2 and moves it while holding down the mouse button. The
source field e2 is marked with a circle. When the mouse moves over the square e3 the
square is coloured.
When you enter moves on the 2D board there is a little highlighting of the starting
square and the possible target squares.
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The staring square is highlighted with a little circle. The possible target squares are
also highlighted in colour.
As you try it out you will quickly recognise the logic behind the system.
If White continues to move the pawn to the square e4, this potential destination field
is then coloured. The program is using graphical aids to help avoid illegal moves on the
chess board.
This is also extremely useful in rated games and games on the Playchess chess server.
2.17.4 Variations
A variation is an alternative to the next text move. Basically you take back a move
and enter another one instead. In the game notation the variation is given in brackets
and indented.
Entering moves has been made much easier. The variation dialog pops up less often. If
an alternative move is entered in the notation a variation is usually created without a
variation dialog being displayed.
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You can also use the annotation palette or the actions available in the Insert
Variations menu:
Enter variation
Takes back the current move and allows you to add an alternate line (equivalent to
pressing "T").
End variation
Ends the variation and jumps to the main line, so you can continue entering the moves
of the main line.
Delete variations
Removes the current variation and all subvariations from the game. Ctrl-Z will undo.
Promote variation
The current variation is promoted to the next-higher level, and the variation there
becomes the subvariation. Ctrl-Z will undo this action.
The variation dialog is displayed if an alternative move to the last move is entered,
because this is a case in which errors frequently have to be corrected.
Note: If you press the CTRL -Key + a Mouseclick, the Variation dialog is always
started!
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To enter moves on the keyboard type in the start and destination square, e.g. g1f3.
You can use the right mouse button for more than just accessing context menus, e.g.
right click Chess board Board design.
After activating Ca lc ula t ion t ra ining you can then input further moves on the chess
board, but the actual position on the board does not change. So the user does see
the follow-up moves to the variations he is calculating in the notation, but not on the
graphic chess board. Like this, you can at any time during critical phases of the game
train your calculation of variations in a targeted fashion. By clicking within the notation
you can start calculating alternative variations at a different point and in this way you
can produce complete variation trees with alternative branches.
A right click on the chess board allows you to have direct control over the final
position calculated.
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The mouse can be used to play quickly through a game you have loaded. In order for
this to work, the option must be selected among the list of options.
Assisted Analysis
In Assisted Analysis the mouse wheel also has important functions.
This example is taken from the famous game Paulsen Morphy 1857.
If in this position you roll the mouse wheel back and forward over the last piece to
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move, Assist e d Ana ly sis marks with a decent green circle the best piece to move in
that situation.
Like that the mouse wheel gives a decent hint as to the best possible continuations
when you are playing through games.
The working of the mouse wheel is supported by Fritz16. You must, however, activate
the function.
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Note: If the option is active, the program does not offer any hints via Mousewheel!
There are a number of functions and annotation tools for you to use. Remember that
all changes are made in memory only. You must save or replace the game, as
described in the previous sections, if you want to store them on disk.
Delete variation
This removes a line (and all its sublines) from the game. It applies to the line in which
the notation cursor is currently located.
Promote variation
This raises the current variation to the next-higher level, making its parent line the
subline instead.
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Variation colour
This allows you to change the colour of individual variations, (e.g,. to mark special
lines or keep your own analysis in a special colour).
Insert diagram
Marks a position for a diagram in the printout. You can also mark it by pressing Ctrl-A
(insert text after move) or Ctrl-D. When you print out the game a diagram will appear
in this position.
Show material
Inserts a material balance display at the bottom of the notation window. In our
example White has a knight for a bishop and pawn.
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Choose font
Allows you to set the font face and size for the chess notation. Be sure to select one
that begins with Figurine... so that the chess figurines and commentary symbols are
displayed correctly.
Graphic commentary
The program uses coloured arrows and squares to illustrate tactical points and make
strategic themes and plans more clear. You can manually enter these using a
combination of mouse and keyboard. Press the Alt key and click a square or draw a
line from one square to another. This will give you a green square or arrow. Alt+Ctrl
does the same in yellow, use Alt+Shift for red. Clicking on the area around the board
will remove the arrows and colored squares. All of this is great for chess lectures.
This opens a dialog box in which you can enter a completely new position.
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Choose a piece type in the columns on the right and put one or more of that piece
on the board by clicking on squares. The right mouse key changes the colour of the
piece deposited, a second click deletes the entry. You can also drag pieces off the
board to delete them.
You can drag a piece that is on the board from one square to another, holding
down the mouse key in the process.
You can clear the board completely or reset the starting position.
The buttons Copy/Paste ASCII, Copy/Paste FEN are used to enter diagrams
that exist in one of the common text description forms. Mark the position in a word
processor or browser and press Ctrl-C to copy it into the Windows clipboard. After
that you can switch to position entry and click the paste button. The position will
appear on the board. The copy buttons will copy a text description of the diagram into
the Windows clipboard. FEN stands for Forsyth-Edwards Notation, and the similar
EPD for Extended Position Description.
wKd6,Rc8,g8,Pg2, bKh7,Qe1,Pd4,e3,h5,h6
Example of the FEN description of the same position:
2R3R1/7k/3K3p/7p/3p4/4p3/6P1/4q3 w - - 0 1
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You can copy either of the above descriptions out of the Help file and paste it in the
position setup.
After you have set up the position you should, if relevant, give the castling status of
each side. In a few cases it may be important to know that the side to move can take
en passant. Type in the file on which the capture can be made. You can also tell the
program which side has the move and whether it should start counting moves from 1
or a higher number. Click OK to end position setup.
White <-> Black mirrors the position vertically, i.e. between white and black, and
changes the side to move.
King <-> Queen mirrors the position horizontally, so that the pieces on the left are
moved to the right and those on the right to the left.
2.18 Keyboard
2.18.1 Entering moves on the keyboard
Because of the beautiful graphical interface of the program, you will probably want to
enter moves using the mouse. There is, however, an interesting alternative. You can
type in moves on the keyboard, a facility some experienced chessplayers might prefer.
To enter moves on the keyboard type in the start and destination square, e.g. g1f3.
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If they do not work properly. it means that the TrueType font Figurine... has not
been installed correctly. In that case you may not be able to see the left-most column
in the table below.
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There are many shortcuts that make the operation of the program quicker and more
effective. For instance, Ctrl-N starts a new game, Ctrl-F flips the board, and pressing
the Spacebar forces the computer to make a move.
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You can customize the keyboard and assign your own shortcuts, even for functions
that do not have any assigned to them.
All commands are listed on the left. You can select one and give it a keyboard
shortcut by simply pressing the corresponding keys in the input window on the right.
If the function already has a shortcut, this will be displayed under "Curre nt ke y ".
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3 Reference
3.1 Help during the game
3.1.1 Help and coaching
During a game you can ask the program for advice:
Dynamic Hints Possibilites for attack and defence manoeuvers are shown
for every square when you move the mouse cursor over it
Visualize Search It uses graphics to display possible plans for both sides on
the Board
Let`s Check Every position that has been analysed by anyone at any
time is voluntarily saved on a server.
Assisted Analysis offers the user either when entering moves or when playing
through a game valuable hints about the tactical
consequences of a possible move.
Engine evaluations When you are playing through and analysing a game the
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You can ask for a hint. This is not a direct move suggestion. The program offers
to analyse the position. The quality of the chess coach help can be set in the game
options.
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If you make a blunder or a poor move, the coach appears and offers to help. You
can switch this function on and off under Hom e Coa c h is w a t c hing .
3.1.3 Hint
Hom e H int (y o u ca n a ls o pre s s F2)
Hint brings up a special window with extensive advice on the current position.
You can click buttons to find out which enemy pieces are attacking your pieces, which
of your pieces are under attack, and which are undefended.
The engine's plan shows you the threat you are facing from the opponent, and
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The quality of the hint assistance depends on the search depth, which you can adjust
in the Game options.
3.1.4 Suggestion
Hom e Sugge st ion (or pre ss ? )
The program will do a quick check and then suggest a move for you. The move is
displayed as an arrow on the chessboard.
The quality of the hint asssistance depends on the search depth, which you can
adjust in the Game options.
3.1.5 Rookie
In the playing mode Ea sy ga m e you will find in the window Easy Game Info the
animated representation of Rookie, the friendly rook.
Just as in the case of most human players, you can already tell from its expression
how things are going in the game of whether some specific tactical twist is available.
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Unlike many human players Rookie does not indulge in deceptive tricks and shows
openly and honestly how it evaluates the position!
This will opens a new window with a list of all legal moves in the current position,
sorted according to their value. The best move is listed first. The program will
periodically recompile the list, searching one move deeper in the process.
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For each move there is a short characterisation. If you click any of the moves, the
principal variation that would follow displays at the top of the screen, along with the
resulting evaluation. Coloured arrows and squares on the board (to illustrate the point)
may appear.
Click Expla in a ll m ov e s again to get rid of the display or right-click and close the
window.
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This example is from the early part of a game. The hotness display shows how
complicated and tactically hot the position is. The higher the value, the more
complex the tactical and positional aspects of the position are.
The Mate-O-Meter shows the possibility of checkmate. In this example you can see
that there is no mate threat.
This example shows that the position is very hot, i.e. there are very complex tactical
and strategical problems in the position. The Matt-O-Meter also shows that the
danger of checkmate is much higher. The last example is what the Matt-O-Meter
displays in a position with mate in three moves.
The measurements display is very useful especially for beginners. One look at the
measurement clocks will show a beginner or a viewer who has just arrived the status
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of the game.
This starts a special chess engine which has a lot of chess knowledge.
It generates a brief strategic description, in plain text, of the current board position.
The information is displayed at the bottom of the notation window.
The user can recognise at a glance whether one side has an advantageous position or
whether the position is level. As an illustration let us take a look at this feature of the
chess program with a practical example in Infinit e a na ly sis.
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The position is evaluated as level by the chess program and the user can recognise
this evaluation immediately from the little button (with a green marker) to the right-
hand side of the board. If the green marker is in the middle this means equality.
After Blacks next move in the game the evaluation by the chess engine changes
drastically and the user can spot this at first glance thanks to the changed position of
the green marker.
If the green marker is found towards the top of the board, it indicates an advantage
for White. If it is the other way around that represents an evaluation advantageous
for Black.
The display is also supported by the access client for the chess server!
3.1.10 Mouse
Playing through games
The mouse can be used to play quickly through a game you have loaded. In order for
this to work, the option must be selected among the list of options.
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Assisted Analysis
In Assisted Analysis the mouse wheel also has important functions.
This example is taken from the famous game Paulsen Morphy 1857.
If in this position you roll the mouse wheel back and forward over the last piece to
move, Assist e d Ana ly sis marks with a decent green circle the best piece to move in
that situation.
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Like that the mouse wheel gives a decent hint as to the best possible continuations
when you are playing through games.
Possibilites for attack and defence manoeuvers are shown for every square when you
move the mouse cursor over it. This "mouseover effect gives assistance in
understanding the balance of power on the board.
This information is shown in two colours. Green arrows are defensive manoeuvers, red
arrows are attacks.
There are further differences shown by the type of line. A solid line shows a direct
attack or defence. Dotted lines show a possible attack or defence that depends on
the next move made.
This means that the dynamic tips can be an effective help during a move by showing
what consequences there will be on the board.
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Note: This function is only useful in the opening phase of a game. In the middle and
endgame it is no longer possible to make a classification.
This function is in the menu Ana ly sis Cla ssify Ope ning .
Select this function during a games opening. The following example shows the result:
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The program examines the board and compares it with classification positions. In this
example it was possible to make an exact correllation with an opening, and the name is
presented in the information box.
In the Database window click the tab O pe nings to see the Opening classification of
your Database.
The basic idea behind this feature is that present day chess engines on high-
performing hardware come up with the best move in mere milliseconds. Unlike in
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classical engine analysis (Infinite analysis), in which the evaluation of the move is
displayed in the engine window, the user does get hints about the quality of a specific
continuation, but in the final resort he has to investigate for himself the reason for the
evaluation.
This way of working is significantly more stimulating for the development ones own
tactical abilities and that circumstance makes this function so valuable for chess
training.
Assisted Analysis can be activated both in analysis mode and in the playing mode Easy
Game.
Let us take a look at the function by means of some examples taken from games.
After some very passive play by Black in the opening the white pieces are poised for
an attack. Lasker now begins the decisive attack. How might that attack be pursued?
A click on the white bishop on d3 beings up with coloured highlights a display of the
possible squares that selected piece could go.
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The coloured highlights refer to the evaluations made by the chess engine which is
calculating in the background. In this case interpretation is easy. Most squares to
which the Bd3 could go to are highlighted in red, red meaning a very bad move. In this
example, specifically material is lost without compensation. Target squares highlighted
in green, on the other hand, are promising and suggest a good move. Here Assisted
Analysis is making a case for the bishop sacrifice on h7, exactly the continuation
selected by Lasker in the game.
So, specifically which coloured highlights and hints to the user are being offered by
the function?
Yellow this move is tactically playable, but by far not the best move.
A further example:
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Whites position looks terrible: he is a pawn down and his pieces have hardly any
space to breathe. When you click on the Nb4 Assisted Analysis shows you the
evaluations for its possible moves according to the table described above.
The move played by Alekhine in the game, to d3, is the one considered by the program
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In many positions you would like to know what specifically happens if a piece is moved
to a square which the analysis function has highlighted as critical (red). Here too
Assisted Analysis is of help with a cute piece of support for the user. It is possible to
have the program display the reply immediately!
In our example the d5-square is highlighted as being critical. That is clear, since the
piece can be taken at once.
But in many highly tactical positions things are not always so clear-cut. Let us take a
look at how the reply to a move can be displayed by the analysis function.
In the example, move the piece to the square highlighted in red and press the right-
hand button of the mouse without letting go of the piece.
This position comes from the tiebreak between GM Carlsen (White) and GM Karjakin
(Black) and finally decided the WCh match. It illustrates Assisted Analysis very well.
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A click on the white queen here shows the squares to which it can go highlighted with
the various colours. In the position Assisted Analysis highlights only one square in dark
green, whereas the remaining moves are displayed with a deep reddish brown colour.
The dark green highlight indicates a forced mate; the reddish brown highlighting of the
remaining squares shows that if he makes one of these moves White will be mated.
Here too, using the right-hand mouse button to see Blacks reply will serve to convince
of this immediately.
you can recognise at first glance how to evaluate the quality of a move.
when inputting moves you can concentrate completely on the chess board
without constantly paying attention to the display provided in the evaluation pane by
an engine which is running.
Tip: Assisted Analysis is not compatible with one-click input. Whenever the function
is active, frequently the most likely move is not played. The reason for that consists
of the fact that Assisted Analysis leads to the user clicking on several pieces one after
the other to check the quality of different moves.
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3.1.14 Threat
Hom e T hre a t (or Shift -T )
Displays the immediate threat, (i.e., what the opponent could do if no defensive move
is made). The threat is displayed as a red arrow on the board.
Please note: a kibitzer can be set to display the threat in every position that occurs
on the board. Right-click the engine window of the kibitzer and select "Threat".
A "Kibitzer" is a person who watches a game in progress without making any moves
himself. A kibitzer is also notorious for giving advice and knowing everything better.
You can add a kibitzer by selecting an engine in the select box that appears.
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A new engine window appears in which it can work parallel to the one already loaded.
You can use one or more kibitzers (up to six) to help you in your game against the
primary engine, or you can use them for a second opinion on a position you are
analysing. Remember that they will be sharing the processor power, so the quality of
analysis sinks with every added kibitzer.
Whites move is highlighted with a light colour. For Black the program makes use of a
darker shade.
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Blitz games
Long games
In both these levels it is advisable to use the function "optimise playing strength" if
you want to get the most out of the program.
You can also use T ra ining Ra t e d ga m e and play serious tournament games in which
the program will give you an objective assessment of your playing strength.
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Friend mode
Apart from the above, the program can be set to play games with a fixed time limit or
search depth per move. Click Game Levels to reach these settings.
Chess variants
Givaway chess
Chess 960
Apart from the above, the program can be set to play games with a fixed time limit or
search depth per move. Click Ga m e Le v e ls to reach these settings.
In addition, you can give a bonus (in seconds) for each move. This is added to the
time allocation as soon as the move is executed. It prevents one side from winning a
game purely on the basis of the other side running out of time.
You can also give the human opponent a time advantage for the entire game, or for
each move. This can compensate for move entry time, or be a handicap which allows
you to think longer than the computer.
Note: You can set the time controls by right-clicking the chess clocks and selecting
either "Blit z" or "Long ga m e ".
Note: The program uses different scoring modes in the disciplines Bullet, Blitz and long
games!
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In tournament chess you are required to execute a certain number of moves in a given
time. Usually the game has a number of phases, e.g., two hours for the first 40 moves,
one hour for the next 20, and 30 minutes for the rest of the game (a very common
tournament control).
You can use Long ga m e to adjust the time allocations or number of moves per
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phase. You can also select one of the common levels predefined in the dialog box
(Defaults).
Note: The program uses different scoring modes in the disciplines Bullet, Blitz and long
games!
If you set the time of the second and third time controls to zero, they are ignored as
the first time control is always used.
Overstepping each of these time controls means you lose the game. If you use less
than the specified time in any phase, it is added to the next phase.
In earlier versions of the program there were different handicap, friend and sparring
settings in order to provide the user with an opponent capable of being beaten by a
human being.
From the starting screen of Fritz 16 you can set in motion all levels of play in which
the engines playing strength is reduced under " Ea sy Ga m e "
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On doing so, you launch the customised screen for this type of play. Experienced
users will spot at first glance that what are offered above all are functions which are
linked to this playing mode.
As a first step it is necessary to define the level at which one would like to play games
against the program. This can be done under the heading Le v e ls .
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For most users the setting Club pla y e r should be suitable. In your first games against
the computer it will quickly become evident what the correct setting should be. After
the appropriate level of play has been chosen, you can start a game directly by
clicking on Ne w Game Whit e or Ne w Game Bla c k.
Now you can input your moves totally without time pressure (no time limit). The
program adapts within the framework of the chosen level of play and on occasion
plays weaker moves.
In the window Ea sy Ga m e Info you will find a constantly updated evaluation of the
position and your rating.
During the game the program offers its human opponent numerous little opportunities
for help. The functions Hint, jadoube, etc. are very useful.
In addition there is the possibility of continuing the game without seeing the pieces.
To achieve this you simply click on the ribbon on Play blindfold.
Something totally new in Fritz 16 is the support for training by means of Assist e d
Ana ly sis and calculation training.
In our opinion the playing mode E a s y G a m e offers the advantage that, for example,
when the level has been chosen to be that of Club player the program generally
speaking plays strong and natural moves, but every so often blends in tactically
weaker moves.
If in that playing mode you are aiming for sharp types of position of a tactical
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character, the program will more and more frequently present you with the opportunity
to exploit these to your advantage. As soon as a tactical opportunity is there for the
human player to seize, the program announces this to the user and displays a hint to
this effect in the information window.
During the course of a game, there is at all points the option to change the playing
level. After a few moves, the program will adjust the estimated rating in the
information window.
But there is an even more elegant method. Simply by rolling your finger over the mouse
wheel you can be shown the piece which can make the best move in the actual
position on the board. The relevant piece is highlighted on the board by being framed
in green.
In combination with Assisted Analysis you can also get a little help, but this time it
calls for independent thinking on the part of the user.
You will find a little bar to the right of the board.
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With the easier levels, e.g. Hobby player, the opportunities which are offered occur
more often and attention is drawn to them by a blinking symbol below the chess board
and this gives a clear hint that in the position there is a move you can make which will
be to your advantage.
What is particularly nice is the display of the facial expression of the piece in the
Easy Game Info window. Just like in a game with a human opponent, the user can
spot how the program evaluates the position on the board from the facial expression.
The program offers a completely overhauled friend game mode. Modern chess programs
are too strong for almost all chess players. You can use the friend game mode to
adapt the playing strength so that you have a genuine chance to win without the
program making primitive mistakes. Based on your initial settings and the games you
have played the program attempts to adjust its playing strength to the same level as
the player.
A friend game can now be started directly from the start menu with the ribbon "Friend
Mode". This means that you no longer have to start the game via the Training menu.
As an alternative, you can still use the Training menu if you wish.
or
M e nu H o m e - Frie nd M o de
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Note: A normal game is still started with the ribbon "Ne w Ga m e ". Please note that
when the program starts it is always in analysis mode as default. This is because
practice shows that most users use the program to analyse their own games. The
program has been changed to accommodate this usage. For this reason you now have
to select a normal playing level before you can play a game against the program.
You have to select a default level when you first start friend mode. This is used for
future games.
"Se t pla y ing le v e l" determines the strength level that the program should play. The
program does not necessarily play badly on the lower levels. If you give the program
tactical opportunities, leave pieces undefended or allow checkmate the program will
take advantage. This will help you to learn from your mistakes. Dont lose patience if
you lose all the first games. The program will adjust itself to your playing strength as
time passes.
The program will attempt to play as strong as you do. It remembers the results of
previous friend games and adjusts its strength accordingly. The program attempts to
adjust its playing strength while playing.
Every new friend game is with a new colour, so every second game you play will be
with Black.
If you have already played games against the program in friend mode you will see a
diagram every time you start.
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This shows you the number of games you have played, your results as a percentage,
the level you have reached and your Elo rating. The button "Re se t Ra t ing" deletes the
stored results and begins a new evaluation of your games.
The diagram presents an overview of the evaluation in the different phases of the
game. This goes from the opening to the endgame. A low evaluation in the opening
phase shows that the user needs to invest more time in openings training.
During friend games the program offers the user useful pieces of advice. The Coach is
not active, but if you miss a tactical opportunity the program inserts the missed
chance into the game notation and marks it as a training question.
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Note: All games played in friend mode are stored in the database Autosave in the
users folder.
If you later load a game from the Autosave database the position is displayed where
the user missed an opportunity and a tactical question is asked.
As an alternative you can use an analysis mode to examine the game and see what
tactical opportunity you missed.
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The chess clocks show how much thinking time you have used, but they have no
other purpose. You can think for as long as you like.
During the game the following functions are available by using the function buttons on
the toolbar.
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Hint - The program makes a suggestion for your next move, also
showing threats and plans, if you wish.
Beneath the chess board there is a small warning light. When this light is green the
game is running peacefully.
If the light blinks it means that in this position the player has a tactical opportunity.
This is in contrast to the serious rated games, in which no help is allowed. This is a
useful tip. If you make a move which isnt what the program expected, the program
inserts it into the game notation, and when you replay the game the critical position is
used as a training question.
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Ra t e d ga m e s are the most exciting games, and also the most honest way to challenge
a computer program. You are playing against the program under genuine tournament
conditions. Your results are stored, and you are given a rating in the form of an Elo
number.
First you must select the type of time controls that you want, either Bullet, Blitz or
long game. This is very important because the program will give you separate ratings
for each of the types of time controls.
The following games in the session are started with the time controls you have
selected. If you want to play with other time controls you must change the settings
with the ribbon Hom e Le v e ls.
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Use the sliding bar to select the playing strength of the program for the rated games.
If you have already played rated games against the computer you will see statistical
information about your results in the "Ra t ing" dialog.
"Progra m pla y s fa st ": If this option is selected the program makes its moves either
immediately or very fast. This can have a demoralising effect on human players,
especially in Blitz mode. Turning off this option makes the program seem "more human".
What sets the rated mode apart is that its not possible to take moves back, and
there are no suggestions or hints made by the program. This makes the game identical
in style to strict tournament games. The features available to the user are more
restricted than in the more tolerant friend mode.
You can resign, offer a draw, or if the computer hasnt yet moved you can correct a
move you made by accident.
The program rates your game play for the game types Bulle t , Blitz and long games.
You can see these ratings by clicking the button "Ra t ing" in the start dialog.
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This dialog displays the ratings for the different types of games. The button "Cha rt "
shows a graph of the development of your rating over time.
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This function is only available in Blitz or long games with time controls. It configures
the program for maximum playing strength.
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The openings book is called the tree as the branching variations in the opening
resemble the structure of a tree. The files that make up a tree are pretty large. The
program requires about 80 bytes to store a position and all the information associated
with it. You can leave the files on the program CD. However, in this case, the program
will not be able to modify the book as it plays games (i.e., it cannot learn).
The size of the openings tree is limited only by the amount of disk space available.
It is important to note that access to the information is always extremely fast, even if
the files are truly gigantic.
Existing openings trees can be easily extended, simply by importing games. This
means that whenever a series of high quality games are available, the program can
read them and extend its openings knowledge.
The tree recognises all transpositions, even those that did not occur in the games
from which the tree was generated. Sometimes you may be able to switch from one
known position to another with a move that has never yet been played.
The tree can handle reversed colours perfectly. For instance after 1.d3 d5 2.d4,
the program is likely to reply 2...c5! and play the entire Queens Gambit as Black.
The openings tree is not just an instrument to make the program strong, it is also
a very powerful training tool for chess players. For this reason each move can be
marked with chess symbols like ! and +=.
Note: If you are using Windows it is very important to keep all your databases and
openings books in the standard directory (My Documents\ChessBase) suggested by
the program. Otherwise the operating system will try to back up the giant files every
time you close the program.
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You can consult the openings book by clicking on the Ope nings book tab at the top
of the notation window (if an openings book is not loaded, click the button and select
one from your hard disk).
Moves: (Tree icon) Sometimes a move will appear in grey, which means that it
was never played, but leads to a position that results from some other line.
N: (N) The header displays the total number of games which led to the current
board position. The N column displays the number of games in which each move was
executed.
%: Percentage score achieved by the move, always from the point of view of the
colour to play. If the number of games is low, the percentage is given in grey because
it does not have great statistical significance.
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Av: Elo average of the players of the move. If only a small percentage of the
players had a rating, then the number is given in grey.
Perf : Elo performance of the move. This is the rating a player would have
achieved in a fictitious tournament, playing the move in all his games.
Fact: The factor or "weights" allocated to each move control the probability with
which it will choose the move in a game. The value can range between 125 to +125.
The values are initially set to zero, but may change when the program actually plays
games in the individual variations. You could say that the program is learning from
experience. The weights can be manually modified by right-clicking a move and
selecting Change weight. To reset all weights click Edit Openings book Reset
weights. After that, the program will use only the purely statistical information to
select its moves.
Prob and [%]: The first value is the purely statistical probability of the move,
based on the number of times it was played and the results achieved in the games
that went into the book. This is the probability of the move being played by the
program as long as the weights have not been changed either manually or by
automatic learning. The value on the right [%] is the practical probability of the
program playing the move. This is a product of the statistical evaluation and the
weights. If you change the latter you can see how the [%] value (but not the Prob)
changes. In Book options you can determine how much the weights influence the
probability of play.
At the bottom of the Openings Book window there is a graphic display of the
percentage wins, losses and draws that were achieved with the highlighted move.
Use the up/down cursor keys to move the headlight bar up and down.
Use the right/left keys to move forward and backwards in the variations.
In the same menu you can exclude a move from tournament games. The move
appears in red. Repeat the action to make it playable again.
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This makes it easy to see the continuations and statistics that are stored in the
position tree.
Inside each box a move is displayed, the number of games in which this move was
displayed, and the success rate as a percentage.
If the percentage is displayed in gray it means that not enough games were played to
provide a meaningful statistic.
Tip: The subsequent moves are displayed next to one another. If you click on the next
move, both moves are entered on the board. This can be tested by using the start
position. Click on the move that follows 1.e4, which is 1...c5 in the Opening book. Both
moves will be entered on the board immediately.
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A dialog box appears in which you can enable or disable a number of elements of the
tree window display.
The top left of the dialog box displays the number of positions in the tree ("Np = ").
Unpla y e d t ra nsposit ions are moves that were not actually played in the games,
which were merged into the tree, but which lead to another known position.
Re t ro m ov e s are the moves leading to this position from other positions in the trees.
Show Elo numbers can be switched off to speed up the book display (on slow
computers).
St a t ist ic s will produce exact details for each move as a bar graphic at the bottom of
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the screen. It shows in how many games the move occurred and what percentage
of these games were won, drawn or lost. The graphics make it easy to take in the
information at a glance.
Unplayed transpositions and retro moves should only be used if needed. Because of
the many disk accesses they tend to slow down the tree display operations.
Book Style
Optimal book instructs the program not to play moves that have been excluded
from tournament play. If the option is off, the moves might sometimes be played.
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Search games displays a list of all games of the Database in which the current
board position occurred.
Sort allows you to resort the list according to different criteria (number of games,
percentage, Elo average and performance).
Delete whole tree removes the tree from your hard disk.
Weed tree removes moves which were played in very few games.
Remove book marks takes out all the evaluation symbols that encourage or
discourage the program in its choice of lines.
Allow move adding makes it possible to add moves to the tree by executing them
on the board.
Choose font allows you to set a different font and size for the tree.
Close closes the tree window (the book remains active). Click V ie w Ext ra Book
Pa ne or Ctrl-Alt-B to reactivate the window.
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Tournament moves are played by the program if directed in the book options. It will
not play a move that has been excluded from tournament play and which appears red
in the tree.
If you right-click a move you can change its status (e.g., by selecting Don't play in
tournaments).
Examples:
The ECO classification used by this program was improved by leading openings expert
GM Dr. John Nunn.
The program can create an openings key based on the ECO code.
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When you save a game, the correct ECO code is automatically inserted.
This will copy an openings tree from the CD/DVD ROM to your hard disk, making access
faster. Doing this also allows the program to learn from the games it has played and by
reading databases.
Im port Book merges the contents of a different book into the current one.
Im port Old book converts a book in the older (FBK) format and imports the
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contents.
The program will also convert and import books from the programs Ge nius, Re be l and
Che ssm a st e r. If a move is already in the openings book it will be marked as a preferred
tournament move.
This is a very powerful function. It allows you to build giant opening trees with a
minimum of effort. You can, for instance, import all the games of your main database,
or all from a specific variation (to create a highly specialised book).
The games of the database will be merged to a tree of positions. Crucial for the size of
the resulting tree is the length of the variations which are put into the tree. It is not
very meaningful to put entire games into it, so you should truncate them at a specific
point.
The program allows you to limit the length of the variations in two different ways.
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2. It is more sensible to limit the variations relative to the ECO classification. This
results in long variations for theoretical main lines (ECO classification position found
late in the game) and short variations for side lines (i.e., early deviations).
Obviously, if you choose a shorter length absolute or ECO-relative the tree will be
compact. But then you are liable to lose some valuable information. If you choose a
very large value then the tree will be gigantic, and it will contain a lot of superfluous
information. A good practical value for importing games is ECO-relative 20.
You can also include variations (i.e., analysis that might be included in the games),
but these are not included in the statistical analysis.
What is less known is the option to extend and modify the openings book directly by
inputting moves yourself. A right click in the tree view starts a little context menu
which allows you to extend the book by personally inputting moves via the entry
Allow M ov e Adding.
Important: After inputting the moves you want, you absolutely have to deactivate
the option so as to prevent the book from being extended involuntarily.
Imports the variations of a specified database and marks the moves as preferred
tournament moves. In effect, the program is learning from the analysis of the
grandmasters.
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In the dialog box that appears you can specify how the individual lines will be treated:
Repertoire White: Every white move becomes a tournament move, black moves
are ignored.
Repertoire Black: Every black move becomes a tournament move, white moves are
ignored.
Moves that are annotated with a que st ion m a rk are not played in tournament mode,
and appear red in the book window.
! = Only move: This option makes moves that are annotated with an exclamation
mark the only moves that will be played. They appear green in the book window, while
all alternatives become red (i.e., they won't be played in serious tournament games).
Im port book merges the contents of a different book into the current one.
Im port old book converts a book in the old (FBK) format and imports the contents.
Im port ga m e s merges the games of a selected database into the tree, including
full statistics.
Add priorit y a na ly sis imports the variations of a specified database and marks the
moves as preferred tournament moves.
The program allocates weights to the individual lines of the book. These weights
control the probability with which the program will choose the move in a game. The
value can range between 125 to +125. The values are initially set to zero. The
weights are given in the Engine column in the book window.
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displays a dialog box in which you can set a number of learning parameters.
Wins: Only won games are used, the program increases the weights of white
moves if White won and black moves if Black won.
Losses: Only losses are considered. If White lost, the white moves are reduced,
and if Black lost, the black moves are reduced.
White: The program evaluates the games from the point of view of White only.
The weights for white moves are increased if White won, and decreased if White lost.
Black: The weights for black moves are increased if Black won, and decreased if
Black lost.
Player: Only considers the games of one specific player in the database.
These five options can be combined in any way you like. You can also restrict the
import to a certain number of games in the database by selecting "Ga m e s" at the top
of the dialog box.
An opening book is generated from games which have been imported. For many moves
the only information stored in the tree format refers to the number of games in which
this move occurred.
For example 1.e4. For this move the tree stores the information about the number of
games and the statistical probability of a win based in the games imported. For that
reason it is not possible to delete individual games from the tree of positions.
You can delete individual moves from the positional tree, but not specific games.
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In addition the program can also store in the file its own experiences with opening
variations it learns from its successes and its defeats.
In the program the openings book is also called the tree of positions (tree of
variations). The files which make it up are quite big the program requires approx. 70
Bytes per position.
Apart from the hardware resources is there any limitation to the size of the tree of
positions? If so, what happens when this is reached?
At the moment the limit for the size of the tree is 16 TB. So far, no user has managed
to generate a tree of positions of that size. Theoretically nothing happens if the limit is
exceeded, but this has not yet been tested in practice.
The games are automatically classified according to all kinds of criteria. And you have
powerful search tools that are able to locate any game in a very short time.
Hom e D a ta ba s e windo w
This opens the separate database window with a list of games of the Database.
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You can also get there from the main board by pressing F12 or Esc. These keys will
get you back to the board window.
There are also buttons in both menu bars that will do the same.
The database window always displays the contents of the currently opened database.
You can switch to other databases, create new ones, copy games, have the program
analyse them, create tournament tables, indexes, etc.
File M e nu O pe n
Use this command to browse for the database you want. The databases can be in
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many different formats CBH, CBF, PGN, etc. You can convert games from one format
to another by copying them into a database with the format you require.
At the top of the list there are a number of tabs that lead to the different indexes.
The information in the games list have been sorted more clearly in Fritz 15, and the
columns have been significantly extended. The games list contains a list of the texts,
games and game fragments, including (if available) the Player, Tournament, ECO
Classification, Date, Result and Number of Moves.
In addition, the database functions have been extended to allow direct access to the
Player, Tournament, Commentator and Team indexes.
Text shows the texts available in the database.
Games shows the games list of a database in the order in which they were stored
on the hard drive. You can access the games by browsing, filtering or sorting.
Game titles With the help of your own texts you can easily access specific
themes.
Please note: many ChessBase data DVD`s have different, often more extensive and
specialised games indexes.
Recent databases
Click M e nu F ile and select "Re c e nt da t a ba se s" to get a dropdown list of the databases
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Databases are displayed that can be bought and downloaded from us.
It is possible to change the format of the preview window by right clicking. The
"Details" view is particularly informative. This shows for instance the place where the
database is stored on the hard drive.
Clicking on a database symbol displays the game list in the left half of the database
window. Double clicking on a game loads it into the board window.
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Note: The browser only displays databases that have been stored in the default folder
for databases.
Tip: If you want to display your own databases with the database browser copy them
into the default folder. In the picture you can see that the databases have been
copied into the folder /My Documents/ChessBase/Shop.
Default Text
Players index
Tournament index
Annotators index
Source index
Teams
Game Title
Openings key
Game Title A new Index.
Optional Theme keys for tactics, strategy, endgames and general themes.
Naturally the games list is the most frequently used window type in the Database
window. You use it to browse a database, a search result, contents of an openings
key, game of a player and so on. Please try to understand how to configure a games
list, it will considerably increase the usability of the program for you. Other lists
(players, tournaments) work the same.
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Right clicking on the list window and selecting List F orm a t Colum ns All Colum ns
turns on the display of all the available columns for the list.
Above the list important functions to process the information in the list is available in
Ribbons. This means that all the most important functions are available by simple
mouse clicks.
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In every list there is an extensive right click menu with functions that depend on
whether one or several games have been selected.
Example Selecting games: Clicking two games while holding the shift key selects all
the games that lie between them.
Clicking two games while holding the control key selects two individual games.
In the games list, you can see the game numbers, names of the players, their ratings
(which may be left out if there is too little space in the list), the tournament, round
and the annotator (in square brackets).
Behind this you will sometimes find medals, a coloured band which helps to
characterise the game.
The next columns give the ECO code, date, result and number of moves. On the right
is a column that tells you what the game contains:
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The above letters may also be small, if the variations, commentary, etc. are not
extensive.
For instance Vcs means a lot of variations, but relatively little text commentary and
Symbol commentaries.
Clicking on a column header sorts the information in the column, and clicking a second
time reverses the sort order.
Example: Clicking on White sorts the list alphabetically, and clicking a second time
sorts the list in reverse alphabetical order.
Clicking on Elo W sorts the list with the strongest players first, and clicking a second
time reverses the order.
Tip: Right clicking on the line with the column headers opens a context menu.
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This makes it possible to select which columns should be displayed and which should
be hidden.
The column separators in the title line can be moved with the mouse.
The games list contains a list of the texts, games and game fragments, including (if
available) the Player, Tournament, ECO Classification, Date, Result and Number of
Moves.
Right clicking on List window List form a t offers the option to configure the list
window.
First select in the games list List format Columns All columns. Please note the
possibility to access special information by simply sorting the columns.
The setting "All c olum ns" greatly extends the information in the list. If you scroll right
with the scrollbar at the bottom of the window you will find other options, such as the
display of the game notation.
You can use the Player Index to get an immediate overview of all the chess activities
of the selected player. The Player Index is divided into three windows, which are also
divided into columns to make it easier to refine the information. You can adapt the
information in all three windows by turning individual columns on or off. Please refer to
the notes in this documentation about sorting columns in list views.
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In the left window there is a list of all the players who have played games in the
current database. Clicking on the column header Name sorts the list alphabetically.
At the bottom of the window there is an input field. Enter the first letters of a players
name.
A player with this name is displayed. In this example above a player is displayed with
the name "Ka rpov Ana t oly ".
Select the entry in the list view. In the games window all games are listed played by
Anatoly Karpov, and in the tournament window all the tournaments are listed in which
Anatoly Karpov took part. The lists can be adapted by sorting the columns to find the
information you are looking for.
Tip: The input field also sorts player names that begin with small letters.
You can close the games list or tournaments list panes by right-click close. To reopen
them, use menu V ie w . You can rearrange the window panes in the usual fashion with
the splitter bars.
If you select more than one game of a player in the Player Index, this dialog will allow
you to edit the name in all games:
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The information in the lists in the three windows is divided into columns. You can
adapt the information in all three windows by turning individual columns on or off.
Please refer to the notes in this documentation about sorting columns in list views.
In the left window there is a list of all the tournaments for which games are contained
in the current database. Clicking on the column header Title sorts the list
alphabetically according to the names of the tournaments.
In the games window on the right all the games in the selected tournament are listed.
In the player window below it all the players who take part in the selected tournament
are listed.
The name is contained on the second page of the Save dialog. If a game has not been
commented this entry is left empty. If you add your own comments to a game which
has no commentator the program automatically enters your name in the commentator
field.
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In the left window there is a list of the commentators including the number of games
commented by each commentator.
Underneath the list there is an input field which can be used to quickly find a
commentator.
This can be processed by sorting the columns in the same way as the player list and
tournament index.
When you are saving a game in a match between two teams you can enter the names
of the teams on the second page of the Save dialog.
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If all the team matches have the same tournament (e.g. "West Midlands"), the
tournament index can generate a correct table of the teams.
In the left window there is a list of all the teams contained in the database. The
information in the list can be sorted by clicking on the column headers.
In the Player window on the right there is a list of the players in the selected team,
and in the Games window below it there is a list of the games played by the teams.
There are ribbons to search and filter the information in the windows, in the same way
as the player index and tournament index.
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The program plays through each game backwards and compares every position it
encounters with all the positions contained in the classification positions of the
openings key. As soon as a match is encountered it knows under which key it must
classify the game. The reason for playing through the game backwards is that we are
interested in the deepest position, i.e. the one that identifies the most detailed
variation.
Under the "Game Title" the text and the language in which it is to be displayed are
input.
These texts can be used to quickly find certain types of games. The texts that you
have created are listed in the game index and player index to reference games. These
texts are displayed when you click on the button "Special Titles" in the menu Player -
Games - Tournament Index. This gives you the possibility to freely classify games
however you want without having to access them via the player names. This gives
you another way to quickly access games of a specific type.
The new index is excellent for the easy classification and access of games which might
be very difficult to filter with other options.
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Theme keys are only available optionally. You can enable them via M e nu F ile - Opt ions
- De sign - Use T he m e Ke y s
ChessBase has two main methods for accessing a database. On the one hand the
search mask offers you a flexible method of searching by various criteria; on the other
the keys (openings, players, etc.) give you a structured means of access which has
the additional advantage of being virtually instantaneous.
The theme key of ChessBase combines both methods. A key is defined by the
contents of the search mask, and this definition is permanently stored with the key.
The classification keys for themes, strategy, tactics and endgames can all be viewed
by clicking tabs in the list window.
If you load a game from a theme key the program will jump to the position that led to
the match (if that is possible).
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Opens the database window with a list of games. You can also open this from the main
board by pressing F12 or Esc.
Select the large database. This is on your Program DVD, but it can be installed on your
hard disk.
Double-click a game in the list
In the list of games that appears, you can double-click a game, or single-click on it
and press Enter. This takes you back to the main chessboard screen, with the game
loaded in the notation window.
The takeback button in the middle has a special purpose: The program will not query
what to do with a new move you enter but simply overwrite the old ones.
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This will automatically play through the moves of the current game. You can adjust
the speed in the control window that appears.
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You can also call up the Save dialog and enter all the game data in advance, i.e.,
before you actually save the game. Click Edit Edit ga m e da t a. You can also edit the
game data in the games list, without actually loading the game. Right-click it and
select Edit Edit game data (or press F2).
Tournament
In the tournament line you normally enter the name and place of the tournament. If
you want to do it properly you should click Details. A special dialog appears where you
can add a number of other important details.
T it le , Pla c e : Type in the official name and place of the tournament. If the tournament
has no name, (e.g., New York 1924) then enter the place in both lines. Only one will
appear in the games list.
Da t e : The year, month and day are for the tournament, not the individual game (this
is entered in the Save dialog). Usually the day of the opening ceremony or the first
round defines the tournament date. If the exact date is not available, you can leave
the month and day empty and the program will only store the year.
Com ple t e : Select this item if you have all the games of a tournament. A tournament
marked as complete will have the (green) check mark shown at the right in the
tournament list.
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Na t ion: Click the pull-down button on the right to produce a list of national
abbreviations and select the one you want.
Rounds: Enter the number of rounds. In special tournaments, (like knockouts and
Grand Prix) you can specify subrounds in the Save dialog. This allows the program to
sort games properly according to rounds. It can also generate clean progress tables in
open tournaments if the rounds are properly entered.
Ca t e gory : Enter a category between 1 and 25. This is displayed in the tournament list.
T y pe : Specify match, tournament, Swiss, team, knockout, simul, etc. This too is
displayed in the tournament list.
T im e c ont rols: Specify the speed of play (blitz, rapid, normal or correspondence
chess).
ECO code
The ECO code is automatically inserted by the program. You can correct it if you
disagree with the program.
Elo ratings
Enter the ratings for White and Black, if available.
Round, subround
Specify the round and, in case of knockouts or Grand Prix, the subround.
Result
Enter 1-0 (White won), - (draw) or 0-1 (Black won). If you haven't entered a
complete game, i.e., if the moves merely represents analysis, then you may want to
use an evaluation symbol instead of the result. By clicking the arrow in the result box,
you get the menu shown on the right of evaluation symbols from which you can
choose.
Reset
This clears all data from the Save dialog.
Annotator
If you have entered variations and text annotations you should type in your name
here. The program will automatically offer you the user name that is entered in the
M e nu F ile Unser info.
White/Black teams
If a game is part of a team championship, you should enter the names of the teams
here.
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Source
You can give a source for the game. If you want to do so properly, you should click
Details for a more extensive dialog box.
Note:
Games cannot be stored in a database which is on a DVD. Remember to create a
new database for your games, which you will probably not want to store at the end of
a database of historic games.
All games you play against the program are automatically stored in a file called
autosave.cbh. You can always access this database and check games you may not
have manually saved.
In earlier versions of the program there was the option R e pla ce . Using it meant that
the notation for a game which was pre-existing and had been changed in the board
window (e.g. by the insertion of variations or annotations) was over-written with the
altered version when being saved into the database.
The option Save meant that the relevant game was always added the end of the
database.
In all recent Windows programs, e.g. word processing or graphics applications, the
standard way of doing things is that the altered version is saved at the same place.
So the extended notation is no longer replaced, but saved. Whenever you want to
save the altered game notation as a new file, you do that via Sa v e a s ne w ga m e .
Precisely this way of doing things is now being implemented in our chess programs
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too.
If in the file menu you select the function Sa v e ga m e a s then the notation can be
saved into any database you wish. At this point the program offers a further
improvement over previous versions of the program.
A dialog box appears with recently used databases with which you can directly choose
a database into which to save the game.
Should the desired database not be on the list, then a click on the entry O the r will
take you there.
It starts the file selection dialog of Windows and you can use that to navigate to the
folder and the database into which the game is to be saved.
The in the dialog box for game data you can enter the relevant information for the
game.
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Tip: The name of the destination database is displayed in the header of the dialog box.
So, if you wish to add new commentary (e.g. a diagram) to an existing game and to
save that at the same location within the database, choose the option Sa v e .
The second situation which could occur is that the user might want to add new
comments and variations to a game which has already been saved and to overwrite /
replace the original with this new version.
There is, however, a faster way than going through the file menu, namely with the key
combination Ctrl-S. This procedure corresponds to Replace in earlier versions of the
program. Both in mouseover and in the title line of the displayed save dialog you are
referred to the Replace function and the relevant database.
To sum up
Whenever you edit and modify a game, M e nu F ile Sa v e Sa v e (Key combination
Ctrl-S) has the effect that the game notation/list entry is replaced.
Therefore the shortcut Ctrl-R used until now for replacing a game no longer exists or
works.
In order to save a game at the end of the games list as a new entry you have to use
the following procedure: -> M e nu File Sa v e ga m e a s .
Note
To help with a better understanding of the new function involving saving, let us look
at another practical example. Say a user loads a position he has already saved and
modifies this by means of Position Setup. He would now like to replace the existing
game entry/position. That will not work, because after the modification the link to the
position he loaded no longer exists. Thus a new game has been generated which has
no counterpart within the database. In this example, no replacement is possible!
If the user loads the new game/position and changes only the specifications, the
original game can be replaced.
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Annotator
If you have entered variations and text annotations you should type in your name
here. ChessBase will automatically offer you the user name that is entered in the menu
Tools Options User. A list of all annotators appears in the annotators index of a
database.
White/Black teams
If a game is part of a team championship you should enter the names of the teams
here. They are displayed in the teams index of the database.
Source
You can give a source for the game. If you want to do so properly you should click
Details for the source edit dialog. The source is given in the source index of the
database.
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Your first step is to go to the game list window (shortcut: F12 on your keyboard).
Highlight the games you want to copy; there are a number of ways to do this. You
can hold down the CTRL key on your keyboard and single-click on the individual games
you'd like to copy. If the games are in a "block" (that is, adjacent to each other in the
database), you can hold down the SHIFT key and use the down cursor (down arrow)
key to highlight them after single-clicking on the first game in the "block".
But if you want to copy all of the games in a database, you can use a menu item or
keyboard command to highlight the whole shebang. Go to the Edit menu and choose
"Select all", or else you can use CTRL-A on your keyboard. All of the games in the
game list will then be highlighted.
Once you've highlighted the games you want to copy, go to the Home menu and
select "Copy" (or else hit CTRL-C on your keyboard). It'll look like nothing happened,
but what you've just done is tell the program that you want to copy the highlighted
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games.
Next you'll open the target database (again, M e nu F ile - Ope n/Da t a ba se ). You then go
to the Edit menu and select "Paste" (or hit CTRL-V on your keyboard).
There is a confirmation dialogue, asking you to confirm that you do indeed want to
copy the games.
Click the "OK" button. The games are copied and your newly copied games will appear
at the end of the target database.
The players database is part of the ChessBase database program. If you own this, you
can use it to help you standardise names when you are saving a game. You can type
in the name or part of it, and then let the program present a list of names from which
you can choose the correct one.
The program access the Online Player Database shows pictures of the Players in the
Notation window!
The autosave database is always present in the history list at the top of the database
window.
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Produces a search mask in which you can tell the program to look for particular
games.
Note: In the database window, pressing the Tab key will switch the search filter on
and off.
Produces a search mask in which you can tell the program to look for particular
games. By clicking on the tabs at the top of the search mask, you can define all kinds
of different categories.
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Ignore colours: If you enter the name of one player and click this on then all his
games will be shown. If "Ignore colours" is off, then only his white or black games are
listed. With two players clicking "Ignore colours" on will give you all games of both
players against each other, while clicking it off will only retrieve the ones in which the
first player had white and the second black.
Tournament, Annotator: Here you can search for specific tournaments or games
with commentary by certain annotators. The search is case sensitive.
Year: To search for the games of a particular period, enter the years here.
You can search for the games from a particular ECO key, e.g., C43 C45.
Moves: You can search for long and short games here.
Text: retrieves database texts. These are not games but text reports which may
contain pictures, videos, positions and links to games, keys, other texts, etc.
Elo: When searching for the games of players who lie within a certain Elo range,
you can specify whether one player, both players or the average should lie within the
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given range.
Result: retrieves games in which White won, Black won or which were drawn, and
games that ended in mate, stalemate or a check.
It is possible to search in a database for games with no result. Clicking the box 0-0
makes the program search the database for games which have been listed in the
database with no result.
Produces a search mask. Click Position to look for games which contain specific
positions or positional fragments.
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To deposit pieces on the board, click a piece type on the right and then a square on
the board. Clicking with the right mouse button deposits a piece of the opposite
colour. The two jokers at the bottom can be used to indicate that any piece of that
colour should be present.
In the above example, the program will retrieve all games in which White executed a
bishop sacrifice on h7 or Black on h2. Note that when you load one of the retrieved
games the program will jump straight to the position in which the sacrifice occurred.
Look for, Exclude and Or boards: You can enter different pieces for each of
these. In the first case the program will look for the positional fragment. In the second
it will make sure the positional fragment did not occur in the games it retrieves. On
this board you can enter multiple pieces per square. On the Or board you can enter
a second position the program should look for simultaneously.
First, length, last: Restricts the search to a specific phase of the game. In the
above case, the program will start looking from move five of the game and stop at
move 40. The position must occur for one move (length).
Copy board: Transfers the current position on the main board to the Look for
board. You can modify it before you start the search.
Games can contain text commentary, which is generated by the program or which you
can type in yourself. Apart from that, the games of ChessBase Magazine are
extensively annotated with text, chess commentary symbols and graphic elements.
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Text1, Text2: Enter two text strings and the program will search for all games in
which either occurred.
Whole word: Check this to search for an exact match only. In the example on the
right, the program will not find brilliantly.
Position: List games that start from a special position (e.g., problems and
studies).
You can also search for games that contain variations, training positions, multimedia,
coloured squares and arrows (Colors), marks for pawn structure, piece paths, critical
positions, etc.
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Use this command to open the Filter Games dialog. Click the Medals tab to search to
search for games which were marked as being especially interesting. The medals
include categories such as novelty, pawn structure, attack, defence, sacrifice,
blunders, etc.
You can search on multiple categories. Note that the program will retrieve games in all
marked categories.
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This is useful for games played on the chess server, in engine matches or
tournaments.
Note: You find the database with your games from playchess.com in "My
Documents\ChessBase\MyInternetGames.cbh".
Click Blit z to search for Blitz games and enter a range for the base time and the
Fischer offset per move.
If you choose T ourna m e nt , enter the time in minutes for the first time control and
leave Gain unchecked.
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The search booster consists of a pair of additional files attached to a database. They
consume about 50 bytes per game (so they can be fairly large). But it speeds up the
search for specific games and positions considerably. The booster files have the
ending .CBB and CBO and can be deleted from your hard disk if no longer required.
The program will offer to create a search booster for a large database which doesn't
have one. You can also use this command to delete the booster files.
This is a very powerful function that retrieves all games from the currently open
database in which the board position occurred.
If you double-click one of the games, it will be loaded on the main board for replay.
Make sure you have saved your original game, because it would otherwise be lost. You
can use F10 to load one game after another and study the continuation.
The speed of the search can be increased considerably by creating a search booster.
The database you get on your program DVD already has a search booster, so you
don't need to do anything there.
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Click this in the database window. All files that make up the current database will be
compressed into a single archive file (with the ending .cbv).
All ChessBase programs can open and unpack these archive files into a normal
database.
Archive files are compressed and can be sent as a single file by email. They are also
the best way to publish games on the Internet.
This program comes with a collection of high quality games, which are located in the
directory \DATABASE on the DVD. If you want to add games to this database, or
simply to access it faster, you should copy it onto your hard disk.
The program will ask you for a directory and then copy all necessary files into it.
When you create a database in .CBH format, you'll notice that the program
(ChessBase, Fritz, or one of the other playing programs) will ask you to name the .CBH
file. This does not indicate that the whole database is stored in just that one file!
The .CBH file stores just the header information from the games in the database; the
annotations are stored in another file, the moves in yet another, each key is kept in
its own file, etc.
What this means is that when you make a backup of a ChessBase/Fritz database, you
need to backup all the files that make up the database. A ChessBase/Fritz database in
.CBH format is composed of a minimum of seven and as many as twenty separate files.
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If you backup or save just the .CBH file and try to open it later, you'll get nothing -
the additional files are required.
But ChessBase and the various playing programs we offer give you the option of
bundling all of these files together into one unified archive file. This file ends in the
extension .CBV and is an archive that stores the multiple database files into a single
compressed file. This allows for easier copying to a storage medium (such as a CD or
DVD) since you'll only need to copy one file instead of seven to twenty of them.
In the playing programs, such as Fritz, you first go to the database window, where
you'll see the list of games for the current database. To archive it, go to Database
Window and select "Da t a ba se - Ba c kup Da t a ba se ".
The function jumps you right to the Windows file select dialogue.
Here again it's best to create the .CBV file in a different folder.
Once the multiple database files have been compressed into the single .CBV file, you
can copy that archive file onto a floppy, CD,DVD, ZIP disk, or tape backup or any
external storage medium. If your original database (which is still in its original location,
by the way -- nothing happens to it just because you made an archive copy) gets
corrupted or accidentally deleted, you now have a replacement copy.
Make frequent backups. This is very important and applies to more than just your
chess databases. Any important stuff that you've written or created should be backed
up. And, as a personal recommendation, having a rewritable CD drive is very handy for
this if your PC doesn't already have one. Also, you can forget about using CD-RW disks
-- they're essentially useless, as the data can't be used on a PC other than the one
on which the CD was formatted. CD-R disks are much better, since you can change
the disk's parameters to enable its use on other PCs (this is something else I learned
the hard way).
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The program uses the openings book tree format CTG, but it can import old books in
the FBK format.
PGN is an internationally accepted text format which can be read and edited with a
simple ASCII editor. On the Internet you will find many games in PGN format. Even if
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these files contain a lot of additional text tournament reports, tables, general
messages they can still be accessed directly, without any prior conversion. Just
make sure the file has the ending PGN. The program will ignore all the text in
between the games.
Note:You can convert games from one format to the other by copying them into a
database with the required format.
The Magazine is also the ideal upgrade tool for the openings tree. Every two months
you can execute the function Openings book Learn import games or Learn from
database and the programs knowledge of openings theory will be completely up to
date.
With this program you can enjoy all aspects of ChessBase Magazine, including the text
reports and the multimedia sequences. A special "reader" is also included on the DVD,
which has many of the important functions of the ChessBase program.
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3.4.35 ChessBase
This program has a number of functions that come from the chess database program
ChessBase, which is the standard tool of top players all over the world. Our chess
playing programs are perfect for amateurs who want to look after their own games and
browse around in the games of the masters. But if you decide to start working
seriously with very large databases you should consider acquiring ChessBase.
The ChessBase Cloud***: you are now able to make use of your databases from any
computer and later also from any mobile device. Set up your own repertoire and your
own games in private space in our cloud
Optimise the performance of your engines with analysis tasks. First of all define which
positions are to be analysed one after the other. Like this your engine will over a long
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period of time assemble independently and store for you in-depth analyses.
The improved repertoire function distinguishes between the repertoire for White and
Black.
Ergonomic operation: Easier analysis and annotation by a new series of buttons. More
efficient input of variations during analysis, new variations accepted without a request
for confirmation. And much more.
This is what ChessBase give you beyond the functions of this program:
Parallel operation on many databases and games, easy copying of any number of
games via drag & drop, navigation between databases in the database window.
Players encyclopedia with data on all rated players and thousands of portraits.
Input text with the built-in WYSIWYG editor, with hypertext functions (load
pictures, jump to games, play multimedia files, etc.).
Create full openings reports in any position with a single mouse click. The report
contains all important historical and current GM games, all critical continuations,
repertoire recommendations, typical plans, etc.
Create player portraits at a click of the mouse, including photos, Elo development,
best tournaments, openings repertoire, great combinations, commentary, mate
combinations, etc.
Creation and maintenance of theme keys, access to tactical and strategic motifs.
Sophisticated theme keys are included and can be modified with ChessBase.
Copy variation trees from one game to another with drag & drop.
Enter spoken commentary to game moves and training positions. Design full
training courses.
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Easy global editing of game data, e.g. to standardise players and tournament
names.
Note: Before starting a game is to be noted that the program is set after the first
start on the Infinite analysis mode. Experience has shown that most users set the
program for analyzing your own games. So you have to select a Playing level first
before you can play directly against the program.
This puts the program into a special mode where it does not reply when you enter a
move but instead simply analyses the position on the board. You can now enter all the
moves of a game.
Clicking the same menu or pressing Alt-F2 again switches back to normal game mode.
There is also a button in the toolbar at the top to start and stop infinite analysis.
These functions can be accessed from the starting screen under E nte r & Ana ly s e .
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Just like in the Easy game mode, you will find in analysis mode an interface which has
been optimised for this specific situation. All those functions which are relevant to the
inputting and analysing of games are available, but not those for playing games!
Assisted Analysis
In analysis mode there is support for Assisted Analysis, the new function introduced in
ChessBase 14. What does Assisted Analysis mean then? The simplest way to
understand the feature is by trying it out.
The following position is taken from the game Kasparov Petrosian, Moscow 1981.
Kasparov played 36. Ra1 and Blacks position looks to be endangered. If you move the
mouse cursor over the chess board and turn the mouse wheel, the black queen will be
highlighted with a green frame.
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Like this the function offers a hint as to which piece is to be moved. A mouse click on
the black queen then throws up the following image:
The program gives to the user a display in which colours are employed to show the
possible squares to which the selected piece can move. The colours of these
highlights are based on the evaluations of the chess engine which is at work in the
background.
In our example interpretation is simple. A safe and also the best target square is e7
(highlighted in green), unsafe squares are displayed highlighted in red. Petrosian,
moreover, played the move suggested and later went on to win the game!
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Tactical analysis
Tactical Analysis was introduced with ChessBase 14 and replaces the version of Full
Analysis which was implemented in earlier versions of the program.
This function is available under Analysis Full Analysis. Then when a game is loaded
the dialog box for Tactical Analysis will be started.
Tactical Analysis analyses in one session either an individual or several game(s). The
difference from Infinite Analysis is significant. If you consider games with an engine in
the mode Infinite Analysis, you only ever see the best moves displayed. This really
results in an incomplete fashion of looking at the position, because the user does not
get any immediate and specific evaluation of the alternatives. It is only when you
input your own alternatives in this mode that you will receive a specific evaluation.
Tactical Analysis offers the advantage that the program does more than just highlight
bad moves. The user obtains from the program a plethora of information concerning
the opening, critical positions, alternatives and threats! By means of graphic
commentary the program inserts tips about manoeuvres, threats and possible plans.
The analysis is supplemented with the insertion of diagrams and comments in natural
language. The user is stimulated by the insertion of training questions to deal quite
concretely with the analyses which leads to more intensive training. The description
shows that Tactical Analysis provides the user with an extremely multi-facetted tool
for the analysis of his or her own games.
In order to get to know / try out the function, load into the board window a game
without any commentary and start Analysis Full Analysis. Activate the Training
option in the settings. You should not set the thinking time at too high a level in order
for the analysis to be completed rapidly. On a fast modern computer, even with a
short thinking time this form of analysis will provide you with plausible and reliable
results. To be on the safe side, select between five and eight seconds per move.
Tip: Be aware that in the setup dialog the program actually makes a recommendation
as to the time you should choose!
The program starts the analysis with the engine which has been listed as the default
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one.
After Tactical Analysis the previously unannotated game contains a complete analysis
including embedded training questions.
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Always it is the case: positive values favour White, negative values favour Black.
In addition to the precise pawn values, the evaluation is also given in standard chess
symbols:
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Ne xt B e s t ca lcula te s the second best alternative for continuing. While the engine is
calculating this information can be accessed faster by typing the key Y. At the
beginning of the engine window the best line found so far is displayed in light gray
letters.
Tip: This information is at the beginning of the list view. If you cannot see this
information use the scroll bar to scroll back to the beginning of the list.
Hint: The next best move option is only available while the engine is only analysing
one line.
At the top of the engine windows you can see the best alternative moves, shaded
grey. Look for a better move tells the engine to search for moves that have a higher
evaluation.
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In the form of the function Ta ctica l Ana ly s is the program offers a complex function,
but one which is easy to use in order to automatically search through games for
mistakes and tactical inaccuracies.
The function is available both in the mode Ent e r & Ana ly se and under Cla ssic M e nu
from the start screen.
The program inserts in the game notation both comments and variations and takes into
account the following list of factors:
opening theory
weak moves which were not played (why can I not take that piece?), often
going on to provide the tactical refutation
In a single pass, Tactical Analysis analyses either one individual or several games.
There is a significant difference between it and Infinite Analysis. When you analyse
games with an engine in the Infinite Analysis mode, the only moves shown to you are
the best ones. That provides you with an incomplete overview of the position,
because you do not get a direct and specific evaluation of the alternatives. It is only
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when you input your own alternatives that this mode will provide you with a specific
evaluation of them.
Tactical Analysis also has the advantage that the program does not only single out
bad moves. The user gets from the program all sorts of information about the opening,
critical positions, alternatives and threats! Using graphic commentary, the program
inserts hints as to possible manoeuvres, threats and plans.
In order to get to know / try out the function, load into the board window a game
without annotations and start Ana ly s is Full Ana ly s is .
You choose you settings in the dialog box for T a c t ic a l Ana ly sis.
The headings are self-explanatory: T ra ining has the effect that the program embeds
within the notation training questions which will be displayed when you play through
the game.
You should not set the thinking time too high, so that the analysis can be completed
rapidly. On a fast modern computer even with a short thinking time this type of
analysis will come up with plausible and reliable results. You will be on the safe side if
you choose between five and eight seconds per move.
Tip: Note that within the settings dialog the program gives you a recommendation as
to the time to allot! You can accept this.
The program begins its analysis with the engine you have defined as your default. The
games are annotated with variations, text, diagrams and commentary symbols.
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With this function you can in one go analyse several games from a database. Highlight
the desired games in the games list in the database window with Ctrl + mouse click.
Then in the menu bar of the database window click on Full Ana ly s is .
Evaluation profile
Another useful piece of help and guidance during the playing through of games
integrated into the game is offered by the Evaluation profile which is generated from
tactical analysis.
The evaluation profile shows graphically during the course of the game the evaluations
of the chess engine. Using the evaluation profile below the notation you can recognise
at a glance when playing through a game just when it turned one way or the other.
Whenever you click on a specific place in the evaluation profile, the relevant position
is immediately loaded into the board window and displayed. So it only takes a few
clicks when you are playing through a game to navigate directly to the decisive moves
and the critical phase of the game.
Graphic commentary
In the notation you will frequently find things highlighted in colour.
What is the meaning of this circle? This symbol within the notation indicates that
graphic commentary is displayed which has been added by the Tactical Analysis.
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By means of this the program provides hints as to possible manoeuvres or the effects
of forces on the board.
Clicking on this symbol immediately displays the relevant graphic commentary on the
chess board.
This is to stimulate you to find for yourself the best continuation whenever you are
playing through a game. If you cannot manage it, then a click on Solut ion will help.
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This function is used to analyse a specific position. It is very good for getting deep
and detailed analysis of a critical position, and especially interesting for
correspondence players.
De e p posit ion a na ly sis generates a detailed analysis tree for this position. You can
determine how deep and broad the tree should be and what moves should be included
or excluded from the analysis.
Time/depth: The precision of the analysis is determined by time available per move,
or by the fixed calculation depth you allocate. Time per move is more flexible since it
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allows the program to go much deeper in certain positions (e.g., in the endgame). If
on the other hand you are doing the analysis in the background then fixed depth is
better since the analysis will be fully executed even if the program is only getting very
little CPU resources.
Plus (root) allows you to add extra time or search depth to the root position, so that
it is analysed more deeply than positions that occur in the search.
Branching: The branching factors for the 1st, 2nd and 3rd moves define how many
alternative moves are given. The higher the values, the broader the analysis tree.
However, the program may change the branching factor if it thinks the position merits
that. This is dependent on the evaluation window described below. If there are moves
present after the position, these will always be considered.
Branching: White, Black, both determines whether alternatives should be given for
one or both sides. Example: you want to show that in a certain position White is
winning by force. Then you are not too interested in white alternatives and should set
branching for Black only.
Length of variations: Sets the length of analysed variations.
The T hre shold determines when a move is considered a mistake. This is described in
"centipawns (one hundredth of a pawns value).
At the end of deep position analysis, all the variations that have been generated are
sorted and the strongest moves becomes the main line.
Cut bad Lines means that bad continuations, as recognized by the Alpha-Beta
algorithm, are ignored and not examined any deeper.
Note
You can influence the analysis by entering continuations to the game. These
moves and variations will always be taken into consideration. If you do not enter any
moves then the program is free to look at any lines it thinks are worthwhile.
If you annotate a move with a "?" then it will not be taken into consideration. So
this is an excellent way to exclude lines you know will lead to nothing, but which the
program would otherwise analyse extensively.
You can use more than one engine to analyse a position. The engines are used in
the order in which they are listed if you have four engines and two lines then the
first two engines will be used for these.
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It is often better to give let the program analyse many alternatives for one side
only. For instance if you want to know if White can force a win in a given position you
may set a branching factor only for Black to see if the program can find any defence
against the best white attack.
3.5.7 Blundercheck
Ana ly s is B lunde r che ck
This does not provide a full analysis of a game, but simply a tactical examination, one
that reveals glaring errors. There are a number of options in the blunder check dialog
box:.
Side to analyse: You can restrict the analysis to the player of the white or black
pieces, or to the winner or loser
(similar to the automatic analysis).
Output: If the game you are checking already contains annotations, you may not
want the program's analysis buried in the variations. Select Annotate by Text to make
it easier to find the remarks in the notation.
Full variations, Erase old annotations, Training: Select these choices to erase
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the old analysis, and have the variations written out in full. You can also specify to
have training positions generated.
Storage, Time/depth, Threshold: You can determine the average search depth
per move. Enter the minimum time the program should spend on a move. The threshold
defines when a move is considered a mistake. If you enter a high value (e.g., 300 =
three pawn units), then only grave blunders will be considered. If you set a very low
value, the number of commentaries and variations will increase. If you set the
threshold to zero, the program will annotate every move, even if there is nothing to
say.
Check main lines/variations: Select the main line of the game to be checked,
the variations, or both.
Storage: If you are blunder-checking one or more games in the database window
(mark many and execute "Blundercheck"), then you can specify how to store the
games after they have been checked. You can put them back into the same place in
the database ( i.e., replace the original games); or append to the database (i.e., store
again as a fresh copy).
Games in which the blunder check has revealed serious errors are marked with the
black Tactical blunder medal; they can be easily found in the games list and with
the search mask.
The name of the engine that was used in the blunder check is entered as a text
commentary before the first move. If you analyse the game again with a different
engine, the name of the engine with every new variation appears.
In the setup dialog for the programs blunder search there is the option Era se old
a nnot a t ions.
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If this parameter is selected then during the blunder search the program inserts the
commentary symbols within the notation!
The automatic comparison of the analysis of two different engines has two main uses.
First, it is an excellent way of evaluating the strengths and weaknesses of the
engines. On the other hand, from a chess point of view, it is very interesting to
compare the conclusions of two different engines. One might be tactically more
reliable, the other more positionally sound.
It is also interesting to compare two versions of the same engine. The compare
analysis function allows you to check what each finds at a specific search depth, or
how many position nodes each of these engines actually checks to reach a certain
search depth.
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You can set a variation colour for each engine (when loading it) so that it is easy to
tell at a glance which engine produced the individual lines.
New allows you to select engines from the list of all available engines.
Edit allows you to change the settings for the engines already loaded (hash table
size, variation colour).
You can use compare analysis on a number of games (in the database window). In
this case, specify whether the analysed games should replace the original entries or if
they should be appended to the end of the database.
Please note: You can load an engine more than one at a time and then use Edit
Parameters to set different engine parameters. In this way you can find out how the
settings affect the performance of the engine.
3.5.10 Shootout
Ana ly s is Sho o to ut
This allows you to use one or more engines to play out the rest of the game. It is used
to test different engines which lets them play out a tactical, strategic or endgame
position at different depths but also for analytical purposes.
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Move limit: You can set a maximum game length and average search depth for
each move.
Depth: If you set depth = 5 9, new games will be played at each ply depth.
Using two engines, the program will switch sides at each ply depth.
Skip even plies allows you to avoid the weakness of some engines at even plies.
In the above example, setting 5 9 plies and skipping even plies results in three
games (at a search depth of 5, 7 and 9). Since sides are changed after each game,
we have a total of six games in the shootout.
The games from a shootout analysis are saved in the Engine Engine Database.
Here too the program can help. Fritz is analysing the game in the background while the
user is actually playing it on the server. After the game has finished the user gets a
complete analysis of possible mistakes and missed chances.
If there should be no analysis in the game notation, this can have one of two causes:
The continuations in the game were correct or else the performance of the computer
used is not good enough to generate the analysis.
For a game the program points out to the user missed chances and possibilities which
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The access client of Fritz 16 saves you own server games directly into the database
M y Int e rne t Ga m e s. These can be loaded directly from the client or with the chess
program.
Some of the games with embedded analysis are highlighted in colour in the list by
means of medals.
The screenshot shows the result of the analysis which has been added.
You can load the database MyInternetGames in Fritz 16 and spot games directly
thanks to the coloured highlights or commentary symbols in the games list and then
load them for analysis.
Fritz supplements the notation with some training questions. The program goes directly
to the critical position and offers you the chance to find the better move yourself.
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Then right-click in the Engine Analysis pane to get a popup menu and select "Sha re d
Ana ly sis" from that menu.
The single Engine analysis pane then splits into two panes. Here's what's happened.
The original chess engine gives up half of your computer's processor cycles.
The software then starts a second "invocation" of the same chess engine which will
then use that freed processing power; in other words, the software starts an identical
copy of that same chess engine. Both of these engines then start analyzing the
position, each using half of the computer processor's power.
The first chess engine gets "loc ke d" on the initial position it was analyzing when you
started Shared Analysis.
But the second chess engine (in the lower pane, noted as the "B" engine in the above
illustration) is free to analyze different positions if you move the Notation pane cursor
somewhere farther ahead in the game, but this second engine will also be storing its
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analyses in the same hash tables which it shares with the "A" engine.
Let's start Shared Analysis and then use the cursor keys or VCR buttons to jump the
game ahead, say, three moves. The "A" engine will still be analyzing the initial position
(the one on the board when we started the Shared Analysis function), but the "B"
engine will be analyzing the position on the board three moves later and storing its
evaluations in the hash tables it shares with Engine "A"; in theory, the "B" engine will
always be three moves ahead of its "twin", therefore it'll always be storing positions in
the hash tables for places the "A" engine hasn't reached yet. But when the "A" engine
does get to these points, it'll find a whole lot of positions which have already been
analyzed. This will allow the "A" engine to analyze a lot more positions very quickly and
search even deeper than it could if the "A" engine was analyzing by itself. It's like a
military team sending a reconaissance patrol ahead to report back on the terrain and
enemy positions it encounters. When it's all said and done, Engine B is "feeding" extra
analysis to Engine A.
As a last tip regarding Shared Analysis, it's best used with a large-sized hash table (as
big as you can get without causing excessive hard disk activity). Remember, you set
the hash table size in the engine selection dialogue (reached by hitting F3 while in the
main chessboard screen).
To start a Monte Carlo analysis from a particular position, go to the Tools menu, select
"Analysis", and then "Monte Carlo" from the submenu (note that this function will be in
grey half-tone and unavailable unless you've already loaded a Rybka engine). The next
thing you know, something startling happens: the game in your Notation pane
disappears, to be replaced by the "Load book" button.
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The first is the search depth, with a default of "5". This controls how far ahead (in
half-moves, or "plies") the engine will look before making a move. For example, if you
leave this at "5", the engine will look 2.5 moves ahead before making a move.
Remember, the engine is going to be playing a lot of games against itself and storing
the moves in the form of a tree, so the search depth is important. You must realize,
however, that there's something of a tradeoff here; the higher you set the search
depth, the more time the engine will need to make each move -- so you're trading time
for depth. On the other hand, setting a lower search depth means that many more
games will be played in a given amount of time, but that the moves themselves are
likely to be more superficial.
Keep in mind, too, that you should use only odd numbers for the search depth,
because chess engines tend to develop a tactical "blind spot" when made to analyze
at even ply depths. Rule of thumb: odd numbers good, even numbers bad.
The second setting is the "width" of the tree. This is similar in some ways to the
"Branching factor" in Deep Position Analysis and is another "space for time" tradeoff. If
you create a "Narrow" tree, you won't see many alternative moves displayed in your
game tree but the overall process of playing games and generating the tree will be
faster. "Broad" trees show more alternatives but take longer to generate (it requires
more processor time and thus slows down the chess engine).
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The software will load the engine and you'll get a dialogue to that effect. For a minute
or so it'll look like nothing's going on, but then you'll see the tree view (your former
Notation pane) become populated with data
This looks a lot like the game tree/opening book display with which you're already
acquainted. This one acts a bit differently in the data it displays. You still have "N" for
the number of games played (ten so far when I took this screen shot) and a numerical
percentage of how well the move did from White's perspective.
Note that you can actually play through the moves of the tree while it's still being
generated, too. Use the cursor keys on your keyboard to navigate through the moves
(left and right to move forward and backward, up and down to select a move when
multiple moves are displayed).
This display reminds us of the engine which is being used for the analysis and the
search depth we set at the start of the process. We see how many games have been
played so far and the results of those games.
You can let Monte Carlo analysis run for as long as you like. Remember that the more
games you let the engine play, the more reliable will be the statistical results.
To stop the Monte Carlo analysis, click the "Stop" button (the little red button with
the white "x" in the upper left corner of the Monte Carlo analysis screen). You'll see a
popup dialogue asking if you wish to save the tree which the analysis generated.
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If you click "Yes", you'll get the standard Windows dialogue prompting you to pick a
folder in which to store it and for you to give it a name. Note that all of the game
moves prior to the point at which you started the analysis are also saved as part of
the tree; in our example, all of the moves through 14.c3 will be saved along with the
"Monte Carlo tree" which begins with Black's 14th move.
If you select "No", you'll simply be returned to the normal game window (board and
Notation pane), but you'll notice that any moves you replayed in the tree while the
analysis was being generated will be displayed as variations/subvariations in the
Notation pane's gamescore.
All of that seems prety verbose, but it's really very simple: Monte Carlo analysis
causes the Engine to play a large number of games against itself and then store the
results in the form of a statistical tree.
A "Kibitzer" is a person who watches a game in progress without making any moves
himself. A kibitzer is also notorious for giving advice and knowing everything better.
You can add a kibitzer by selecting an engine in the select box that appears.
A new engine window appears in which it can work parallel to the one already loaded.
You can use one or more kibitzers (up to six) to help you in your game against the
primary engine, or you can use them for a second opinion on a position you are
analysing. Remember that they will be sharing the processor power, so the quality of
analysis sinks with every added kibitzer.
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While the program is thinking about a move, either during a game or during game
analysis, the program gives detailed information in the engine window, for example the
evaluation, the search depth and the best continuation line.
The variation board offers a display of the best line, which can be played through in
the variation board.
The option " V isua lize Se a rc h " goes one step further. During the Infinite Analysis
(ALT-F2) it uses graphics to display not only tactical manoeuvres, but also possible
plans for both sides.
The orange arrows show the plans that the progam prefers for White, the blue arrows
show the plans that have been calculated for Black.
Possible destination squares are coloured green if they play a special role in the
tactical manoeuvres. In the above example the square f5 is very important, and so the
move f7-f5 is displayed as Blacks main plan.
Note: This function is currently only available for the main engine, and is not
supported by other engines..
It is recommendable to give the program more time to think in critical positions. The
more time the program has, the more informative his resuts will be.
It is to be found in the menu "Vie w Ana ly s is bo a rd". You can also switch the
analysis board on and off by pressing the key combination Ctrl-Alt-A.
The analysis board appears as an extra "pane" in the board window and can be used
to analyse the game that is currently loaded. You can move the analysis board to a
convenient place, as you can do with all the panes of the program by grabbing the
top of the pane and "docking" it on some other part of the screen.
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Anyone who has worked with previous versions of Fritz may be forgiven for asking
what the analysis board could possibly be useful for. After all the program in its regular
layout offers some of the finest analysis functions available in current chess software.
You can switch on one or more engines, let them analyse one or more lines, copy the
main move or entire variations into the game notation with a single mouse click, you
can lock the engine to a particular position and then continue studying the game while
the engine is working. It is even possible to play through the main line the engine is
displaying on a small variation board. And there is a wealth of additional automatic
analysis functions, like blunder check, deep position analysis, shootout, compare
analysis, etc. (all in the menu "Tools"). So why do we need an additional analysis
board?
Well, one important advantage is that you have an additional board to work on. It is
like using a pocket chess set when watching a GM game. You have the original
position in view and can experiment with lines on the pocket chess.
The biggest advantage of the analysis board becomes clear when you are logged into
the Chess server and are watching a game. Theoretically you could periodically
"unplug" the transmission (by pressing Ctrl-U) and start analysing on the main board.
But then you do not know when new moves are played. And once you plug back into
the transmission the board jumps straight to the current position in the game. With
the new analysis board things become considerably easier. You can watch the game
and, without disturbing the position, try out lines on the second board.
There are a number of buttons below it to support the analysis. Here is a description
of what each of them do.
Start this activates the analysis board (which is initially empty) and copies the
position from the main board onto it. You can start moving pieces on the analysis
board, using the engine to help you if you wish. The new lines appear in a copy of the
main game notation, but the position on the main board remains unchanged.
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Stop this ends the analysis session, empties the analysis board and jumps to
the main game notation. If you restart the analysis board you will see that the
previous analysis is still there.
? Sync this jumps back to the position on the main board, which is useful when
you are in a deeply nested variation tree and want to get back to the original position
quickly.
= Copy This copies the current game and all the analysis it contains into the
analysis board.
! Move This copies the first move of your analysis to the main board. For
instance if you are playing against Kommodo and using an analyis board on the side
you can try out a line and then click ! Move if you decide to play it against the
program.
X Close This will close the analysis board. To reopen it in its original location
press Ctrl-Alt-A.
Note that the analysis board is only there for quick, temporary analysis. The variations
you can see in the analysis notation will not be saved together with the game.
The size of the variation board will vary with the size of the engine pane. The purpose
of the variation board is to allow you to play through the best variation the engine has
found thus far in its search.
You'll notice a set of VCR buttons below the variation board; these are your controls
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You can step forward and backward through the variation one move at a time by using
the single arrow VCR buttons.
If you want to jump right to the beginning or end of a variation, you can use the
double arrow buttons for that purpose.
This allows you to solve chess problems (White to play and mate in n moves). There
is a special mate solving engine which can also handle selfmates in which White must
force Black to mate him, and helpmates, in which both sides co-operate to mate Black.
In the dialog box for the mate search, select an engine (only engines which are
specialised for mate searches will be displayed) and specify the kind of problem you
are solving.
Parameters allows you to set certain options, especially for very deep mate problems
which would otherwise take too long.
Heuristic search allows you to specify the maximum number of flight squares
the black king can have.
Threat with check specifies how deep a mate threat should be for it to be
considered.
The program not only displays the key move of the problem, but also generates a
complete solution, with all alternative defences by Black. If the problem has more than
one solution (i.e., it is cooked), then alternate solutions will be given as lines to the
first move of White. Last move specifies whether the last move of the problem,
which is usually obvious, should be included or not.
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This function can be found in the database window under Hom e Da t a ba se Ra t ing.
Engine analysis has changed chess forever. This is so obvious that many aspects are
now taken for granted. For instance, a slow engine on an old notebook does not
always tell the truth, and yet people only wait a few seconds before uncritically
making the recommended move. Popular positions are analysed by thousands of
players over and over again. This means an immense amount of time and electrical
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The program offers help. Every position that has been analysed by anyone at any time
is voluntarily saved on a server. The possible engine variations are then available to
everyone who looks at this position. We call this system Lets Check because
detailed analysis can be gained immediately without investing any time.
Whoever analyses a variation deeper than his predecessor overwrites his analysis. This
means that the Lets Check information becomes more precise as time passes. The
system depends on cooperation. No one has to publish his secret openings
preparation. But in the case of current and historic games it is worth sharing your
analysis with others, since it costs not one click of extra work. Using this function all
of the program's users can build an enormous knowledge database. Whatever position
you are analysing the program can send your analysis on request to the "Lets check"
Server. The best analyses are then accepted into the chess knowledge database. This
new chess knowledge database offers the user fast access to the analysis and
evaluations of other strong chess programs, and it is also possible to compare your
own analysis with it directly. In the case of live broadcasts on Playchess.com
hundreds of computers will be following world class games in parallel and adding their
deep analyses to the "Let's Check" database. This function will become an
irreplaceable tool for openings analysis in the future.
When you store a variation in Lets Check you can add your name to it. If your
analysis is later replaced by a deeper evaluation his name is then put in your place.
Three variations are possible for every position. Whoever analyses a position deeply
for the first time becomes the discoverer, and his name is connected with the
position forever, even if other users make a deeper analysis. Apart from common
theory every position in chess can be discovered.
There is an honours list for those who have won or discovered variations. Winning a
variation is more valuable depending on how often it is visited and how deep the
previous variation was. It is also possible to use Lets Check anonymously without
entering your name.
Whether you are a beginner, a club player or a grandmaster. With the help of "Let's
Check" every chess player can contribute to this database. Especially valuable:
whoever analyses a position for the very first time wins the position for himself and his
analysis is connected with his own name for the chess world. Who has won the most
positions? With the help of deeper analyses you can win positions from other players
and enter the honours list of "Let's Check". (All chess engines are allowed as analysis
programs, whether single or multi processor versions).
With Let's Check every chess player has access to the current openings theory and
the evaluations of the strongest chess engines. The program presents the complete
openings theory as a statistics tree. The "LiveBook" shows for every position not only
the complete statistics based on the weekly updated Chessbase Online Database
(currently over five million games) but also how often a particular continuation was
examined in the "Let's Check" database.
LiveBook ..
Online Book ..
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Analysing ..
Game analysis ..
Contribute Engine ..
3.5.20.2 LiveBook
The Lets Check data can be used as an openings book. Since all the openings of the
online database are contained the LiveBook is already the largest source of information
for openings moves that have already been played. You can use this book to play or
just to look up information. The LiveBook is live because it can change from second
to second. Every position that is checked with the LiveBook is immediately available
together with an evaluation.
When a top game is broadcast and the viewers are using LiveBook, a full analysis with
evaluations is available in the LiveBook when the game is over.
Anyone can add moves to the LiveBook, regardless of how sensible they are. Just like
a human brain the LiveBook forgets information that is unimportant and rarely
accessed.
If you are connected every move you make is stored, so click on Disc onne c t for
private preparation. Data is only transferred to the LiveBook when the connection light
is green.
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[ % ] : The frequency with which this move was played. This is based on the games
in the LiveBook.
If a top game is being played on the chess server and lots of viewers are using Let's
Check, then when the game is over it is available in full in the LiveBook with relatively
deep engine analyses.
Anyone can add his own moves to the LiveBook, sensible or not. Just like a human
brain the LiveBook forgets unimportant material after a while, i.e. information that is
rarely updated.
When the engine is running additional information can be found in the engine window
when the Let's Check function is active.
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The left or upper mini-board shows the position which is currently being accessed the
most. The right or lower mini-board explains the current chat. If it says, for instance,
"DerAmateur has won a position"", the position is displayed. Clicking on a line in the
chat window displays the position. Clicking on the board copies the position.
Alternatively you can start the analysis with the m e nu Engine - Le t 's Che c k.
Click on Se t t ings to enter login details for the chess server to add your name to your
analysis.
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To work privately click on "Disc onne c t ". When the connection button is green you are
connected with the server. See also ...
Whoever saves a variation in Let's Check can have his name added to it. If a variation
is replaced by a deeper analysis the name is replaced with that of the other person.
Up to three variations are allowed for each position. Whoever is the first to analyse a
position sufficiently deeply becomes the positions "Discoverer". His name is always
connected to the position, even if other users later add deeper variations.
You win a variation if you replace the second or third variation in the list of three
variations. You win a position if you replace the first variation in the list. The first
variation is not deleted, it just drops down to the second place.
The creation date of the variation is displayed next to the discoverers name.
The value next to the national flag shows how often a variation was confirmed. The
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higher this number is, the more trustworthy the information is.
The window also displays whether the position is standard openings theory (main), the
number of visits and the main variation.
Progress Bar
Deep analyses are very valuable. The progress bar shows roughly how long it will be
until the position has been analysed enough for your name to be added to the book.
As soon as the analysis has been accepted this is displayed in the chat window.
Note: Apart from the already known openings theory every position in chess can be
"discovered".
There is an honour list for those who have won positions, i.e. who have named
positions. A win is more valuable the more often a position was visited and the deeper
the previous variation was. It is also possible to use Let's Check anonymously without
adding your name.
Discovering a position
More calculation time is needed to "discover" a position than for standard analysis. The
green progress bar jumps back slightly when the next step is displayed.
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Deeper calculations can overwrite the variation, but the name of the person who
discovered the position remains. The window also shows whether the position is part
of common chess theory, the number of visits, the main line and the depth.
The entry My Line has to do with the variation that has been discovered (3 half
moves) and is currently being displayed in the Lets Check window. The positions
discoverer is stored separately and has nothing to do with this information.
The condition for this is that you have already won enough analysis credits by
contributing your own engine. The credits system achieves a balance between giving
and taking analysis power. For every position that you analyse while contributing your
engine you win 1 credit. If you analyse a complete game you win about 1.3 credits per
position. This difference is to benefit the servers own interests.
How can I access the results of a game Ive submitted all at once?
In the chat window of the Live Book you can see how many positions have already
been analysed. The first results usually arrive after about a minute. As soon as the
game is finished select Le t s Che c k Ana ly sis in the Analysis tab and click Add.
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This access of variations is very practical after live games broadcast on the chess
server have finished. Games being watched by many viewers are usually available
immediately after the game with deep analysis.
3.5.20.5 What do the green, blue and red letters for the depth mean?
Lets Check recognises three levels of evaluation depth. The green level is the
lowest and needs about a minute of calculation on a modern computer with a deep
engine. Evaluations below this level are ignored when choosing a main line.
The blue level is the depth that is needed to discover a position. The red level
leads to the message Deep Analysis in the Chat window. On a modern computer with
four processors this can last up to an hour.
3.5.20.6 Why does the progress bar often jump back after reaching 100%?
The progress bar shows how far you are from reaching the next goal.
This can be the depth to win a variation. As soon as this has been achieved the
progress bar shows the time needed to win the next variation.
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When there is nothing left to win the depth goals for a position have been reached
and the message Deep Analysis appears in the Chat window of the Live Book
window.
Show User information: This displays information about the user whose analyses
have been sent to the Live Book. This is only possible if he has a user name on the
Playchess.com server. In the dialog window there is a section containing the
statistics. This shows the number of points the user has, and the number of variations
he has won. The number of points depends on the value of the positions that have
been analysed. The window only contains the total points reached. The number of
variations is a number that can change at any time, if another user stores a deeper
analysis for this variation. The window also shows how many Likes the users lines and
comments have been given by other users.
Annotate Position: This inserts the analysis of other users into the game notation.
Right click in the Lets Check window and then click on Annotate Position. This
copies the analyses from the Lets Check database nested up to four levels deep. Only
variations are used that have at least a green level.
After clicking on the function the evaluation is copied into the notation.
Copy lines to notation: This copies all existing variations (not just the selected
variations) into the notation.
What does Engine/Game Correlation mean at the top of the notation after the
Lets Check analysis?
This value shows the relation between the moves made in the game and those
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suggested by the engines. This correlation isnt a sign of computer cheating, because
strong players can reach high values in tactically simple games. There are historic
games in which the correlation is above 70%. Only low values say anything, because
these are sufficient to disprove the illegal use of computers in a game. Among the top
10 grandmasters it is usual to find they win their games with a correlation value of
more than 50%. Even if different chess programs agree in suggesting the same
variation for a position, it does not mean that these must be the best moves. The
current record for the highest correlation (October 13th 2011) is 98% in the game
Feller-Sethuraman, Paris Championship 2010. This precision is apparent in Fellers other
games in this tournament and results in an Elo performance of 2859 that made him the
clear winner.
New comments are displayed, and users are also displayed who discover a position or
win a variation.
Show User Information: This displays detailed information about the user whose
engine analysis was entered into the Live Book.
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The number of points, the number of variations and the ratings are displayed. The
number of points depends on the value of the positions that have been analysed. The
window only contains the total points reached. The number of variations is a number
that can change at any time, if another user stores a deeper analysis for this
variation. The window also shows how many Likes the users lines and comments have
been given by other users.
Dont scroll: This freezes the Chat window in its current position.
Font: You can choose a different text font to display the text in the Chat window.
Warning: N variations = 3
This message appears when the user is running his chess engine in multi-line mode.
This results in an analysis which isnt as deep and is of less value for Lets Check,
since it profits from analysis that is as deep as possible.
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This message tells us that the the other user has sent a deeper analysis to the server
that has replaced the variation previously sent.
The user also receives bonus points for the ranking list as described.
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Other users can rate these commentaries with either "Like" or "Don't Like".
Commentators who are often praised are weighted more and their texts are moved to
the top.
Texts are only allowed that have to do with the chess content of the current position
and do not contravene the copyrights of other authors. Anyone who breaks these
rules will be ejected without a warning.
Use: Depending on the size of the LiveBook window the text entry field is at the right
or at the bottom. Clicking on "W rite " opens the input dialog.
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The commentary can be deleted or edited until someone else rates it.
You can add your own text comment to the Live Book, if the position has not yet been
processed, using the menu Write.
Activate the tab "Openings Book" and select the option "LiveBook".
Play the first move. The chess program answers automatically, and because of the
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fast server the opening moves are played without any delays.
Since the LiveBook is based on an enormous online database the the computer
analysis of many users the program is working with the optimum theoretical conditions
in the opening phase.
Tip: If an openings book is also available on the hard disk this can be directly
compared with the statistics of the current state of the LiveBook. Click on the tab
"Openings Book" and adjust the playing possibility of the book on the hard disk.
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The LiveBook is based on an enormous online database and the computer analyses of
other users. This means the program is playing with the optimum theoretical conditions
in the opening phase.
If an openings book is also available on the hard disk this can be directly compared
with the statistics of the current state of the LiveBook. Click on the tab "O pe nings
B o o k" and adjust the playing possibility of the book on the hard disk.
After this function has been started the engine that the user has "contributed" is used
for the analysis of positions that are picked by the server. The server chooses
positions based on different criteria, such as their current interest. By using
"Contribute Engine" you are aiding in the creation of an online book for other users.
It is possible to abort this function at any time. You can do this by closing the
window, starting a new game, or by clicking on the "Cont ribut e Engine " button a
second time.
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It is also possible to suggest positions for analysis. These positions are presented to
the contributed engines. Whoever contributes an engine collects credits. If your
credits account is in the plus positions that you suggest for analysis are treated with
a high priority, and they are chosen sooner, Even if you have overdrawn your credits
account you can suggest any number of positions, but they will be put at the end of
the queue and may even expire before its their turn.
Let's Check can quickly comment a game with engine variations. If all the positions are
already known the full analysis only lasts a few seconds. Blunders are marked with
question marks, the best known moves are marked with exclamation marks.
"Retrieval Only" just fetches known variations from the server and does not make any
calculations.
"Standard Analysis" analyses until the minimum depth is reached to enter a person's
name. If a variation with this depth already exists no calculations are made.
"Win variations" calculates until at least one variation has been won.
The m inim um a nd m a xim um calculation time per move limit the calculation time.
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Tips:
a) After an important live game deep analyses are probably already available for the
whole game.
b) If you analyse famous historical games using "Win variations" with a large minimum
time it is possible that you will "discover" new positions.
The rating list is based on the frequency of the engine analyses and the search depth.
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3.5.20.15 Speedindex
The speed index is a relative value. It is based on the speed of the computer used by
one of our developers.
This value is relevant to the user because it gives an idea how long it will take to
calculate a variation.
The lower the number is the longer it will take until a variation becomes green.
To do this the program must have been activated with a valid activation key.
When Lets Check is active engine analysis is sent to the database, and already
existing analyses are received. All queries of a position are stored in the database and
counted as visits. No other data is sent, and no complete games.
If information has been sent it means the user has entered this move notation with
the Lets Check feature running.
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In this case you will receive no information about who analysed which position.
Deep engines also have a strong advantage. Analysing in multi-variation mode needs
more time. If you log into your Playchess.com account your "speed index" will be
displayed in the Chat window.
The hardware power and the processing time of variations play a role, so it will be
difficult to falsify an analysis even if an engine has reported having made the deepest
analysis.
In the Let's Check window we also see how often a variation has been verified by
other users. The system cleans itself, and so unverified variations and the obsolete
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If you don't want to see any senseless moves you should check the option "Hide ra re
m ov e s".
Clicking on a won/discovered message in the Chat windows displays this position. This
position can be copied into the main board (Home - Paste Position). Then the moves
of the variation can be played backwards, if they are known to the system.
If the first move of the engine variation leads to a position which also has a deeply
analysed engine move this is added to the "main line". This is repeated until no more
positions are found or a length of 10 half moves is reached.
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3.5.22 Engine-Cloud.com
3.5.22.1 Server Engine-Cloud.com
The new server E ngine - C lo ud.co m offers a groundbreaking innovation for analysis
with chess engines. It is possible to use the Internet to access chess engines that are
running on other computers and use them for your own analysis. Engine Cloud is ideal
for people who have several computers and would like to combine them for detailed
analysis. It is also possible to run an engine on your computer and offer it to other
users in the Cloud.
Increase the quality of your analysis by using different chess engines on different
computers, combining the results in a single board window. That is just as
comfortable as if you were running the engines locally on your own computer.
If you own several computers you can use them with Engine Cloud to create a single
analysis. When you do this you have all the ressources of the available hardware
and software at your fingertips.
It is possible to remotely access an office computer and use its chess engines in the
Interface as if they were stored on your own computer.
This system offers many advantages to tournament players. They can travel to a
tournament with a relatively weak notebook. In between rounds they can use Engine
Cloud to analyse positions with the more powerful computers that they have at
home.
Chess engines are extreme applications that demand a computers complete power.
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This means that a lot of energy is needed. If you work with a notebook a lot you
can use the computing power of other computers to prolong the life of your battery
and still use the maximum power for analysis. Another advantage is that the fan
doesnt have to be used so much, so the computer runs more quietly during the
analysis.
Powerful computers cost a lot of money. By using Engine Cloud you can pay a small
fee to use top engines running on extremely powerful hardware. You can decide for
yourself how often you want to use these ressources, so you dont have to invest a
lot of money in expensive hardware to make first class analyses.
For complex analyses you can access several machines at the same time as
kibitzers, each running with full power.
If you own fast hardware and top engines you can use Engine Cloud to offer your
ressources to other users for a small fee.
You can use Cloud Engines to do anything that you would use local machines for,
such as analysis, engine matches, or for games in the the Engine Room at Playchess.
com.
Here you can offer engines, and you can see a list of the Cloud engines offered by
other people.
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The list is ordered into columns. By right clicking on a column header you can configure
the list to your own requirements.
Provider The name of the Playchess.com user. You can right click on a
column and click on Show User Information.
Experience The experience rating of the user. It is based on the usage of the
engine, the number of different users, the number of Likes, and the
amount of ducats that have been earned. You can see also the
quality of the Internet connection.
Threads + Hash The number of processes that are used by the engine, followed by
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Cores The number of cores and threads that are being supplied by the
provider. The example shows that 4 cores with 8 threads are being
offered in 1 processor.
Current Rate The price per minute for the use of the engine, as decided by the
user.
Fixed Rate The fixed price per minute, as decided by the provider.
Max Fixed Time The time limit for the use of the engine at the Fixed Rate. At the
end of this time the user can be outbid.
Booking Fee The one time booking fee, which is independent of the time used.
Waiting The number of users that are waiting to use the engine, in the
order of their offer for using the engine.
Let`s Check The speed index for the access on the Lets Check server. The
higher the index is, the faster green entries appear in Lets Check.
Some information in the list are displayed in different fonts and colours.
If you are using a Cloud engine yourself it is displayed in green and underlined. In this
example the engine Houdini is being used for analysis.
If an engine is only available for private use it is displayed in the list in blue.
The colour of an engine changes to red when an offer has been made for an engine.
This happens when there are several offers for an engine and there is a waiting list.
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If your offer is not the highest the engine will be loaded when the other users have
stopped using it. This way of using Cloud engines is useful if you are not at your
computer all the time and you want to limit the costs.
If the hardware configuration of a provider changes the text in the Machine column
changes to light grey.
All engines marked with a green symbol can be used for analysis immediately, by
double clicking on the engines name
If a yellow symbol is used the engine is being used by someone else, but you can
take control of the engine for your own analysis by offering a higher price
The engine name is displayed in red if there is a waiting list for the engine. A red
symbol next to the name means that there is a fixed price per minute.
At the bottom of the List window there is a toolbar with commonly used functions.
Like E ngine You can say that you like the engine.
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Ping Pro v ide r This measures the speed of the providers Internet
connection.
If someone is using the engine that you have provided this board window shows you
the position that the user is analysing with your engine. The window also shows you
information about the user, the time he has spent analysing, and the number of ducats
transferred.
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C ha nge E ngine D a ta offers the chance to change the conditions for an engines use.
If you close the window the engine is unloaded and is no longer available to be used.
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In this window you can see the price for the use of the engine and how much money
you have paid for using the engine so far. Your account balance in ducats is also
displayed.
First you have to start the program on the computer on which the engine is installed.
Click on the menu Engine Open Cloud Engines.
Log on with the user name of your Playchess.com account. In the selection window
pick the engine you want to use as a Cloud Engine and select the option Offer private
engine.
Now start Kommodo on the other computer that you want to use for the analysis, and
select Engine Ope n Cloud Engine s again.
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Log on with the same account as before. The engine that you have provided is
displayed in the list in blue. If you only want to see the private engines in the dialog
tick the box Priv a t e Only .
Double clicking an engine in the list opens the connection window, and the engine is
now shown in the board window ready to be used for analysis or playing games.
Sometimes you can find users who offer their computer free of charge. These engines
are marked as Free in the Booking F e e column, but there is the chance that another
user will take this engine away from you by bidding ducats to use it.
In the column Name the available engines are displayed. If an engine is marked with a
green point in front of the name it can be loaded immediately and can be used for
your own analysis.
If you are offering an engine for public use you can define the conditions for its use in
the Revenue menu.
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The B o o king Fe e is always charged when an engine is used. It is possible to set the
value to zero.
The M inim um pe r M inute should be set to a low rate, but other users can offer a
higher amount and take control of the Cloud Engine at any time. You can fix an upper
limit for the offer, but only the existing rate is charged if no other user takes control of
the engine. This setting is sensible if there is a low demand.
You can be certain of keeping an engine by booking it with the Fixe d R a te . This rate
is a bit higher than the standard rate, but other users are not allowed to outbid you
and you are guaranteed control of the Cloud Engine. This is recommended if there is a
high demand on the Engine Cloud Server. During the analysis the user never pays more
than the price for one minute in advance. If you arent satisfied with the results
supplied by the engine you can stop the analysis. In this way you can try out many
engines without risking a lot.
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If an engine is being used a fee is added to the bid which is the same as the current
price per minute. This is also the case if a bid is unsuccessful. This is to protect the
user of an engine against destructive bids which are only intended to take an engine
away from him. If a bid is unsuccesful the user is placed in a waiting list. This means
that the bidder gains control of the engine automatically when the previous user no
longer needs the engine. After an engine has been booked a new window opems with
the current board position and the engine begins the analysis.
If there is a waiting list for an engine the engines name is displayed in red.
If there is a red symbol to the left of the engines name the engine has been
booked for a fixed price, the reliable rate per minute.
As already stated, an engine can be taken away from another user by offering a higher
bid.
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As soon as an engine changes hands a window opens that tells the user the status of
the engine, the bid and the ducat budget.
By clicking on the button Sto p the engine is halted immediately and the payments are
stopped.
UCI engines can also be used as Cloud Engines. In the case of UCI engines pay
attention to the conditions of the license of the maker of the UCI Engine! The
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older chess engines can still be used in the GUI, but they are not accepted as Cloud
Engines. Only the engines that can be used are displayed in the dialog window.
After the chess program has been started use the menu Engine Open Cloud Engines.
The next step is to log into the server with your existing Playchess.com account
details.
Note: If you log in as a Gue st you can see the activities of the Cloud Engine
server, but you cannot load an engine or take part in the analysis possibilities.
After you have connected to the server click the button Offe r Public Engine .
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Select an engine from the Load Engine dialog and confirm the selection with OK.
In the configuration dialog for the Cloud Engine you have selected there are the
following options:
Engine
Here you can set the Informations for the used Chess engine.
Computer
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This defines the settings for the hardware ressources. T his M a c hine copies the
settings from the System Properties. By selecting Clust e r Cont rolle r you can define
your own settings for the ressources you want to make available, for instance the
number of cores or threads.
Revenue
This sets the prices for potential users of the engine. The meaning of the individual
parameters is described in another part of this Help file.
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This adds users who you would like to allow to take part in your private analyses.
If you tick the box Only priv a t e use rs c a n se e t his e ngine only the users named here
can see the engine that is being offered.
It is also possible to prevent certain users from using the engine. To do this you have
to tick the box Ac t iv a t e ignore list .
The server identifies the engine by the user name, the engine name and the hardware
key. The system calculates the average speed and sums up the positive ratings for
other users in the Likes column.
If a red symbol is at the beginning of the row the engine cannot be taken away
from the current user by outbidding him. den. Bids can still be made, but they will not
be accepted until the current gives up the engine or his maximum time runs out. If the
board window is open the engine starts to analyse this position automatically!
Normally there is a maximum time for renting the engine at the fixed price.
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At the end of this time there is no more protection against being outbid, but if there
are no bids you can continue to analyse normally.
All engines with a green symbol can be used for analysis immediately by double
clicking on the engines name.
In the dialog window you can see the providers settings for the current price, the
fixed price and the booking fee.
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In this case you must pay the booking fee and the current rate for one minute.
The yellow symbol next to the engine signifies that the engine is being used by
another user. If you would like to use this engine for your own analysis you can try to
outbid the user. You can offer a higher rate than is being used with the menu Limits
Max Rate.
If you are outbid the price rises automatically, like it does with Ebay bids. Starting
with the next minute the user is charged the higher price. If the other bidder
withdraws his bid, for instance by logging out, the price falls slowly back to the old
value.
If the users price is outbid he is given a warning and has to react. If he does not
increase his price the engine is unloaded after 20 seconds. The new user then pays
the higher price that he has offered. Even if the engine is unloaded fast it can take a
few minutes for the price to drop to the old level. This means that if there are
auctions for popular engines the prices are automatically higher.
Fees
At the end of the rental period the provider pays a transaktion fee of 2% to the
server.
If the provider merely unloads the engine, half of the price since the start of
processing the last main line is refunded.
When you bid against another user you have to pay the price for one minute to the
server even if your bid is unsuccessful. This is to prevent people making bids just for
fun.
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3.5.22.9 Hints
3.5.22.9.1 Use of Cloud Engines
Can I offer a lower price than the currently asked price per minute?
Can I negotiate a price?
You can always make an offer. The provider is informed and has the opportunity to
lower the booking fee. If he does this the engine is automatically loaded. It is
recommendable to load a board window with the position to be analysed in
advance. If an engine is loaded while the user is away it immediately starts to
analyse the position in the board window.
As soon as the limit is reached the Cloud Engine is unloaded and the current line
including its evaluation is copied into the game notation.
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3.5.23 Examples
3.5.23.1 Cloud Engines on Playchess.com
Cloud Engines can be used in many different ways. You can use these engines for your
own analyses and tests. This can be done for engine matches, permanent analysis or
in the Engine Room on the Playchess.com server.
You can use Cloud Engines in the Engine Room in Playchess.com. Enter the Engine
Room and select the option F ile Pla y ing M ode Com put e r.
Click the button De fine Engine to start the Load Engine dialog. There is a button Cloud
in this dialog.
If you click this button you are asked to log into the Engine Cloud server.
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Now the main window of the Engine Cloud Server is opened in a separate window. You
can select the engine you want to use in the Engine Room by double clicking on one of
the engine names in the list.
After you have done this a window is displayed for the engine connection, and the
engine can be used in the Engine Room in the same way that any local engine can be
used.
By clicking the Advanced button you can set the path for the openings book or select
the Live Book.
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There is a confirmation in the Chat window when a Cloud Engine has been loaded.
The menu Engine Ope n Cloud Engine s opens the main window of the Engine Cloud
server. Choose and load one of the Cloud Engines. After you have made a bid and
confirmed that you want to use the engine you can play a game against the Cloud
Engine.
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By using Engine Cloud you can use top engines with enormous processing power even
on a relatively slow computer.
The speed index is based on the speed of the engines provider, not on the speed of
the computer with which you are using Lets Check.
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First load the the Cloud Engines that you want to use in the main window of the
Engine Cloud server.
This gives you a list of the available local engines. By clicking the button Cloud you
can also select a Cloud Engine.
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The above diagram shows the analysis of a position with three different Clound
Engines, which are each running at full speed in the board window. As you can see
from the Task manager, the CPU load is only 0%.
The Cloud Engines can deliver precise results even on weaker computers.
This type of analysis can also be used while watching a game in the Broadcast Room
of the server Playchess.com.
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Engine ....
Computer ....
Revenue .....
3.5.25 Engine
The section Engine defines the standard settings for the display of the engine in the
Engine Cloud main window.
Note: Please pay attention to the user license of the software that you would like
to use on the Engine Cloud server!
Nick Name: Pick a name that you would like to give to the engine in the list
window.
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3.5.26 Computer
The section C o m pute r allows the provider to adjust the system configuration he is
offering. If you do not wish to make any modifications simply tick the box T his
M a c hine , and the settings from the System Properties will be used.
The option Clust e r Cont rolle r is needed if you have access to a cluster. A cluster is a
group of networked computers which act as a single computer to the outside world. A
cluster is very efficient for carrying out intensive analyses with chess engines.
If you have access to a cluster and want to offer this, it is displayed as a cluster in
the column Cores.
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3.5.27 Revenue
Supplying a chess engine costs money, for instance for the electricity used.
The section Revenue determines how much users must pay the provider for using his
engine.
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The M inim um pe r M inute is the lowest price for which a user can use the engine.
Other users can bid more than this amount at any time.
The F ixe d Ra t e (Reliable Rate) is a higher rate at which bidding auctions are no longer
allowed. Other users cannot take control of the Cloud Engine by bidding more. Users
pay the Fixed Rate when there is a high demand for engines on the Engine Cloud
server.
See also
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Tick the box Only priv a t e use rs c a n se e t his e ngine if only the listed users should
see the engine in the engine list.
If an engine is only available for private use it is listed in blue and is underlined.
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This dialog displays the status of the engine. In this case it is displayed that the
engine is available at the current rate.
C urre nt R a te This shows the price that the user must pay to use the engine.
B o o king Fe e This is the one time fee for using the engine.
In the M a x R a te the user can agree to pay a higher rate for using the server. If there
is a bid against him the price rises automatically, in the same way as Ebay bids. The
user is then charged the higher price starting the next minute. If the other user
withdraws his bid, for instance by logging out, the price slowly drops to the old value.
If the new bid is larger the user is given a warning and must react immediately. If he
does not react the engine is unloaded after 20 seconds.
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Note: In the chat window you are informed about the results of bids.
See also
3.5.31 Ducats
Ducats are the currency of the Playchess server. You can purchase ducats in the
ChessBase Shop.
A ducat is worth about 8.6 cents, 11.6 ducats are equal to one Euro (approximately
one dollar). The conversion contains the VAT required by German law. You can buy
ducats from the ChessBase shop at this rate.
In the main window of the Engine Cloud server you can open a rating list based on
user experiences. The rating in the list is based on the time the engine was used, the
number of different users, the number of Likes and the ducats that were earned.
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3.6 Training
3.6.1 Calculation Training
You can vastly improve your playing strength by training to calculate variations. This
function is fun to use and helps you to learn visualization of moves on the board
without moving the pieces. This is what over the board chess is all about!
In addition to the classic calculation training under Classic Menu the program
supports in Easy Game mode an alternative form of training, Supported calculation
training.
Calculation training starts from an arbitrary position on the board. Call menu Tra ining -
C a lcula tio n Tra ining. (Ct rl-Alt -B)
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You enter moves by clicking or dragging with mouse like on the normal board. Every
move is added to the notation. You can click in the notation and move forward or
backwards with the arrow keys. At any stage you can enter new variations. However
the pieces on the board always remain fixed in the starting position.
T he c urv e d a rrow retracts a move for quick correction: The next move you enter
will overwrite the retracted move without the usual query.
T he gre e n c he c km a rk checks all moves for legality. Like in real calculation you may
enter illegal moves.
You can start the engine for interactive analysis. However the board will still remain
in the starting position. Good for tactical checking without moving the pieces.
Sc ore t he qua lit y of y our c a lc ula t ion: This will take a while. The engine examines
every move you entered and assigns a point score. Simple moves will get one point,
strong moves four points and tactical oversights will score negative values.
Quit calculation training ends the current session and, if you wish, merges your
variations into the game notation.
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The calculation training has been extended. The user has new options, such as
deleting results already made with the program in order to start again.
The program first asks whether the user really wants to delete the results.The
program also checks whether the moves that have been entered are legal.
Important: You can use calculation training on the chess server during a broadcast,
using Men Tools - Calculation Training. This is to be especially recommended during
live broadcasts when players are spending a lot of time pondering over a position. It
will help your chess much more than simply looking at the main line of your engine.
You launch this training function in playing mode under Sta rt As s is te d C a lcula tio n.
Then you simply start a test game under E a s y ga m e and you play a few moves.
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After activating Calculation training you can then input further moves on the chess
board, but the actual position on the board does not change.
So the user does see the follow-up moves to the variations he is calculating in the
notation, but not on the graphic chess board. Like this, you can at any time during
critical phases of the game train your calculation of variations in a targeted fashion.
By clicking within the notation you can start calculating alternative variations at a
different point and in this way you can produce complete variation trees with
alternative branches.
A right click on the chess board allows you to have direct control over the final
position calculated.
The screenshot shows the way it functions. By holding down the right-hand mouse
button on the board the final position of the variation you have just calculated which
has been hidden up to that point will be displayed.
As you test the function the importance it has for calculation training will rapidly
become clear to you. The program efficiently supports you in the accurate calculation
of variations and with a right click it shows you the final position of the variation being
calculated to better guide you. This training mode lays the focus entirely on the task
of specifically calculating from a position and then visualising the final position
reached.
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But there is an even more elegant method. Simply by rolling your finger over the mouse
wheel you can be shown the piece which can make the best move in the actual
position on the board. The relevant piece is highlighted on the board by being framed
in green.
In combination with Assisted Analysis you can also get a little help, but this time it
calls for independent thinking on the part of the user.
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This training function can be started in an Easy game via the menu St a rt Pla y
Blindfold.
In this mode you enter the moves without seeing the pieces on the graphic chess
board. The further advanced you are in the game, the harder it is to accurately
evaluate the position and the variations which arise from it.
With a click on Pla y B lindfo ld remove the symbols for all the pieces from the board
and enter the first opening moves. These moves are displayed in the notation window
but not on the chess board.
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Unlike in a genuine blindfold chess game you can have the actual position on the board
displayed at any point by a right click on the chess board.
A second click on Pla y Blindfold switches back on the permanent view of the pieces
and brings to an end the blindfold chess mode.
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The program has special training functions for openings and endgames. In both you
keep playing a position against the computer until you learn how to handle it.
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In the list of openings that appears you can choose one you want to learn. The
position that defines the opening appears on the board to the right. Click OK if it is the
one you want to practice.
The position is transferred to the main board and you can start playing against the
computer. Every time you press Ctrl-N (for "New game") the same position appears on
the board until you switch off the opening training mode.
Learn moves: This brings the initial position on the main board, and you are
expected to play the main line from scratch. This is of course given below the board
in the picture above.
Change sides: This will switch sides whenever you start a new game so you can
learn both sides of the opening.
Detailled: You get a more detailled set of openings (as in the picture above) rather
than the basic set.
When you practice an opening against the computer, if you enter a move that is not
part of current theory the coach will appear and warn you. It will offer you the
following alternatives:
Show move: This shows you the main line continuation in the position.
Ignore: Lets the move you have entered stand. Of course this means you are
deviating from the main line.
Take back: This takes back the move you have entered and allows you to try again.
This is similar to the openings training, except you get instructive endgame positions.
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In the list of endgames that appears you can choose one to practise. The position is
transferred to the main board and you can start playing against the computer. If you
do not succeed in achieving the goal you can press Ctrl-N to start a New game. The
same endgame postion will be set up and you can try again.
Here you have only one option: Change sides. This allows you to try both sides of the
endgame.
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There are certain basic skills in chess, like the ability to spot tactical patterns quickly
and reliably, that can be honed. The program has modules to help you train and
improve your abilities in this area.
The special trainings modules automatically generate practise positions, presenting you
with positions in which you must spot all pieces that are attacked, in check or not
defended. The positions are taken from any database you select.
Click on T ra ining and select one of the three options: Attack, Check/Mate or
Defence.
In the dialog that appears you can select a database and a start game number. The
program keeps track of the games it has already gone through and offers you the next
one when you start again. You can also set the maximum time you get per position.
The above picture shows the dialog that appears for Attack training. The others work
in basically the same way (except that the task given is different). This is what you
have to find
Attack here you are required to click all white and black piece that can be
captured by the enemy;
Check click all pieces that can deliver check to the enemy king by moving to a
checking square;
Defence click all squares which are not defended by at least one friendly piece.
Clicking on squares will mark them green, clicking again removes the mark. If you solve
the problem in the allocated time the program will automatically present a new
position. If not it will show you the correct solution. You also get statistics of your
results, and can proceed to the next training position. Click on the red "Stop" button
on the top left to end the training session.
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In the above example we are supposed to mark all white and black pieces that are
under attack. The correct solution is almost there, except that the white bishop on
g5, which is attacked by the pawn on h6, has not been marked. If we click on that
piece the solution is complete and the program will load a new position. Otherwise it
will display the solution, with the bishop marked in yellow.
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In this training mode you have to select all the pieces which you can move to
threaten mate. The positions are chosen by the program from a database which the
user can choose.
Clicking on the "Da t a ba se " button starts the Windows File dialog. Select a database on
the hard drive from which the program should filter the required positions.
Note: You should select a large database in which you are certain that there are
concrete checkmate positions. The mate training only works in combination with game
databases. Position databases which only contain fragments are not supported! In
selecting a game the program will only choose a position that is especially suited fot
the training type.
"Ne xt Ga m e " tells the program from what position in the database it has to start
looking for another game. This is especially useful if you are using a large database.
This setting is saved.
"M inut e s" defines the maximum time to solve a problem. If you set the value to 1 the
solution to a training problem is displayed after one minute. If, on the other hand, the
problem is solved correctly and completely the ptogram immediately loads the next
game and presents a new problem to solve.
Clicking "OK" loads the position from a game which is the most suitable for the mate
training.
In this mode the game starts from the position you have on the board. This might be
an opening, or a middle or endgame position.
To start a theme blitz get the starting position on the board, either by entering
moves or entering a position.
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Click OK to get to the board window and play out the position against the
computer.
When you have finished press Ctrl-N (= new game) to try again. The same
starting position will be set up for the new game.
If you click "Change sides" in the theme blitz dialog the sides will be switched
every time you start.
If you click "Learn moves" then you will get the initial position of the game every
time you press Ctrl-N, and you are expected to play to the theme position on your
own. If you enter a move that is not part of the variation the coach will appear and
warn you. This works just like the openings training function.
The basis is two normal databases which should be kept in the directory Program
Files\ChessBase\Training. They should be called Openings.cbh and Endgames.cbh. You
can also keep them in a different location, but then you must set the path in the
Training options.
Practical tips
For the openings training enter the moves of the main line of each opening and
save the game. Give it a name to describe the opening (e.g. Benoni Defence -
Classical Variation". You can use the White and Black fields to format the names
nicely.
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You can enter variations, which the program will choose at random on its side of
the opening. You can influence the choice by giving commentary symbols. A "!" will
double the number of times the move is played, a "!!" will triple it. Moves marked "?",
"??" and "?!" will never be played by the computer.
Using the menu Training - Attacking Chess/Defensive Chess you can train yourself to
recognize certain powerful combinations on the chess board.
The results are stored by the program and displayed after every cycle.
Delete the file Highsc ore .ini to get started. Use the Windows Search function to locate
the file on your computer.
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3.7 Commentary
3.7.1 Edit and annotate game
Right -c lic k t he ga m e not a t ion or book w indow
There are a number of functions and annotation tools for you to use. Remember that
all changes are made in memory only. You must save or replace the game, as
described in the previous sections, if you want to store them on disk.
Delete variation
This removes a line (and all its sublines) from the game. It applies to the line in which
the notation cursor is currently located.
Promote variation
This raises the current variation to the next-higher level, making its parent line the
subline instead.
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moves, the program automatically inserts a position description so it can load the
game fragment later.
Variation colour
This allows you to change the colour of individual variations, (e.g,. to mark special
lines or keep your own analysis in a special colour).
Insert diagram
Marks a position for a diagram in the printout. You can also mark it by pressing Ctrl-A
(insert text after move) or Ctrl-D. When you print out the game a diagram will appear
in this position.
Show material
Inserts a material balance display at the bottom of the notation window. In our
example White has a knight for a bishop and pawn.
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Choose font
Allows you to set the font face and size for the chess notation. Be sure to select one
that begins with Figurine... so that the chess figurines and commentary symbols are
displayed correctly.
Graphic commentary
The program uses coloured arrows and squares to illustrate tactical points and make
strategic themes and plans more clear. You can manually enter these using a
combination of mouse and keyboard. Press the Alt key and click a square or draw a
line from one square to another. This will give you a green square or arrow. Alt+Ctrl
does the same in yellow, use Alt+Shift for red. Clicking on the area around the board
will remove the arrows and colored squares. All of this is great for chess lectures.
An annotation is text that you can enter to comment on a move or position. This is
how you type in text:
Right-click the notation and select Text after move. You can also press Ctrl-A.
Right-click the notation and select Text before move. You can also press Shift-
Ctrl-A.
In both cases, a text editor appears in which you can type in your annotations.
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You can use most of the normal Windows edit functions while entering your
annotations. For instance you can press Ctrl-X and Ctrl-C to cut or copy bits of text,
and Ctrl-V to paste them. You can even insert text from a different source by copying
it to the Windows clipboard and then pasting it into your own text.
You can also use all the special chess commentary symbols, which can be typed in
from the keyboard.
Text commentary can be written in different languages. Before typing it in, you
can specify whether it is neutral or in one of the given languages: English, German,
French, Spanish, Italian, Dutch or Portuguese.
In the menu Options Language you can determine which languages should be
displayed when you load a game. All is language independent and will always be
displayed.
You can mark a position for a diagram by inserting a Ctrl-D character into the
text. When you print out the game a diagram will appear in this position.
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Symbol Meaning
! Good move
!! Very good move
? Bad move
?? Very bad move, blunder
!? Interesting move
?! Dubious move
= The position is about equal
White is slightly better
White is clearly better
+- White is winning
Black is slightly better
Black is clearly better
-+ Black is winning
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With attack
With initiative
With counterplay
3.7.4 Medals
If a game has some interesting aspect, it may receive a "m e da ls ". The medals appear
as coloured stripes in the games list. The main use of the medals is to search for
games that all belong to certain categories.
Medals are sometimes awarded automatically by the program. But in most cases they
are already in the game, put there by the contributors to the ChessBase games
collections.
Evaluation profile
Another useful piece of help and guidance during the playing through of games
integrated into the game is offered by the Evaluation profile which is generated from
tactical analysis.
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The evaluation profile shows graphically during the course of the game the evaluations
of the chess engine. Using the evaluation profile below the notation you can recognise
at a glance when playing through a game just when it turned one way or the other.
Whenever you click on a specific place in the evaluation profile, the relevant position
is immediately loaded into the board window and displayed. So it only takes a few
clicks when you are playing through a game to navigate directly to the decisive moves
and the critical phase of the game.
Graphic commentary
In the notation you will frequently find things highlighted in colour.
What is the meaning of this circle? This symbol within the notation indicates that
graphic commentary is displayed which has been added by the Tactical Analysis.
By means of this the program provides hints as to possible manoeuvres or the effects
of forces on the board.
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Clicking on this symbol immediately displays the relevant graphic commentary on the
chess board.
This is to stimulate you to find for yourself the best continuation whenever you are
playing through a game. If you cannot manage it, then a click on Solut ion will help.
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A right-click on the area around the board erases all graphic elements from the
current position.
The graphic commentary is stored together with the game and appears automatically
during replay.
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This toolbar at the bottom of the notation puts at your disposition the most important
functions for the treatment / annotation of games.
All textual comments are shown in the language which was last chosen in the settings
dialog for text comments.
The program checks whether a text is available, then the tab All is checked to see if
a text is available.
Then all languages are checked to see whether they have a text. If there is no text,
then the language setting for annotations is used.
Variation dialog
Move input has been clearly simplified compared to earlier versions. The variation
dialog is displayed less frequently and on the input of an alternative move in the
notation almost always a variation is set up without a variation dialog.
It is only with the final move that there is always a variation dialog, since according to
experience wrong entries are often corrected at this point.
To do so, click on the microphone symbol in the tool bar of the notation window.
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In the window marked Spe e c h t o t e xt you have the possibility of configuring the
hardware you have with various options. By means of Start you begin the recording. If
you activate Auto, then after every pause an attempt is made to interpret your
contribution as text.
The support for speech recognition is dependent on the language version of your
Windows and the speech packages installed.
The settings can be chosen under Opt ions M ult im e dia Spe e c h re c ognit ion.
If in Fritz you use the same language as previously installed on your computer, then
wrongly spelled words are highlighted in Chat. A right click on the word immediately
calls up suggestions for improvement.
The lectures can be transmitted live over the Internet and broadcast on the Playchess
server, or they can be recorded and distributed on CDs and DVDs.
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How exactly does the ChessBase Media System work. It makes use of the Windows
Streaming Media format (the files have the ending .wmv and .wma) to capture video
and/or audio files on the fly. Whatever is done on the chessboard is recorded by the
program and instructions are embedded in the multimedia stream. When the file is
replayed everything is faithfully repeated on the graphic chessboard.
If you have the lecture on a CD or DVD, like the ones of Garry Kasparov, Viktor
Kortschnoi and other great teachers and trainers, then you simply open a file using "
F ile Ope n Che ss M e dia F ile ". The program will open a chess media window and you
can sit back and watch the game.
If the lecture is on Playchess then you load the game. The program will detect the
Chess Media broadcast and open the media window. Usually lectures and broadcasts
have names like TV ChessBase. Note that no multimedia broadcasts are available in
the main playing hall and in other tournament rooms. They are generally to be found in
Broadcasts, in "Training and Teaching and in the Chess Media System room. In the
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If the Media System window does not open by itself you can do this manually, using
V ie w Che ss M e dia Sy st e m .
At the bottom of the media window there are some buttons which allow you to open a
new file, start, stop and pause the replay, change the volume, and move the slider to
jump to a different position in the multimedia file. Note that if you do this it will take a
few seconds for the position on the board to synchronise (it is stored at regular
intervals in the media file).
Note that you can pause the game at any stage and use Ctrl-S to save it in a
separate database. You can also start an engine and analyse the position on the
board. But make sure to save your analysis in a separate database before you
continue or it will be overwritten by the game that is being replayed in the media file.
System requirements
In order for you to watch and hear the Chess Media lectures you need to have a
working sound system on your computer; and to have the last Windows Media Plaver
Version installed. This is available free of charge on the Microsoft web site. It is
probably already installed on your computer.
ChessBase regularly publishes new engines, keeping you completely up-to-date with
the strongest chess playing software in the world.
See also Engine Interface ....
Deep Fritz 14
A 32/ 64 Bit version that supports multiprocessor systems.
Komodo
a strong chess program with ratings well above Elo 3000. Komodo is especially useful
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for opening analysis, because its grandmaster programmer has made sure that the
program's evaluations generally agree with accepted theory. Komodo also excels in the
evaluation of positions with material imbalance, which it handles more intelligently than
other top engines. The endgame of Komodo has been improved by the use of Syzygy
tablebases*, which employ only the most essential information, to save computing
time and memory. Another unique feature of Komodo is its superior performance when
using eight or more cores.
Houdini
Houdini also offers all the virtues and elements that made its predecessor the most
popular analysis program in the chess world, but now also uses extremely precise
evaluation functions that directly correlate with the engines expectations of winning a
particular position. As well as this, the improved tactics mode now makes Houdini the
best tactical puzzle solver ever.
This brings up a dialog box in which your can load engines and set different engine
parameters.
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Adv a nce d offers you more possibilities. -> Cloud Engines ...
Clear hash tables: This removes all information from the hash tables (which might
have been filled in an earlier search).
Engine parameters: click to set the engine parameter available for the selected
engine.
Hash table size: This is important if you are looking for optimum strength,
especially in longer time control.
Permanent brain is the term for thinking on the opponent's time. This is an
advantage because the engine often guesses what the opponent is going to play and
then has already calculated its reply.
Tablebases are special endgame databases which allow the program to play five-
piece endings perfectly (even find them in the search).
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3.8.3 Advanced
Engine parameters: click to set the engine parameter available for the selected
engine.
Hash table size: This is important if you are looking for optimum strength, especially
in longer time control.
Tablebases are special endgame databases which allow the program to play five-
piece endings perfectly (even find them in the search).
Exception: The user has explicitly defined the number of threads/processes, for
instance by defining a UCI engine.
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Normally when you enter a move the program will start playing against you. You can
also switch to infinite analysis, in which case the engine will calculate in the
background while you enter moves for both sides.
If you want to turn the engine off altogether you can do so with "Switch off engine".
After this the engine will not run in the background, which is useful if you are running a
number of program at the same time.
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UCI stands for Univ e rsa l Che ss Int e rfa c e . It is a communications standard defined by
St e fa n M e y e r-Ka hle n. The UCI interface is closely related to the "Winboard" protocol.
This means that existing Winboard engines can be very easily adapted by the authors
to run under our interface. For these programmers the new UCI interface has the
following advantages:
The engine can be run under an interface which has numerous advanced testing
facilities that allow them to improve the strength of the engine.
The engine runs at full performance and strength without the need of additional
adapters.
The engine will become available to a large number of users, who are able to
install it without the need for complicated configuration, as is often the case with
Winboard.
The UCI protocol may be used without any license fees, for private and for
commercial purposes.
A UCI Engine is installed using the menu Engine s Cre a t e UCI Engine . The dialog has
two purposes:
1. A new UCI engine can be selected and made available to the program.
2. The parameters of an engine that has already been installed can be modified. The
modified engine can then be saved under a different name.
With regard to renaming engines there are certain restrictions. The original engine
name must be contained in the new name. If the engine is saved with the standard
settings the name must be left in its original form, i.e. you will not be able to edit the
engine name at all. On the other hand if you change the default parameters then the
name must also be changed (retaining the original name as part of the new one). The
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name of the engine author cannot be removed. However you do not need to modify it
when you change the parameters.
Example: Let us assume that you are using the UCI version of Shredder under the
Fritz interface. You change certain parameters of the engine. You will want this engine
to appear with a different name in the list of engines. The standard name is
"Shredder". You can for instance change it to "Shredder tactics monster" because that
contains the original name. But you cannot change it to "Fred's chess engine" because
that does not.
2. Next you must tell the program where the UCI engine is located. This is done by
point and click in the file selector that appears. Use "Browse" and locate the UCI
engine on your hard disk.
3. The name of the engine and its author are automatically given. Simply click "OK" to
install the engine, which will then be displayed in the engine list.
Note that the UCI engine can be stored in any directory on any partition of your hard
disk.
Modifying engines
Many UCI engines allow you to modify a number of search and evaluation parameters
which influence the playing style of the engine. To change the parameters proceed as
described above. In the Create UCI engine dialog click on the button Parameters.
Each UCI engine will display the parameters which can be changed, and which vary for
different engines. If you change any of the parameters the input fields for "Name" and
"Author" become active and can be modified, within the constraints described above.
After clicking "OK" the new engine is registered and will appear in the engine list,
together with the other UCI and native chess engines.
Please note: modifying and storing an engine with a different name does not create a
new copy of the engine on your hard disk. Only the modified parameters are stored
under the new name and applied to the engine when this is started.
Load logo
You can install different logos for different UCI engines, which are then displayed in
engine matches. For this it is necessary that
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The program fully supports engines that use the UCI protocol. The menu Engine
Cre a t e UCI Engine opens a dialog to integrate a UCI engine.
The installation is carried out via an intuitive dialog.
The program must first be told where the UCI engine has been stored on the
computer. The button "Browse" opens a folder tree that can be used to select the
folder which contains the engine.
After the path has been selected the fields "Name" and "Author" are automatically
filled, as long as the engine contains this data. There is a button entitled "Parameters"
which can be used to alter the engines playing style.
In Fritz there is a new parameter to determine the priority of a UCI engine. What does
it mean if the priority is set to lower?
This has to do with the distribution of the processor time. The communication between
the user interface and the chess engine is carried out by a separate program, the
Engine Interface. The Engine Interface runs with low priority to give the chess engine
the maximum amout of ressources. Some UCI engines have problems with the default
setting because they use too many ressources and the Engine Interface cannot
receive the evaluation results and similar data. The setting "Lower priority" solves
display problems that arise when certain UCI engines are used.
Even when the lower priority is set a UCI engine receives all the processor speed it
needs and brings its best performance. This setting does not adversely affect the
performance of a UCI engine! This is easy to test by analysing the same position with
both settings. There is no change in the engines speed, it only makes the usage
smoother.
So why can the priority be lowered for the UCI engines and not for Fritz (and the
other engines sold by Chessbase)? The native Chessbase engines are linked as DLLs
to the user interface, which means that unlike the UCI engines they are not external
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Hash tables increase the playing strength of the program considerably. This is
especially true of tactically strong engines like Fritz, Houdini or Kommodo. Some run at
well over 500,000 positions per second, and will fill the hash tables very quickly. After
that, the search slows down. This is not the case in a slower, positionally oriented
program, which processes less positions per second, and takes much longer to fill the
hash tables.
For slower time controls and deep analysis the engines need large hash tables.
Tournament games with an average of three minutes (180 seconds) per move would
ideally require over 256 MB for the hash tables. On blitz levels 16 to 64 MB is enough.
Some engines work best with hash tables sizes that are powers of two. This means
that 64 MB of hash tables is much more valuable than 63 MB. Hash table sizes are set
in the "Load engine" menu.
After the memory required for the hash tables is free the hard disk should show no
more activity (except for short seeks in the openings). This applies to subsequent
games as well.
If there is constant disk activity during the game, then the hash tables you have
set are too large. Windows has installed part of the tables on your hard disk, which
slows the program down drastically. You will notice that the search depth remains very
low.
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If there is no disk activity at all when you first start an engine, this generally
means that you have been too timid with the hash tables size. You may want to
increase the size to get optimum playing strength.
If you are playing an important tournament game with large hash tables, you
should start the engine once to force Windows to release the required memory. Press
Alt-F2 to start the engine, and Alt-F2 again to stop it when everything is quiet.
This function does not clear any memory. The content of the hashtable is deleted.
That happens before the next search. The program does not give any feedback on
this. Of course this only makes sense if at all with engines which have already
been loaded. The function is only present for historical reasons. It was a function
aiming at reproducible search results. With present day engines which work with
several CPUs, it is relatively unlikely that the same results will continually be displayed.
One of the great strengths of the ChessBase programs is that there is a strict
separation between the interface, which provides the graphics and functionality, and
the chess engines, which calculate the moves. This makes it possible to provide many
interesting chess engines by talented programmers all over the world. The authors
themselves do not have to bother about the interface, they can concentrate fully on
improving the intelligence of their engines.
If you have collected a large number of engines, the list from which to choose
becomes long and unwieldy. The function Engine management helps you "archive"
engines and activate them only when they are needed.
Active engines: these are the ones that will be visible when you load an engine.
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Inactive engines: are those that are parked away for later use.
The buttons >> and << are used to move engines from one window to the other.
This allows you to stage automatic engine matches between two computer opponents.
You can also play an engine against itself, that is, to test the quality of different
openings books. In the engine dialog box you can specify which engines should play,
which books they should use, time limits, number of games, etc.
Match title: This is the title that will appear in the tournament column of the
games list.
Define: These two buttons allow you to select and configure the engines. You
can set the hash table size, the use of endgame tablebases, the openings book and
possibly the engine parameters. You can give an Elo rating for the engine. The left
engine has white in the first game.
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Blitz/long/fixed: You can stage engine blitz matches, or play the games at
tournament time controls. It is also interesting to set a fixed depth which can be set
to different values for each engine.
Number of games: You can specify how many games should be played.
Move limit: This limits the length of individual games. The number gives the
number of ply (half-moves) after leaving the openings book. In the database, the
games are stored without a result, but with an evaluation symbol.
Tip: If you want to check an openings book, set the move limit to 1. The program
will go to the ends of different lines, calculate one move and save them with an
evaluation symbol.
Permanent brain: You can specify whether the engines should continue working
while the opponent is thinking. This, however, means that each engine will be using
50% of the processing power.
Openings DB: This is a special feature which allows you to select a database of
games. The engines load each game, jump to the end and play on from there. This
function allows you to stage theme tournaments and also conduct interesting
experiments, like the Nunn match, in which each side must play ten representative
openings positions with black and with white. These positions are included on your
program CD (Nunn.cbf) and were selected by Grandmaster John Nunn. They have
become the standard for testing chess engines without the influence of the openings
book.
First game: If you use an openings database, you can specify which position the
match should start from. and one with black. If both programs are using the same
openings book, or if you are using an openings database like the Nunn match, each
engine will play the same opening with white, and then with black.
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While an engine match is running there is a lot of information available to keep you
briefed on its progress. These are to be found at the top of the screen.
On the top left you see the names of the two engines.
Click the middle button when you want to "adjudicate" a game. This is useful when
one side is clearly winning but the game will drag on for many hours before it is
decided.
The third button will generate a tournament table, giving you an overview of the
engine match so far.
On the top of the screen there is more information: You can see names of the
programs, the current score, number of draws, and the result in percentage. You can
also see the tournament performance in Elo, with the standard deviation in square
brackets, and the certainty (in percent) that the performance lies within this margin of
error.
The engine-engine database is called "EngMatch" and is always present in the history
list at the top of the database window.
GM John Nunn has selected a series of ten openings to test engine strength. The
opening database required to conduct the match is to be found on your program CD,
and is automatically installed on your hard disk (in the directory \testsets). If you
start a match between two engines using this Opening DB and Alternate colours,
you will get 20 games which give you a very good idea of the pure playing strength of
the engines.
There are a number of reasons for this kind of experimental match, which eliminates
the use of traditional openings books:
With the amount of effort going into the production of optimised openings books,
and with the advent of learning books, the measurement of the playing strength of the
chess engine itself has been pushed into the background. A large number of computer
vs computer games are decided by the openings book.
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booking the opponent (i.e., including lines in the books that are aimed at a specific
program). Such killer openings appear repeatedly on the boards of testers and
drastically improve the score of a program, without need for improvement in the
playing strength of its engine.
Matches between two engines have a disadvantage: program A might win easily
against program B but have problems against program C, even though program C can
beat program B. This is less probable among human players. To accurately measure a
programs strength it has to play against a wide variety of opponents. The easiest way
to do this is round robin tournaments.
The program does this automatically. You invite engines to a tournament with their
opening books, specify a time control and leave the program to itself. If you need to
use the computer in the meantime you can interrupt the tournament and resume it
later.
You can use the menu Engine T ourna m e nt to invite engines to an engine
tournament.
You must choose the name of a tournament (with the extension .cbtourn) which will
contain the data of the engines that are participating.
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Title: The text that you input is saved in the games as the "Tournament".
Dialog Engines
You can choose from the engines installed on your system. For each engine, you can
select an openings book, set the book and engine options, hash table size, etc.
Unify Book: All the engines are to play with the same openings book.
Unify Hash: All the engines should have the same size hash tables.
Dialog Time
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Permanent Brain: Use opponents time: The engines are allowed to think while it is
the opponents turn. This uses 50% of the processor time.
Cycles: This specifies how many games each player should play against each
opponent. This is the number of rounds in the Swiss system.
Round robin: Every engine plays as many games against each opponent as are
specified by the cycles.
Run the gauntlet: The first engine in the list plays as many games against each
opponent as are specified by the cycles. This is useful for testing individual engines.
Knockout: Engines play against each other in pairs. The winner advances to the
next round.
Swiss System: In each round engines with approximately the same point score play
against one another. After a few rounds the strongest engines are playing one
another and the weakest engines are playing against one another. As many rounds
are played as there are cycles.
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Dialog Database
"Database" specifies which database should be used for the selection of openings.
"Alt e rna t e c olours" changes the colours for every game.
Dialog Output
"Out put " specifies the database in which the games of the engine tournament are to
be stored.
Tournament database
The program saves all engine tournaments automatically in a tournament database.
You will find this in the directory c:\My documents\ChessBase\CompBase\EngTourn,
unless specified otherwise during the installation of the program. The tournament
database is always shown in the history list of the database window.
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You can run a whole database of test positions automatically. The solution times and
values are automatically recorded together with the moves. Even the engine name is
noted behind the first move of the solution.
After installing the program, you will find a test set of 200 difficult tactical positions
for you to experiment with. It is in the directory ChessBase\Testsets. This is how to
run a test set:
Switch to the database window and open a database of test positions. The
database should only contain positions, and no games. Each position should have the
first move of the solution. If there are two solutions, then the alternative move should
be given as a variation.
Maximum time: Defines the maximum length of time the program should work on each
position.
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Extra ply: When the engine finds the solution, then it should not stop immediately.
The correct move may have come up by chance. The program should at least finish
calculating the current ply depth. This corresponds to the setting Extra ply = 1. If you
want to be sure, you can make the program go one or two plies deeper. This may,
however, greatly extend the processing time.
First position: Allows you to specify from which position the program should start.
Thus, if you have interrupted a session, you can easily continue at a later time.
Previous results: The program keeps a record of the results achieved by each engine
that has run the test. It displays these in a sorted list. This contains the following
results:
The number of positions solved in the allocated maximum time per position.
The average solution time of all the positions that were solved.
The average solution time of all the positions (including those not solved).
This last value, which of course is influenced by the maximum time set, is the most
illuminating. While the program is working you see the current results (how many
positions solved, percentage, average time) in the area just below the status bar at
the top of the board window.
In the displayed ranking list (click Previous results), you can delete the results of
individual engines, or all results. You can clip the results (i.e., copy them into the
clipboard and insert them in a spreadsheet program).
The unsolved positions are marked in the database with medals. Positions that were
not solved in the current test run are marked with black medals for Tactical
blunders. Those not solved by any program, get the User medal (blue-green). You
can see the medals in the database list and search for them with the search mask.
This is the best way to get a list of unsolved positions. To load one position after
another, switch to the board window and press F10.
Note: You can define a position as solved if one or more moves are not played. This is
done by annotating them with a "?". For instance if the notation says 1.Ne5? (1.Ng5?)
then the position is solved when neither of these moves is in the main line.
The automatic comparison of the analysis of two different engines has two main uses.
First, it is an excellent way of evaluating the strengths and weaknesses of the
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engines. On the other hand, from a chess point of view, it is very interesting to
compare the conclusions of two different engines. One might be tactically more
reliable, the other more positionally sound.
It is also interesting to compare two versions of the same engine. The compare
analysis function allows you to check what each finds at a specific search depth, or
how many position nodes each of these engines actually checks to reach a certain
search depth.
You can set a variation colour for each engine (when loading it) so that it is easy to
tell at a glance which engine produced the individual lines.
New allows you to select engines from the list of all available engines.
Edit allows you to change the settings for the engines already loaded (hash table
size, variation colour).
You can use compare analysis on a number of games (in the database window). In
this case, specify whether the analysed games should replace the original entries or if
they should be appended to the end of the database.
Please note: You can load an engine more than one at a time and then use Edit
Parameters to set different engine parameters. In this way you can find out how the
settings affect the performance of the engine.
After it has executed a move, the program tries to guess what the opponent will play,
and starts calculating a reply to that. If it has guessed right, it will play its reply
quickly - sometimes immediately. The program shows the move it is expecting in the
engine window.
In engine tournaments, if two engines are playing against each other, using permanent
brain slows down the side that is computing the next move (because it has to share
resources with the other side's permanent brain).
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You can see what the program expects you to play in the engine window:
Many of the engines available have special parameters you can set. To do so, click
the button "Engine parameters" in the engine window.
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Now, you can change the settings that affect the playing style of the engine. Each
engine will present the parameters that are relevant to its algorithms.
Here are examples of the parameters you can set in most engines to influence their
playing style. You will often be able to achieve a higher performance in specific
situations (e.g., playing very fast games, solving tactical positions or studies).
Different parameters may be available in different engines, not all of the ones given
below may appear in your default.
Note: The default configuration of the engine has been carefully tested. It is possible
that in some circumstances other settings lead to better results, but for the best
overall performance and strongest play it is recommened that you leave the default
settings unchanged.
There is a button entitled "Engine Parameters" which opens a dialog with some
options:
xLog - Write stuff to a HTML file (seems to only work for Opera Browser...)
Max CPU - The number of cores that Rybka will use, if this number is higher than your
cores, Rybka will use them all.
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CPU usage - In case you want to use less than one core, set it in this parameter.
Main Process Priority / Child Process Priority: Changes the engine priority without
needing to visit the Task Manager. For instance:
Inherit should be to start the main process at the same priority of the GUI.
Use Large Pages - After you set "lock pages in memory" in the OS, expect some 15%
speed up if you give her 1GB Hash (or more, less hash should also give benefits but
not as dramatic - only lasts until you unload the engine, then you'll probably have to
reboot the computer for this to take effect again).
Always Score Main Move - With this OFF Rybka would move into looking for
alternative moves in fail lows, with ON she will first give the move a score.
Recommended to set it ON for analysis, OFF for games.
Display Upperbounds - With this OFF Rybka would not tell the user when a fail move
happened, so if you were away from the computer you wouldn't have a way to know.
Recommended to set it ON for interactive analysis, OFF for games.
Preserve analysis - Same as R3 (Engine keeps old contents on the hash for much
longer, slows her down the more positions analyzed. I chose to keep it OFF).
Hash File / Save Hash / Load Hash - Used for when you are going to unload the
engine or reboot, so Rybka keeps the hash contents on reload (I never use this).
MultiPV_cp - Same as R3 (Controls how worse than best the moves have to be to
appear on MultiPV, e.g. a value of 0 only would show moves that are exactly as good
as the best move).
TCBuffer - How many seconds Rybka thinks she has subtracted from the clock. Useful
for bullet (1 '0) and blitz games (3 '0) so Rybka avoids losing on time (by time stolen
by the GUI or the opposing engine, like clones), and also may give a general better
time management when set at 3 (setting does nothing on incremental or repeating
time controls.)
TCNormal Move Time - The rate at which Rybka should play the game. Lower values
will make the engine play faster, and vice versa.
TC Max Move Time - The amount of time Rybka is willing to spend in critical positions
(higher values will make her think longer on such cases).
These last 3 settings are extremely sensitive to hardware, time control and even,
opponent, so to see Rybka 4 shine on games, you'll probably need to experiment a lot
to find the optimal settings, but the gains can be significant.
[Pieces cp] - The offset of the pieces in centipawns. Please note that the behavior is
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different on analysis than of games. On analysis "White" and "Black" are taken literally,
so that when you analyze from the other side you get the same evaluation. On games
White means "Me" and black means "The opponent", so by setting the values you are
really setting how Rybka should evaluate her pieces and the opponent's, regardless of
what side she's playing on.
Rook Endgame Scaling: If you see Rybka playing too much into dead drawn
endgames with a rook and an extra pawn, try lowering this value. Useful for analysis of
such positions, as well.
xLog - Write stuff to a HTML file (seems to only work for Opera Browser...)
Main Process Priority / Child Process Priority: Changes the engine priority without
needing to visit the Task Manager. For instance:
Inherit should be to start the main process at the same priority of the GUI.
Use Large Pages - After you set "lock pages in memory" in the OS, expect some 15%
speed up if you give her 1GB Hash (or more, less hash should also give benefits but
not as dramatic - only lasts until you unload the engine, then you'll probably have to
reboot the computer for this to take effect again).
Always Score Main Move - With this OFF Rybka would move into looking for
alternative moves in fail lows, with ON she will first give the move a score.
Recommended to set it ON for analysis, OFF for games.
Display Upperbounds - With this OFF Rybka would not tell the user when a fail move
happened, so if you were away from the computer you wouldn't have a way to know.
Recommended to set it ON for interactive analysis, OFF for games.
Save: This saves the engine modifications. This opens a dialog to select the filename
for the stored parameters. The extension of the configuration file is *.param.
Load: This opens a dialog to load previously stored engine parameters. The parameter
files can be found in the folder Engine Parameter.
Tip: You can set up engine-engine matches or engine tournaments to test your
modifications against other engines.
Save stores the new parameters for the engine. Restore deletes the changes you
have just made. Defaults switches back to the normal parameters.
Please note: The default parameters are the one the programmers consider the
strongest for general play.
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Syzygy bases
The Syzygy 6-men EGTB system is the recommended table base solution for Houdini.
It features by far the best compression (smallest file size) and best performance,
especially when multiple threads perform simultaneous EGTB probing. Houdini has been
extensively tuned for this state-of-the-art end game table base system so as to
provide optimum precision and strength in the late endgame at any time control and
with any number of cores. While installing the files on a SSD disk is recommended, the
performance of the Syzygy on a normal hard disk is still very good.
The only drawback of Syzygy bases is that they do not contain the exact Distance to
Mate information. If you require an exact mating distance in a position you'll need an
alternative solution.
The Syzygy 6-men EGTB system is the recommended table base solution for Houdini.
For the Syzygy EGTB support you'll need to install the Syzygy EGTB files. At the time
of writing all the Syzygy files are available for torrent download at http://oics.
olympuschess.com/tracker/index.php. The 3-4-5-men Syzygy are also available for
direct download at http://olympuschess.com/egtb/sbases.
The total size of the 3-4-5-men files is 938 MB (290 files), the 6-men table bases
require 149 GB (730 files).
Nalimov EGTB
For the Nalimov EGTB support you'll need to install the Nalimov EGTB files.
Question: I don't understand the concept of setting a depth for EGTB probing.
Why wouldn't all positions that have 3-4-5 pieces probe the table bases to get
the evaluation?
EGTB probes are extremely slow compared to a normal evaluation by the engine.
Suppose you have a K+Q+P against K+N ending. Even without consulting the table
bases Houdini knows that this ending is easily won for the K+Q+P side. Consulting the
EGTB for this position would reduce Houdini's playing strength, as it could easily have
evaluated 1,000 other positions instead of making the rather useless EGTB probe.
Even the in-memory "soft" Gaviota or Scorpio probes are sometimes relatively slow
compared to a native evaluation of the position - especially when multiple threads are
running. If two threads simultaneously perform a soft probe, the second thread has to
wait for the first to finish its probe.
This is aggravated by the fact that Houdini contains a lot of end game knowledge in
its native evaluation function - a lot more than most other chess engines. For
example, even in a non-obvious ending like KBP v KB with bishops of the same color,
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Houdini knows quite well which positions are won and which are drawn. This means
that except for difficult-to-evaluate endings like KQP v KQ the 5-men EGTB do not
really increase Houdini's playing strength.
To handle this situation in an intelligent way, Houdini will vary the frequency at which
the EGTB are probed depending on the actual end game that is occurring. In difficult-
to-evaluate endings Houdini will probe the EGTB files much earlier than in endings that
are easy to evaluate.
Hard Probe Depth is the earliest search depth at which the EGTB probing will result in
a disk access. You can reduce this value if the table base files are installed on a very
fast disk, or if you are running less than 4 threads.
Soft Probe Depth is the earliest search depth for EGTB probing that uses only the
memory cache. You can reduce this value if you are running less than 4 threads.
Clicking the CPU button in the engine window allows the user to change the number of
processors being used.
The Syzygy 6-men EGTB system is the recommended table base solution for Houdini.
It features by far the best compression (smallest file size) and best performance,
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especially when multiple threads perform simultaneous EGTB probing. Houdini has been
extensively tuned for this state-of-the-art end game table base system so as to
provide optimum precision and strength in the late endgame at any time control and
with any number of cores. While installing the files on a SSD disk is recommended, the
performance of the Syzygy on a normal hard disk is still very good.
The only drawback of Syzygy bases is that they do not contain the exact Distance to
Mate information. If you require an exact mating distance in a position you'll need an
alternative solution.
Syzygy EGTB
For the Syzygy EGTB support you'll need to install the Syzygy EGTB files. At the time
of writing all the Syzygy files are available for torrent download at http://oics.
olympuschess.com/tracker/index.php. The 3-4-5-men Syzygy are also available for
direct download at http://olympuschess.com/egtb/sbases.
The total size of the 3-4-5-men files is 938 MB (290 files), the 6-men table bases
require 149 GB (730 files).
The location of the Syzygy EGTB files is specified in the SyzygyPath option.
Nalimov EGTB
For the Nalimov EGTB support you'll need to install the Nalimov EGTB files. At the time
of writing they are available for download at the address ftp://ftp.cis.uab.edu/pub/
hyatt/TB or http://tablebase.sesse.net. Download the files and save them in a
directory on your hard disk. The total disk space required for the 3-4-5-men table
bases is about 7 GB (290 files). The space requirement for the 6-men Nalimov table
bases exceeds 1 TB.
The location of the Nalimov EGTB files is specified in the NalimovPath option.
The endgame databases in the Nalimov format and are know as "Tablebases".
Eugene Nalimov from Novosibirsk (currently in Redmond) wrote the powerful algorithms
to generate the endgame tablebases.
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Create a directory (e.g., e:\cbdata\tbs) on your hard disk and copy the content of
the directory \TBS from the program CD into the new directory. Then set the path in
the "Options" dialog box:
Click More.
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Note that you can put the tablebase files into different directories, partitions or even
different hard disks on your computer. Use the "Browse" button to locate the
directories.
The cache memory is used to speed up access to the tablebases during a game. A
value between one and eight MB is advisable.
Access to the tablebases improves the playing strength of the program in the
endgame considerably. Whenever it hits on one of the five-piece endings in the
search, it can stop and get a completely accurate assessment of the position from the
tablebases. It does not have to generate thousands of follow-up positions. But,
accessing the tablebases is quite slow (in comparison to the move generation and
evaluation). You can speed things up by copying the tablebases onto your hard disk.
Use the endgame database to practice the endings or to study difficult positions. Not
even the greatest experts in the world can give you more reliable analytical help.
Endgame Turbo
ChessBase has a product, the Endgame Turbo, which consists of five DVDs filled with
Nalimov Tablebases.
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With the help of the Endgame Turbo, all five and a number of six-piece endgames will
be played with absolute perfection. Since the positions are also indentified in the
search the program played the entire endgame, including positions with more than six
pieces on the board, much more accurately.
The location of the Gaviota EGTB files is specified in the TbPath option.
Houdini will scan the folder for the "kqkr.gtb.cpX" file and accordingly decide which
compression level to use.
You can activate the Syzygy Endgame Tablebases in the program settings, in the
menu File O ptio ns Ta ble B a s e s M o re .
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Enter the path of the folder where the Syzygy tablebases are stored in the "GUI" and "
Engine " tabs. Clicking on the button with the three dots activates the standard
Windows dialog to select the folder. Click OK to confirm the settings, and the program
will now use the information in the tablebases.
You can check whether the access is working by looking at the output of a chess
engine.
In this example you can see entries "tb= xxx", which show how often the Houdini
chess engine is accessing the endgame tablebases. A big advantage of the Syzygy
Endgame Tablebases is that they are much smaller. The 6-man Syzygy tablebases
need 150 GB disc space, whereas the Nalimov tablebases need more than 1 TB.
The Syzygy Endgame Tablebases pay attention to the 50 move stalemate rule. If
there are 50 moves without a piece being taken or a pawn being moved, the game is
drawn. Since the data can be accessed in RAM very fast and effectively the Syzygy
Endgame Tablebases are now used exclusively by many modern chess engines.
For instance, the chess engine only uses the Syzygy tablebases during the search,
but it also uses the Nalimov tablebases when a position is on the board. It is to be
expected that the Syzygy tablebases will become increasingly popular with engine
developers.
The best way to get the complete Syzygy Endgame Tablebases is to buy the
Endga m e T urbo 4 from our online shop.
Because of the size of the tablebases it is best to install them outside of the
Documents folder, for instance in C:/Tablebases/.
WDL (Win-Draw-Loss).
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In these files only information about the result of the position is stored. This is the
only information used in the search. Based on this information the chess engine cannot
tell how many moves it will take to win the game. The engine is merely informed
whether the position is a Win, a Loss or a Draw.
The Syzygy tablebases support bitbases in both WDL and DTZ format. The latter
format is only used when an exact position is already on the board. However, only the
number of moves to reach another endgame (or sometimes checkmate). Another
endgame begins after any move that resets the 50 move rule. By this definition, every
time a piece is taken or a pawn moves a new endgame has begun and the count is set
to 1. If a pawn keeps advancing, after every move the count is 1 again. That means
that the count is reset after every move which changes the position irreversibly.
This means that the Syzygy Endgame Tablebases are different to the tablebases that
have been used until now. This means that the moves to mate are not necessarily
displayed, but the moves to the transition into another endgame. When sorting the
moves pawn, capture and promotion moves are put first, because these are the moves
that bring the game forwards.
For example, if you are using the engine to analyse a 5 or 6 piece endgame that can
definitely be won, the Syzygy tableBases might give an evaluation of +250. There is
no longer a display of "Mate in x moves".
As in the case of the Nalimov tablebases there are 290 files for the 3/4/5-piece
endgames, but they are differently distributed. The Nalimov tablebases have two files
per endgame, one for "White To Move", one for "Black To Move". The Syzygy
tablebases only need one file, regardless of who is moving, but there are two versions
of each tablebase: one contains the WDL (Win-Draw-Loss) result and the other
contains the DTZ (Distance-To-Zero) result.
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Accessing the endgame databases (Nalimov tablebases) from a hard disk is much
faster than from the CD. It is advisable to install them onto your hard disk, if you have
enough space.
Create a directory (e.g., e:\cbdata\tbs) on your hard disk and copy the content of
the directory \TBS from the program CD into the new directory. Then set the path in
the "Options" dialog box:
Note that you can put the tablebase files into different directories, partitions or even
different hard disks on your computer. Use the "Browse" button to locate the
directories.
3.8.24 Benchmark
E ngine C he s s B e nchm a rk
The speed of the hardware that the engine is running on, has great influence on its
playing strength. Obviously, a 3 GHz Pentium is going to give you a much better
performance than one running at 1.7 GHz. But the optimum configuration of the
hardware also plays an important role. For instance, the amount of first and second
level cache, the speed of access to memory, and other such factors, can lead to
considerable variance. Two computers with exactly the same processor may produce
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A built-in chess benchmark helps you measure the chess specific performance of your
hardware. In order to make the results reproducible it is always conducted with a
standard chess engine.
The results of the chess benchmark test depend to a great extent on the size of the
hash tables. It also varies according to the number of applications you have running in
the background. You should use the test to check the effectiveness of your current
configuration.
Typical chess benchmark values for a 2.6 GHz Pentium with 128 MB hash tables is 1.4
(i.e. it is 1.4 times faster than a P3 running at 1 GHz. You should get a kilonodes per
second value of abround 600. The Centrino and Athlons will give you much better
values, since they are better suited to the kind of (integer) calculations used by chess
engines.
The nodes-per-second value of the chess benchmark gives you the number of
positions the engine is generating and evaluating per second. This value (in kilo
nodes) is independent of hash tables, and depends almost solely on processor speed.
Some engines will give you up to two million nodes per second on modern hardware.
But remember that the lower node counts of some engines does not necessarily mean
that they are weaker. Usually they are simply processing more chess knowledge.
This means that all current and future engines will don be stored in the folder
This is the folder where the new engine and the latest version of Crafty will be
installed.
Older chess engines installed by previous program versions will remain in the folder
\Program Files\Chessbase\Engines.
UCI Engines
UCI engines can still be installed in any folder in any partition anywhere on the
computer.
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The UCI configuration files with the extension *.uci must always be stored in the
folders
You can use the buttons on the right side of the start screen to access our web
based apps which can be used with any current browser.
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You can carry out free tactics training, save your games on the cloud server or
access our large online database.
The various buttons of the starting screen provide immediate access to our web-
based apps which can function in any common browser. Make use of the option for
free tactical training, saving your own games on the cloud server or for direct browser
access to the large online database!
Be aware that we have put at your disposal other Web Apps which cannot be
accessed directly from the starting dialog for the program. You will also find these
alternative Apps described in a separate document!
Tip: There can be differences. You can access the content via ChessBase, the chess
programs or with the free access client.
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So every user who would like to make use of this service must set up a C he s s B a s e
Acco unt.
Compared to our PC programs the Web Apps have the great advantage that these
applications can be used independent of your computers operating system, no matter
whether it is a computer with Linux, a MAC or a mobile device (smartphones, tablets).
Any functioning internet access and a browser are all it takes for you to be able to
make use of the various programs. Like that you can be doing effective chess training
at any time when you are away from home. Play chess against other people or against
a chess program, follow live chess, save your own chess data and openings, work on
games, analyse, etc. You can carry out all these functions at any time and from any
location with a ChessBase Account!
That will open a site where you can Ext e nd m e m be rship w it h se ria l num be r:
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The world's strongest chess engines, running on fast hardware, today (2005) have an
Elo rating of over 2800. They are a match for the strongest human chess players in
the world.
The Elo ratings can also be used to evaluate chess engines. This program helps you to
do this by producing rating and ranking lists on the basis of engine tournaments. In
fact, it contains a complete Elo management system. GM and IM norms are
automatically recognized and titles awarded. The Elo calculation can be used to
evaluate human performance, even for historical tournaments that were held long
before the rating system was invented. If you have an existing Elo list, you can add a
tournament to update the list.
Before you start rating tournaments you should create an Elo start list. This gives all
players a plausible initial rating. After that, you must maintain the list by evaluating
tournaments as they are played. To do this, mark the games of a tournament, right-
click them, then select Add to Elo list in the menu that appears. If no Elo list is open,
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then a file selector appears, allowing you to select a list to add games to.
Unix inventor and computer chess pioneer, Ke n T hom pson, has developed an algorithm
which allows one to create an Elo rating list out of an arbitrary set of games. Any
database of games can be treated as a gigantic tournament. Each player gets the
same initial rating (e.g., 2400). After evaluating the results of all games in the
database, each player gets a new rating. Using these new values, the games of the
database are rated again. This is done over and over again, until the ratings of all
players stabilize and the values remain constant.
The Elo management in our chess program was implemented mainly in order to
evaluate engine tournaments. But it is very interesting to use it on human results as
well. It can also be quite exciting to create Elo lists for historical game data. For the
system to work properly, it is absolutely critical that the players names are completely
unified. We recommend using the large high-quality databases from ChessBase (e.g.,
MegaDatabase) for the creation of historical Elo lists. Most other databases contain
player names with different spellings and other inaccuracies. In addition, databases
which do not contain complete tournaments will distort the ratings. For instance if
they only have the best games of certain players these players will achieve very high
ratings from the program.
For engine ratings, a good Elo list should be based on at least 300 to 500 games.
Implausible values in the start list are not a big problem, because after a few engine
tournaments, the programs will approach their real ratings (underrated engines will
shoot up, grossly overrated ones will lose point very quickly).
This is how to generate an Elo list
First, select all the games in a database list that should be used for calculation. If
you want to use the whole database, press Ctrl-A to select them all.
The program prompts you for a file name. If you use an existing Elo list, its
contents will be overwritten.
If there are not enough games per player in the database, the program informs
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The Thompson algorithm calculates relative playing strengths. It assumes that the
average rating of all the players in a rating list is 2400. This will normally not be the
case. To get correct practical ratings, it is necessary to rescale or gauge the list by
adding or subtracting a certain percentage from each player. The best way to do this
is to take a very stable player with a known rating, and add or subtract an offset to
make the rating equal his real rating. The program will then adjust the ratings of all
other players accordingly.
Here are what the buttons in the Elo rating display do:
Sort A-Z: Sorts the list alphabetically according to the players' names.
Sort games: Sorts the list according to the number of tournament games.
Delete: Allows you to mark players and remove them from the list.
Gauge: Allows you to rescale or gauge the list by adding or subtracting a certain
percentage from each player.
Clip: Copies the whole list to the Windows clipboard. You can then paste it into a
word processor or spread sheet.
Tournaments: Displays a list of all the tournaments which were used to create
the list.
Clean up: Removes all players who have been inactive for more than six years,
counted from the last tournament that was evaluated from the list.
Show all: Displays all players who were evaluated, including those for whom the
number of games were too small for a correct rating.
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Year limit: Allows you to restrict the list to tournaments played before a certain
period.
The program makes contact with the outside world via a serial cable to the outside
world. Currently, two drivers are included:
DGT-Board: This driver allows you to use the intelligent sensor board produced by
the Dutch company DGT. The board can identify different pieces (i.e., it can tell
whether there is a white bishop or a black knight on a square). If you switch on
Announce moves in the Tools Options Multimedia menu, the program announces
its moves verbally, so you dont even have to look at the screen.
The connection between the board and the PC can be over 10 meters long, and many
of the functions (new game, setup position) can be executed without touching the PC.
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You can play on from any position which has been entered if when entering the
position you place the kings last on the electronic chess board. As for the colours, the
king of the side which is on the move must be the last one to be placed on the board!
If at that point playing or analysing is not possible, the cause probably has to do with
a setting in the Rabbit plugin.
In the "Rabbit Plugin" a box must be checked under "Extras" "Use Start/Stop setup".
This setting is sometimes missing. Check the box and the driver will work.
The position which has been set up then appears in the Rabbit plugin, in ChessBase
you have the starting position.
The kings are then put in place one after the other and the position which has been
set up appears in ChessBase. The position is then ready for play.
3.12 FAQ
3.12.1 Copy tree to hard disk not available
M e nu Ana ly sis - Copy t re e t o ha rd disk
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It only works when you have loaded a book from CD/DVD and does not yet exist on
hard disk.
If you want to copy a book from CD/DVD drive, then load it first. You can do this by
clicking on the tab "Openings book" on top of the annotation window.
If there is already a book loaded, right click on an empty spot in the window pane and
select "Close book file". A button "Load book" appears.
Click on the button and select the book from CD. The file should have the extension *.
ctg
After you have loaded the book, the function "Copy t re e t o ha rd disk" will be available.
In rare cases there can be problems with the display in the list windows or in the
notation window.
If, e.g., what is printed in the lists does not appear until you have scrolled up or down
the list or till you have used the ALT - TAB key combination, then a change in the
options dialog for the program will help.
In the dialog box there is the option "Not a t ion in high qua lit y ".
If you deactivate this setting, then the problems with text display which have been
described will no longer occur.
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Below the 3D board is the button "Se t t ings". In the dialog, click on tab "Info".
It is helpfull if you add a description of the problem in this mail before you actually
sent it. Or use the -> Clipboard button. Open your mail program and use Ctrl-V to
paste this information into the textfield.
In case you notice letters instead of chess pieces on the board, please try to reinstall
the program.
The database which is used as the reference database needs to have an openings key
installed.
You can easily check this in the database window. Click on the tab "Openings". If
there is no key installed, you will see 4 buttons to install one. It is best to either
select the Big key or install one from the Mega database, the Big database or the
database which is delivered with the chess playing program.
If you click on the button "Select key" you will be looking for a file with the extension
*.cko which should be present in one of the mentioned databases.
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Click Upda t e Progra m . As soon as you have done this, the program will inform you
if an upgrade is available.
After the download of the upgrade file, the program will ask to log off. Do this and
wait patiently until the program responds with the message "Internet upgrade ok".
This application is started automatically after the program is started and informs you
about the activation status of the installed programs.
In the case of problems with the activation the program can be started manually by
double cliclicking on the EXE file in the program folder.
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Activate Offline starts the dialog for the program activation on a computer without
Internet access.
3.12.8 Improve the responsiveness of the computer while the engine runs
There are several ways to keep your computer more responsive while Kommodo is
thinking:
Run the engine at Lower than normal priority. Most chess GUI will provide this
option, for example: Fritz/ChessBase has a "Priority Below Normal" checkbox in the
dialog for creating the UCI engine.
If you want to use your computer for other purposes while analyzing chess
positions, set the "Threads" configuration option to a value smaller than the the
number of physical cores of your computer - for example, use 3 on a quad-core
computer. This will leave one core available for other applications while the chess
analysis runs in the background.
For shorter games, e.g. 3 to 5 minute games, its better to use 256 MB or 512 MB as
this will provide the best performance. For 16 min games 1024 or 2048 MB hash size
should be fine.
If you know the average move time T (in seconds) and the average node speed of
your hardware S (in kN/s), you can compute the optimal hash size with the formula: (T
x S / 100) MB.
For example if you use a Time Control of 10 minutes for 40 moves repeating, the
average move time T = 15 seconds. On hardware that produces about 2,000 kN/s the
optimal hash size would then be approximately (15 x 2,000 / 100) = 300 MB, in other
words 256 MB or 512 MB would be the recommended values.
If you want Kommodo to favor drawing lines, you should consider putting Houdini's
"Contempt" value to 0.
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ChessBase runs its deep position analysis by simulating game conditions. This means
that Houdini thinks that it's in a game instead of an analysis, and activates the
contempt (default value 1). To avoid this, it's best to put the Contempt value to 0
when using the deep position analysis in ChessBase.
3.12.11 Examples
3.12.11.1 Optimising move entry
M e nu F ile - Opt ions - Ga m e - "Pre m ov e "
This function helps save you time in blitz or rapid chess. Whilst it is your opponents
move and he is thinking about his reply, you can already execute the planned move on
the board. This makes particular sense when you have obvious counter moves and it
saves valuable seconds of thinking time in blitz or bullet games.
The counter move is displayed on the board with a green arrow. In an ending, it can
make sense to enter several moves in succession, e.g. a pawn breakthrough such as
e3-e4-e5-e6-e7-e8. In this case the moves are automatically executed as soon as
your opponent has moved. When this is done, promotion is always to a queen.
Tip: If your opponent has not yet replied and you want to delete your entry, you can
delete any pre-entered list of moves with a right click on the graphical chess board.
What is the effect of the individual parameters? The setting Off is easy to understand.
It deactivates the function.
Normal = With this setting, it is always the first move on the list which is executed.
If the move is not a legal one, the list is deleted and you have to make your own
reply.
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Aggressive = With this setting, an attempt is always made to execute the first
move on the list. If the move is not legal, then only this move is deleted and the
next possible move from the list is played.
The feature and the logic behind it require some practice. It could also be said jokingly
that this is a certain way to lose every game, and to do so unbelievably quickly.
Tip: Before trying out this feature on the chess server and risking valuable ratings
points, you should play with the function against a chess engine such as Kommodo.
The option also works in classical play against chess engines.
The search function in the program or ChessBase considers that all names start with a
capital letter. If, e.g., you are looking for "pe t e r", the program changes the search
criterion to "Pe t e r". This procedure actually offers a lot of advantages when you are
searching for names.
But, since there are a lot of games in, e.g., the database MyInternetGames with
names in lower case, there must be some way to home in on these and select them.
The left hand clock is for White and the one on the right shows the time used by
Black.
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The program has two sorts of chess clock, digital and analog, and you can choose
between them with a right click in the clock window. The window for the chess clock
can also display the logo for the engine which is working (right click on the window).
What is particularly informative is to make use of the chess clock with doubIe digital
display. The simplest way to call this up is with a right click in the clock window when
you will find the entry "Double digital" which displays it. The upper clock always shows
the complete time and the lower one the time you are spending per move.
You can also choose to display on the clock the specific difference in thinking time
between the two players, either when playing against Kommodo or on Playchess.com.
This informative representation of difference in thinking time is especially useful when
playing blitz or bullet games on Playchess.com.
The value displayed in green figures shows a positive value. In this display, White has
a concrete time advantage of 20 seconds over his opponent. A similar negative value
would be expressed in red figures.
This display can be set up either with a right click on the clock and via the context
menu or alternatively via the options dialog under "M e nu F ile - Opt ions Cloc ks +
Not a t ion".
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You can always force the dialog for promotion by holding down Ctrl-Shift before
moving the pawn to the final rank.
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The point of rated games is that both sides start from the same conditions.
If, for a game, you set a human bonus of xx seconds per move, then, unlike in normal
games, this is not taken into account in rated games. Nor is the taking back of moves
accepted in games in this mode.
This is not a mistake; it has been done on purpose. In any serious match or
tournament game, then the rules do not allow a time bonus to the advantage of one
side or the other. If that were the case, then the idea of equal playing conditions and
the point of rated games would not be respected.
What is the point of this option? One recognised method of improving playing strength
consists of acquiring as much experience as possible with specific types of position.
This function allows you to play against the computer from specific positions. It does
not matter whether these are positions from the opening, the middlegame or the
endgame. The function is similar to opening training, except that in every case you
start from the latest position on the board.
An interesting option here is "Le a rn m ov e s". When this is activated the game starts
from the very beginning, from the starting position.
If you enter a move which deviates from the opening moves which lead to the chosen
position, the coach is called up, just as happens in Opening Training. The coach points
out that a move has been played which does not fit into the particular variation which
leads to the position you have selected.
If you deactivate the option "Learn moves", then each game will start directly from the
basic position which you pre-defined during the dialog "Starting position".
The option "Cha nge side s" also makes a lot of sense. You can deepen your
understanding of how to treat specific types of position by getting to know the
strategies employed by both sides. So with this function switched on, every time you
start a new game you have to change sides.
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Let us assume that over time you have put together a database of games in which a
computer program was defeated by its opponent because of an unfavourable opening
variation. So that this situation is not repeated, you can arm the engine against this
line.
From the main screen we load Openings book and select from Edit Openings Book the
option Le a rn from Da t a ba se .
You then enter into the dialog box the path of the database which contains the
aforementioned defeats and the following dialog is called up:
We can now specify which information from the database Kommodo & Co should take
into account. These options (which can all be combined) assimilate the weightings into
the openings book, just as if the engine had itself played the games in question.
In normal circumstances the program alters the weightings given to each move in the
openings book according to the experience gained from its own games. These
weightings decide the probability with which any specific move will be played. This
process of automatically adjusting these weightings after winning with a specific
variation is called "Le a rning".
This feature has other practical uses. Many computer chess freaks are committed to
playing with their chess engines in the engine room of the chess server playchess.
com.
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This allows you to select the set of pieces you wish; it will then be used to display the
pieces on the board.
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With the help of a reference database, Kommodo can classify the game. The program
integrates actual games for comparison and marks the point at which the game which
is being analysed deviates from opening theory.
Some users have found it irritating when the entry for the reference database is
greyed out and the function cannot be activated.
This option is only activated if you have selected a reference database, Click on the
button "Re fe re nc e -DB" and select a database from the list offered.
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Note: The DVD ROM contains a large database of games which you can set as your
reference database.
This function offers you a list of all possible legal moves and short textual
explanations.
Of course, this function is in the first place aimed at beginners. But it can also render
useful service in the analysis of a position.
The order of the moves as listed is based on the quality of the continuations. The
program puts the best moves at the top of the list, whereas the not so good
continuations find their way to the bottom. That can, e.g., be helpful when analysing
opening moves.
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Preface
The Laws of Chess cannot cover all possible situations that may arise during a game,
nor can they regulate all administrative questions. Where cases are not precisely
regulated by an Article of the Laws, it should be possible to reach a correct decision
by studying analogous situations which are discussed in the Laws. The Laws assume
that arbiters have the necessary competence, sound judgement and absolute
objectivity. Too detailed a rule might deprive the arbiter of his freedom of judgement
and thus prevent him from finding the solution to a problem dictated by fairness, logic
and special factors.
FIDE appeals to all chess players and federations to accept this view.
(a) do not conflict in any way with the official FIDE Laws of Chess
(b) are limited to the territory of the federation in question; and
(c) are not valid for any FIDE match, championship or qualifying event, or for a FIDE
title or rating tournament.
1.2. The objective of each player is to place the opponent's king 'under attack' in such
a way that the opponent has no legal move which would avoid the 'capture' of the
king on the following move. The player who achieves this is said to have 'checkmated'
the opponent and to have won the game. The opponent who has been checkmated
has lost the game.
1.3. If the position is such that neither player can possibly checkmate, the game is
drawn.
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2.4. The eight vertical columns of squares are called 'files'. The eight horizontal rows
of squares are called 'ranks'. A straight line of squares of the same colour, touching
corner to corner, is called a 'diagonal'.
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3.2. (a) The queen moves to any square along the file, the rank or a diagonal on which
it stands.
(b) The rook moves to any square along the file or the rank on which it stands.
(c) The bishop moves to any square along a diagonal on which it stands.
When making these moves the queen, rook or bishop cannot move over any
intervening pieces
.
3.3. The knight moves to one of the squares nearest to that on which it stands but
not on the same rank, file or diagonal. It does not pass directly over any intervening
square.
3.4. (a) The pawn moves forward to the unoccupied square immediately in front of it
on the same file, or
(b) on its first move the pawn may advance two squares along the same file provided
both squares are unoccupied, or
(c) the pawn moves to a square occupied by an opponent's piece which is diagonally
in front of it on an adjacent file, capturing that piece.
(d) A pawn attacking a square crossed by an opponent's pawn which has advanced
two squares in one move from its original square may capture this opponent's pawn as
though the latter had been moved only one square. This capture can be made only on
the move following this advance and is called an 'en passant' capture.
(e) When a pawn reaches the rank furthest from its starting position it must be
exchanged as part of the same move for a queen, rook, bishop or knight of the same
colour. The player's choice is not restricted to pieces that have been captured
previously. This exchange of a pawn for another piece is called 'promotion' and the
effect of the new piece is immediate.
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4.2. Provided that he first expresses his intention (e.g. by saying "j'adoube"), the
player having the move may adjust one or more pieces on their squares.
4.3. Except as provided in Article 4.2, if the player having the move deliberately
touches on the chessboard
(a) one or more pieces of the same colour, he must move or capture the first piece
touched that can be moved or captured, or
(b) one piece of each colour, he must capture the opponent's piece with his piece or,
if this is illegal, move or capture the first piece touched which can be moved or
captured. If it is unclear the player's own piece shall be considered to have been
touched before his opponent's.
4.4. (a) If a player deliberately touches his king and a rook he must castle on that side
if it is legal.
(b) If a player deliberately touches a rook and then his king he is not allowed to castle
on that side on that move and the situation shall be governed by Article 4.3.
(c) If a player, intending to castle touches the king or king and a rook at the same
time, but castling on that side is illegal, the player must choose either to castle on the
other side, provided that castling on that side is legal, or to move his king. If the king
has no legal move, the player is free to make any legal move.
4.5. If none of the pieces touched can be moved or captured, the player may make
any legal move.
4.6. If the opponent violates Article 4.3 or 4.4 the player cannot claim this after he
himself deliberately touches a piece.
4.7. When, as a legal move or part of a legal move, a piece has been released on a
square, it cannot then be moved to another square. The move is considered to be
made when all the relevant requirements of Article 3 have been fulfilled.
5.2. The game is drawn when the player to move has no legal move and his king is not
in check. The game is said to end in 'stalemate'. This immediately ends the game.
5.3. The game is drawn upon agreement between the two players during the game.
This immediately ends the game. (See Article 9.1)
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5.4. The game may be drawn if the identical position is about to appear or has
appeared on the chessboard three times. (See Article 9.2)
5.5. The game may be drawn if the last 50 consecutive moves have been made by
each player without the movement of any pawn and without the capture of any piece.
(See Article 9.3)
6.2. When using a chess clock, each player must make a certain number or all moves
in an allotted period of time; or may be allocated an additional amount of time after
each move. All this must be specified in advance. The time saved by a player during
one period is added to his time available for the next period, except in the 'time delay'
mode.
In the time delay mode both players receive an alloted 'main thinking time'. They also
receive a 'fixed extra time' for every move. The count down of the main time only
commences after the fixed time has expired. Provided the player stops his clock before
the expiry of the fixed time, the main thinking time does not change, irrespective of
the proportion of the fixed time used.
6.3. Each time display has a 'flag'. Immediately after a flag falls, the requirements of
Article 8.1 must be checked.
6.5. At the time determined for the start of the game the clock of the player who has
the white pieces is started.
6.6. The player shall lose the game if he arrives at the chessboard more than one hour
after the scheduled start of the session (unless the rules of the competition specify or
the arbiter decides otherwise).
6.7. (a) During the game each player, having made his move on the chessboard, shall
stop his own clock and start his opponent's clock. A player must always be allowed to
stop his clock. His move is not considered to have been completed until he has done
so, unless the made move ends the game. (See Articles 5.1, 5.2 and 5.3)
The time between making the move on the chessboard and stopping his own clock and
starting his opponent's clock is regarded as part of the time allotted to the player.
(b) A player must stop his clock with the same hand as that with which he made his
move. It is forbidden to keep the finger on the button or to 'hover' over it.
(c) The players must handle the chess clock properly. It is forbidden to punch it
forcibly, to pick it up or to knock it over. Improper clock handling shall be penalised in
accordance with Article 13.4.
6.8. A flag is considered to have fallen when the arbiter observes the fact or when a
valid claim to that effect has been made by either player.
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6.9. Except where Articles 5.1, 5.2 and 5.3 apply, if a player does not complete the
prescribed number of moves in the allotted time, the game is lost by the player.
However, the game is drawn, if the position is such that the opponent cannot
checkmate the player by any possible series of legal moves ( i.e. by the most unskilled
counterplay).
6.11. If both flags have fallen and it is impossible to establish which flag fell first, the
game shall continue.
6.12. (a) If the game needs to be interrupted, the arbiter shall stop the clocks.
(b) A player may stop the clocks in order to seek the arbiter's assistance.
(c) The arbiter shall decide when the game is to be restarted.
6.14. Screens, monitors, or demonstration boards showing the current position on the
chessboard, the moves and the number of moves made, and clocks which also show
the number of moves, are allowed in the playing hall. However, the player may not
make a claim based on anything shown in this manner.
7.2. If a game has begun with colours reversed then it shall continue, unless the
arbiter rules otherwise.
7.3. If a player displaces one or more pieces, he shall re-establish the correct position
on his own time. If necessary the opponent has the right to restart the player's clock
without making a move in order to make sure the player re-establishes the correct
position on his own time.
7.4. If during a game it is found that an illegal move has been made, or that pieces
have been displaced from their squares, the position before the irregularity shall be re-
instated. If the position immediately before the irregularity cannot be identified the
game shall continue from the last identifiable position prior to the irregularity. The
clocks shall be adjusted according to Article 6.13 and, in the case of an illegal move,
Article 4.3 applies to the move replacing the illegal move. The game shall then
continue.
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8.3. The scoresheets are the property of the organisers of the event.
8.4. If a player has less than five minutes left on his clock and does not have
additional time of 30 seconds or more added with each move, then he is not obliged to
meet the requirements of Article 8.1. Immediately after one flag has fallen the player
must update his scoresheet completely.
8.5. (a) If neither player is required to keep score under Article 8.4, the arbiter or an
assistant should try to be present and keep score. In this case, immediately after one
flag has fallen, the arbiter shall stop the clocks. Then both players shall update their
scoresheets, using the arbiter's or the opponent's scoresheet.
(b) If only one player is not required to keep score under Article 8.4, he must update
his scoresheet completely as soon as a flag has fallen. Provided it is the player's move,
he may use his opponent's scoresheet. The player is not permitted to move until after
he has completed his own scoresheet and returned his opponent's.
(c) If no complete scoresheet is available, the players must reconstruct the game on a
second chessboard under the control of the arbiter or an assistant, who shall first
record the actual game position before reconstruction takes place.
8.6. If the scoresheets cannot be brought up to date showing that a player has
overstepped the allotted time, the next move made shall be considered as the first of
the following time period, unless there is evidence that more moves have been made.
9.2. The game is drawn, upon a correct claim by the player having the move, when
the same position, for at least the third time (not necessarily by repetition of moves)
(a) is about to appear, if he first writes his move on his scoresheet and declares to
the arbiter his intention to make this move, or
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9.3. The game is drawn, upon a correct claim by the player having the move, if
(a) he writes on his scoresheet, and declares to the arbiter his intention to make a
move which shall result in the last 50 moves having been made by each player without
the movement of any pawn and without the capture of any piece, or
(b) the last 50 consecutive moves have been made by each player without the
movement of any pawn and without the capture of any piece.
9.4. If the player makes a move without having claimed the draw he loses the right to
claim, as in Article 9.2 or 9.3, on that move .
9.5. If a player claims a draw as in Article 9.2 or 9.3 he shall immediately stop both
clocks. He is not allowed to withdraw his claim.
(a) If the claim is found to be correct the game is immediately drawn.
(b) If the claim is found to be incorrect, the arbiter shall deduct half of the claimant's
remaining time up to a maximum of three minutes and add three minutes to the
opponent's remaining time. Then the game shall continue and the intended move must
be made.
9.6. The game is drawn when a position is reached from which a checkmate cannot
occur by any possible series of legal moves, even with the most unskilled play. This
immediately ends the game.
10.2. If the player has less than two minutes left on his clock, he may claim a draw
before his flag falls. He shall stop the clocks and summon the arbiter.
(a) If the arbiter is satisfied the opponent is making no effort to win the game by
normal means, or that it is not possible to win by normal means, then he shall declare
the game drawn. Otherwise he shall postpone his decision.
(b) If the arbiter postpones his decision, the opponent may be awarded two extra
minutes thinking time and the game shall continue in the presence of the arbiter.
(c) Having postponed his decision, the arbiter may subsequently declare the game
drawn, even after a flag has fallen.
10.3. Illegal moves do not necessarily lose. After the action taken under Article 7.4,
for a first illegal move by a player the arbiter shall give two minutes extra time to his
opponent; for a second illegal move by the same player the arbiter shall give another
two minutes extra time to his opponent; for a third illegal move by the same player,
the arbiter shall declare the game lost by the player who played incorrectly.
10.4. If both flags have fallen and it is impossible to establish which flag fell first the
game is drawn.
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12.2. During play the players are forbidden to make use of any notes, sources of
information, advice, or to analyse on another chessboard.
The scoresheet shall be used only for recording the moves, the times of the clocks,
the offer of a draw, and matters relating to a claim.
12.3. No analysis is permitted in the playing room when play is in progress, whether by
players or spectators. Players who have finished their games shall be considered to be
spectators.
12.4. The players are not allowed to leave the 'playing venue' without permission from
the arbiter. The playing venue is defined as the playing area, rest rooms, refreshment
area, area set aside for smoking and other places as designated by the arbiter. The
player having the move is not allowed to leave the playing area without permission of
the arbiter.
12.5. It is forbidden to distract or annoy the opponent in any manner whatsoever; this
includes the persistent offer of a draw.
12.6. Infraction of any part of the Articles 12.2 to 12.5 shall lead to penalties in
accordance with Article 13.4.
12.7. The game is lost by a player who persistently refuses to comply with the Laws of
Chess. The opponent's score shall be decided by the arbiter.
12.8. If both players are found guilty according to Article 12.7, the game shall be
declared lost by both players.
13.2. The arbiter shall act in the best interest of the competition. He should ensure
that a good playing environment is maintained and that the players are not disturbed.
He shall supervise the progress of the competition.
13.3. The arbiter shall observe the games, especially when the players are short of
time, enforce decisions he has made and impose penalties on players where
appropriate.
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13.5. The arbiter may award either or both players additional time in the event of
external disturbance of the game.
13.6. The arbiter must not intervene in a game to indicate the number of moves made,
except in applying Article 8.5, when at least one player has used all his time. The
arbiter shall refrain from informing a player that his opponent has made a move, or that
he has failed to press his clock.
13.7. Spectators and players in other games are not to speak about or otherwise
interfere in a game. If necessary, the arbiter may expel offenders from the playing
room.
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move is present.
A8. Except in the cases mentioned in Article 6.9 and 9.6, the game is lost by a player
whose recording of his sealed move
(a) is ambiguous, or
(b) is false, in such a way that its true significance is impossible to establish, or
(c) is illegal.
A9. If, at the agreed resumption time
(a) the player having to reply to the sealed move is present, the envelope is opened,
the sealed move made on the chessboard and his clock started.
(b) the player having to reply to the sealed move is not present, his clock shall be
started. On his arrival, he may stop his clock and summon the arbiter. The envelope is
then opened and the sealed move made on the chessboard. His clock is then
restarted.
(c) the player who sealed the move is not present, his opponent has the right to
record his reply on the scoresheet, seal his scoresheet in a fresh envelope, stop his
clock and start his opponent's clock instead of making his reply in the normal manner.
If so, the envelope shall be handed to the arbiter for safe-keeping and opened on the
opponent's arrival.
A10. The game is lost by the player who arrives more than one hour late for the
resumption of an adjourned game. However, if the player who made the sealed move is
the late player, the game is decided otherwise, if:
(a) the absent player has won the game by virtue of the fact that the sealed move is
checkmate, or
(b) the absent player has produced a drawn game by virtue of the fact that the
sealed move is stalemate, or a position as described in Article 9.6 has arisen on the
chessboard, or
(c) the player present at the chessboard has lost the game according to Article 6.9.
A11. (a) If the envelope containing the sealed move is missing, the game shall
continue from the adjourned position, with the clock times recorded at the time of
adjournment. If the time used by each player cannot be re-established the clocks shall
be set by the arbiter. The player who sealed the move makes the move he states he
sealed on the chessboard.
(b) If it is impossible to re-establish the position, the game is annulled and a new game
must be played.
A12. If, upon resumption of the game, either player points out before making his first
move, that the time used has been incorrectly indicated on either clock, the error
must be corrected. If the error is not then established the game continues without
correction unless the arbiter feels that the consequences will be too severe.
A13. The duration of each resumption session shall be controlled by the arbiter's time
piece. The starting time and finishing time shall be announced in advance.
4.17 B: Rapidplay
B1. A 'rapidplay game' is one where all the moves must be made in a fixed time
between 15 to 60 minutes.
B2. Play shall be governed by the FIDE Laws of Chess, except where they are
overridden by the following Laws.
B4. Once each player has made three moves, no claim can be made regarding
incorrect piece placement, orientation of the chessboard or clock setting.
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B5. The arbiter shall make a ruling according to Articles 4 and 10, only if requested to
do so by one or both players.
B6. The flag is considered to have fallen when a valid claim to that effect has been
made by a player. The arbiter shall refrain from signalling a flag fall.
B7. To claim a win on time, the claimant must stop both clocks and notify the arbiter.
For the claim to be successful, the claimant's flag must remain up and his opponent's
flag down after the clocks have been stopped.
4.18 C: Blitz
C1. A 'blitz game' is one where all the moves must be made in a fixed time less than 15
minutes.
C2. Play shall be governed by the Rapidplay Laws as in Appendix B except where they
are overridden by the following Laws.
C3. An illegal move is completed once the opponent's clock has been started. The
opponent is then entitled to claim a win before making his own move. Once the
opponent has made his own move, an illegal move cannot be corrected.
C4. In order to win, a player must have 'mating potential'. This is defined as adequate
forces eventually to produce a position legally, possibly by 'helpmate', where an
opponent having the move cannot avoid being checkmated in one move. Thus two
knights and a king against a lone king is insufficient, but a rook and king against a
knight and king is sufficient.
E1. Each piece is indicated by the first letter, a capital letter, of its name. Example: K
= king, Q = queen, R = rook, B = bishop, N = knight. (In the case of the knight, for the
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E2. For the first letter of the name of a piece, each player is free to use the first
letter of the name which is commonly used in his country. Examples: F = fou (French
for bishop), L = loper (Dutch for bishop). In printed periodicals, the use of figurines for
the pieces is recommended.
E3. Pawns are not indicated by their first letter, but are recognized by the absence of
such a letter. Examples: e5, d4, a5.
E4. The eight files (from left to right for White and from right to left for Black) are
indicated by the small letters, a, b, c, d, e, f, g and h, respectively.
E5. The eight ranks (from bottom to top for White and from top to bottom for Black)
are numbered 1, 2, 3, 4, 5, 6, 7 and 8, respectively. Consequently, in the initial
position the white pieces and pawns are placed on the first and second ranks; the
black pieces and pawns on the eighth and seventh ranks.
E6. As a consequence of the previous rules, each of the sixty four squares is invariably
indicated by a unique combination of a letter and a number.
E7. Each move of a piece is indicated by (a) the first letter of the name of the piece in
question and (b) the square of arrival. There is no hyphen between (a) and (b).
Examples: Be5, Nf3, Rd1. In the case of pawns, only the square of arrival is indicated.
Examples: e5, d4, a5.
(a) the first letter of the name of the piece in question and
(b) the square of arrival.
Examples: Bxe5, Nxf3, Rxd1.
When a pawn makes a capture, not only the square of arrival but also the file of
departure must be indicated, followed by an x. Examples: dxe5, gxf3, axb5. In the
case of an "en passant" capture, the square of arrival is given as the square on which
the capturing pawn finally rests and "e.p." is appended to the notation.
E9. If two identical pieces can move to the same square, the piece that is moved is
indicated as follows:
(1) If both pieces are on the same rank: by
(a) the first letter of the name of the piece,
(b) the rank of the square of departure, and
(c) the square of arrival.
(2) If both pieces are on the same file: by
(a) the first letter of the name of the piece,
(b) the rank of the square of departure, and
(c) the square of arrival.
(3) If the pieces are on different ranks and files, method (1) is preferred. In the case
of capture, an x must be inserted between (b) and (c).
Examples:
(1) There are two knights, on the squares g1 and d2, and one of them moves to the
square f3: either Ngf3 or Ndf3, as the case may be.
(2) There are two knights, on the squares g5 and g1, and one of them moves to the
square f3: either N5f3 or N1f3, as the case may be.
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(3) There are two knights, on the squares h2 and d4, and one of them moves to the
square f3: either Nhf3 or Ndf3, as the case may be.
If a capture takes place on the square f3, the previous examples are changed by the
insertion of an x:
(1) either Ngxf3 or Ndxf3,
(2) either N5xf3 or N1xf3,
(3) either Nhxf3 or Ndxf3, as the case may be.
E10. If two pawns can capture the same piece or pawn of the opponent, the pawn
that is moved is indicated by
(a) the letter of the file of departure,
(b) an x,
(c) the square of arrival.
Example: If there are white pawns on squares c4 and e4 and a black pawn or piece on
the square d5, the notation for White's move is either cxd5 or exd5, as the case may
be.
E11. In the case of the promotion of a pawn, the actual pawn move is indicated,
followed immediately by the first letter of the new piece. Examples: d8Q, f8N, b1B,
g1R.
Essential Abbreviations:
0-0 : castling with rook h1 or rook h8 (kingside castling)
0-0-0 : castling with rook a1 or rook a8 (queenside castling)
x : captures
+ : check
++ : checkmate
e.p. : captures "en passant"
Sample game: 1.d4 Nf6 2.c4 e6 3.Nc3 Bb4 4.Bd2 0-0 5.e4 d5 6.exd5 exd5 7.cxd5 Bxc3
8.Bxc3 Nxd5 9.Nf3 b6 10.Qb3 Nxc3 11.bxc3 c5 12.Be2 cxd4 13.Nxd4 Re8 14.0-0 Nd7
15.a4 Nc5 16.Qb4 Bb7 17.a5 ... etc.
Tournament directors shall have the power to adapt the following rules according to
local circumstances. In competitive chess between sighted and visually handicapped
players (legally blind) either player may demand the use of two boards, the sighted
player using a normal board, the visually handicapped player using one specially
constructed.
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GENERAL RULES
1. The moves shall be announced clearly, repeated by the opponent, and executed on
his board. To make the announcement as clear as possible, the use of the following
names are suggested instead of the corresponding letters, the algebraic notation to be
used:
A~Anna B~Belia C~Ceasar D~David
E~Eva F~Felix G~Gustav H~Hector
Ranks from white to black receive the German numbers:
1~Eins 2~Zwei 3~Drei 4~Vier
5~Fuenf 6~Sechs 7~Sieben 8~Acht
Castling is announced "Lange Rochade" (German for long castling) and "Kurtze
Rochade" (German for short castling).
The pieces bear the names: Koenig, Dame, Turm, Laeufer, Springer, Bauer.
When promoting a pawn the player must announce which piece is chosen.
2. On the visually handicapped player's board a piece shall be considered "touched"
when it has been taken out of the securing aperture.
3. A move shall be considered "executed" when:
(a) In the case of capture, the captured piece has been removed from the board of
the player whose turn it is to move;
(b) A piece is placed into a different securing aperture;
(c) The move has been announced.
Only then shall the opponent's clock be started.
As far as points 2 and 3 are concerned the normal rules are valid for the sighted
player.
4. A specially constructed chess clock for the visually handicapped shall be admissible.
It shall incorporate the following features:
(a) A dial fitted with reinforced hands, with every five minutes marked with one dot,
and every fifteen minutes by two raised dots.
(b) A flag that can be easily felt. Care should be taken that the flag is so arranged as
to allow the player to feel the minute hand during the last five minutes of the full hour.
5. The visually handicapped player must keep score of the game in Braille, or longhand,
or record the moves on a tape recorder.
6. A slip of the tongue in the announcement of a move must be corrected immediately
and before the clock of the opponent is started.
7. If during a game different positions arise on the two boards, they must be corrected
with the assistance of the controller, and by consulting both players' game scores. If
the two game scores correspond with each other, the player who has written the
correct move, but executed the wrong one, must adjust his position to correspond
with the move on the game scores.
8. If, when such differences occur and the game scores are found to differ, the moves
shall be retracted to the point where the two scores agree, and the controller shall
readjust the clocks accordingly.
9. The visually handicapped player shall have the right to make use of an assistant
who shall have any or all of the following duties:
(a) Make either player's move on the board of the opponent.
(b) Announce the moves of both players.
(c) Keep the game score of the visually handicapped player and start his opponent's
clock (Note Rule 3.c).
(d) Inform the visually handicapped player, only at his request, of the number of
moves completed, and the time used up by both players.
(e) Claim the game in cases where the time limit has been exceeded and inform the
controller when the sighted player has touched one of his pieces.
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(f) Carry out the necessary formalities in case the game is adjourned.
10. If the visually handicapped player does not make use of an assistant, the sighted
player may make use of one who shall carry out the duties mentioned under points (9.
a) and (9.b).
IBSA Technical Rulebook Chess
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Index 369
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ChessBase 2017
Index 371
Start 9
-R- Startscreen 331
Suggestion 98
Rated games 128 Switch off engine 301
Rating List Engine Cloud 269 Symbol Palette 288
Recent Databases 145 Syzygy EGTB 326
Reference database 340 Syzygy table bases 317
Renting of a Cloud Engine for a fixed price 249
Renting of a Cloud Engine with an auction 249 -T-
Replace Game 164
Ribbons 27 Team Index 156
right mouse button 84 Test set 314
Rookie 98 Text commentary 287
The Analysis board 208
-S- The move list 351
The starting screen 12
Save and load layouts 47 Thematic chess 282
Save Game 161 Theme Blitz 282
Save Mask Annotators/Team 167 Theme Keys 159
Saving games 164 Threat 113
ScorpioCache 317 Time control 116
ScorpioPath 317 Time difference 70
Search booster 177 Toolbar in the notation 294
Search for game commentary 173 Tournament Index 155
Search for medals 175 Tournament move 67, 133, 139
Search for names, tournaments, etc. 170 Training 22, 54, 95, 277, 278, 283
Search for Time Controls 176
Server Engine-Cloud.com 234 -U-
Set UCI Priority 304
Setting Cloud Engine 263 UCI Engines 302
Settings 301 Use of Cloud Engines Hints 252
Settings Hardware Configuration Cloud 264 User Info 58
Settings Ignored Users 267 User Information 222
Settings Private Users 267 user license of the software 263
Settings Revenue 265 Using a Cloud Engine privately 241
Shared Analysis 203 Using the LiveBook as the Openings Book 226
Shootout 200
Show Plans 208 -V-
Simple games 118
Slider 35 Value of the pieces 24
Smart CPU usage 300 Variation board 210
Soft Probe Depth (for Gaviota or Scorpio) 317 various symbols to the left of the engines name
Solve Test Sets with Cloudengines 260 235
Sorting by columns 152 Visualize Search 208
Spoken comments via microphone 294
Standard layouts 33
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-W-
What difference does the power of my computer
make? 232
What do the two diagrams in the LiveBook window
mean? 233
What does Let`s Check cost? 232
What engines are allowed? 232
Which Hash Size? 342
Why does the progress bar often jump back after
reaching 100%? 220
Window Pane Icons 34, 78
Windows 59
Windows Vista 330
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