ChessTempo Manual
ChessTempo Manual
ChessTempo Manual
Chess Tempo
Table of Contents
1. Introduction ................................................................................................................... 1 The Chess Tempo Board ............................................................................................. 1 Piece Movement ................................................................................................. 1 Navigation Buttons ............................................................................................. 1 Other Buttons ............................................................................................................ 2 Play Position vs Computer Button ................................................................................. 3 2. Tactics Training .............................................................................................................. 4 Blitz versus Standard .................................................................................................. 4 Blitz Mode ........................................................................................................ 4 Standard Mode ................................................................................................... 4 Alternatives ............................................................................................................... 4 Rating System ............................................................................................................ 5 Standard Rating .................................................................................................. 5 Blitz Rating ....................................................................................................... 5 Duplicate Problem Rating Adjustment .................................................................... 6 Screen Controls .......................................................................................................... 6 3. Endgame Training ........................................................................................................... 7 Theory Mode ............................................................................................................. 7 Practice Mode ............................................................................................................ 7 Rating System ............................................................................................................ 7 Endgame Played Move List .......................................................................................... 8 Endgame Legal Move List ........................................................................................... 8 Endgame Blitz Mode .................................................................................................. 8 Play Best .................................................................................................................. 9 Screen Controls .......................................................................................................... 9 4. Chess Database ............................................................................................................. 10 Opening Explorer ...................................................................................................... 10 Candidate Move Stats ........................................................................................ 11 White Win/Draw/Black Win Percentages .............................................................. 12 Filtering/Searching and the Opening Explorer ........................................................ 12 Explorer Stats Options ....................................................................................... 12 Related Openings .............................................................................................. 12 Game Search ............................................................................................................ 13 Results List ...................................................................................................... 13 Quick Search ................................................................................................... 13 Advanced Search .............................................................................................. 14 Game Details Search ................................................................................. 14 Material Search ........................................................................................ 16 Games for Position ................................................................................................... 18 Players List .............................................................................................................. 19 Player Search ................................................................................................... 19 Player Table .................................................................................................... 19 Openings List ........................................................................................................... 20 Openings Search ............................................................................................... 20 Openings Table ................................................................................................ 20 Player Details Page ................................................................................................... 21 Comments ....................................................................................................... 21 Rating Graph ................................................................................................... 21 Opening Stats ................................................................................................... 21 Repertoire Selector ............................................................................................ 21 Opening Details Page ................................................................................................ 22
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Comments ....................................................................................................... Opening Popularity Graph .................................................................................. Game Details ........................................................................................................... Game Data ...................................................................................................... Move List ........................................................................................................ Current Opening ............................................................................................... Game Actions .................................................................................................. Permanent Link ................................................................................................ Material Graph ................................................................................................. Game Comments .............................................................................................. Database Subset Selector ............................................................................................ Filter Impact Selector ................................................................................................ Database Related Board Buttons .................................................................................. 5. Comment System .......................................................................................................... Adding a New Comment ............................................................................................ Comment Voting ...................................................................................................... Comment Boards ...................................................................................................... Editing and Deleting Comments .................................................................................. My Comments .......................................................................................................... 6. Problem Search and Custom Problem Sets ......................................................................... Basic Search ............................................................................................................ Advanced Search ...................................................................................................... Advanced Search - Problem Features ................................................................... Advanced Search - Attempts Criteria .................................................................... Advanced Search - Ordering Options ................................................................... Advanced Search - Source Game Criteria ...................................................................... Creating Custom Problem Sets .................................................................................... Spaced Repetition Custom Sets ................................................................................... Spaced Repetition Options .................................................................................. Managing Custom Problem Sets .................................................................................. Creating Merged Problem Sets .................................................................................... 7. Problem Tagging ........................................................................................................... Tag Display ............................................................................................................. Tag Voting .............................................................................................................. Needs More Moves and Different Opponent Move Tags .................................................. Custom Tags ............................................................................................................ 8. User Preferences ........................................................................................................... Problem Set ............................................................................................................. All Boards ............................................................................................................... Problem Board ......................................................................................................... Analysis Board ......................................................................................................... Game Database ........................................................................................................ Play Computer ......................................................................................................... Other ...................................................................................................................... 9. My Stats ...................................................................................................................... Statistics Summary .................................................................................................... Rated Stats Summary ........................................................................................ Activity Calendar .............................................................................................. Problem History ............................................................................................... Problem History Filter and Summary Statistics ............................................... Tactics Stats ............................................................................................................ Endgame Stats .......................................................................................................... 10. Analysis Board ........................................................................................................... 11. Engine Analysis ..........................................................................................................
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Engine Settings ........................................................................................................ Analysis Panel .......................................................................................................... Engine Lines Display ................................................................................................ Annotate Game using Chess Engine ............................................................................. Potential Problems using Engine Analysis ..................................................................... 12. Student/Coach Relationships .......................................................................................... Nominating a Coach .................................................................................................. Coach Access to Student Stats .................................................................................... Coach Access to Student Preferences ........................................................................... Coach Assigned Problem Sets ..................................................................................... 13. Play Online ................................................................................................................ Starting a new Game ................................................................................................. Challenge Dialog ...................................................................................................... Users List ................................................................................................................ Seeks List ................................................................................................................ Friends List ............................................................................................................. All Games List ......................................................................................................... My Games Browser .................................................................................................. Events List .............................................................................................................. Game Play Interface .................................................................................................. Game Board .................................................................................................... Game Board Settings ................................................................................. Game Clocks ........................................................................................... Move List ................................................................................................ Game Chat .............................................................................................. Game Actions .......................................................................................... Online Players List ................................................................................................... Online Playing Game Archive and Stats Page ................................................................ Online Playing Rating Types ...................................................................................... 14. Play against Computer .................................................................................................. Play Game against the computer .................................................................................. Play Position against the computer ............................................................................... 15. PGN Viewer BETA version .......................................................................................... Feature Summary ...................................................................................................... Keyboard Bindings ................................................................................................... Comment Markup Annotations .................................................................................... Arrows ............................................................................................................ Square Colouring .............................................................................................. Mini Boards ..................................................................................................... Variation Folding ...................................................................................................... Annotation Window .................................................................................................. Using the PGN Viewer on your own site ...................................................................... A. Problem Comment Guidelines ........................................................................................
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Chapter 1. Introduction
The Chess Tempo Board ..................................................................................................... Piece Movement ......................................................................................................... Navigation Buttons ..................................................................................................... Other Buttons .................................................................................................................... Play Position vs Computer Button ......................................................................................... 1 1 1 2 3
Welcome to the Chess Tempo User Guide. This document is designed to give instructions on all aspects of the Chess Tempo site. Some of the features described in this guide are only available to Premium members of the site. To see more information on which membership levels have access to a particular feature, please see the Membership Description Page [http://chesstempo.com/memberships.html].
Piece Movement
There are two methods of piece movement available, drag and drop and click and click. By default both are available and you can freely alternate between them. Drag and Drop Drag and Drop piece movement works by clicking on the piece you want to move, keeping the mouse button down, and moving the piece to its destination, before releasing the mouse button. If you change your mind during piece movement, you can return the piece to its start position and release it there (no touch-move on Chess Tempo :-) ). If you are uncertain where the piece started, and want to cancel the move, then drop the piece outside of the board boundaries and the piece will snap back to its original location.
Note
The location the piece will be dropped is where the mouse pointer is located, not the centre of the piece. This is important to keep in mind to avoid mouse slips , especially if you have dragged the piece from the corner instead of the middle of the piece. The get feedback on which square the piece will be dropped on consider turning on the Highlight Drop Square option. Click and Click Click and Click piece movement works using two separate clicks to select the piece to move and its destination square. If a piece has been selected, it can be deselected by either clicking again on the piece, or clicking or a different piece of the same colour (which will then select the second piece).
Navigation Buttons
The navigation buttons allow you to move through the available moves on the board. The following navigation buttons are available:
Introduction
Jump to Start
Jump to the start of the move list, this sets up the board in the position before the first move has been played. For tactic and endgame boards, this also animates the opponent "pre-move", that sets up the position at the start of the problem. Go back one move.
Back Go forward one move. Forward Jump to End Go to end of move list, this brings you to the position AFTER the last move was played. Auto play the current moves , starting with the next move from the current position. Unless the stop button is clicked, play will continue until the end of the move list (or variation) is reached. Stop auto playing moves. Stop
Play
Other Buttons
Launch Analysis Board Launch analysis board using the current board position as the start position, and the following moves from the current position as the initial analysis move list. If you want all the board moves to be loaded into the analysis board then use the Jump to Start button before clicking the launch analysis board button. See the Analysis Board section of the manual for more details. The Copy FEN button allows you to view and copy the FEN description of the current position, which can then be pasted into other applications, or other parts of the Chess Tempo site that accept FEN strings as input. The dialog which shows the FEN, will also show a 'copy to comment' button, it is relevant to the context. The 'copy to comment' button allows you to create a static image of the current board position in a comment.
Copy FEN
Note
FEN strings are a format used in most chess software as a shortcut for describing a particular position in a game. It holds information on the piece configuration, move number, castling status, colour to move, and information required to process en-passant captures and adjudicate the 50 move rule. You don't need to understand the actual format to make use of the notation, as most chess software will have a way of accepting FEN strings as input, and producing them as output. A common use of FEN strings is to setup a position you have seen on Chess Tempo in your own chess engine, in order to do further analysis of the position on your own computer.
Introduction
Chess Tempo tactics training allows you to test and train your tactical ability. Tactical positions from real games are shown , and you are expected to find the best moves leading to an advantageous tactical outcome. Where possible, the moves will match those played in the source game, however if the opponent played sub-optimal moves or resigned, then the best computer moves will be played instead. Rated training modes provide you with a tactics rating which can be used to track progress, as well target problems at your current ability level.
Blitz Mode
'Blitz' mode is a training mode that emphasizes speed, and is useful for seeing a large number of positions, which assists in learning tactical patterns, a very important part of improving tactical strength. In Blitz mode, your rating adjustment is partly determined by how quickly you are able to solve problems.
Standard Mode
'Standard' mode is a tactics training mode that allows you to take as much time as you like on each problem. Standard mode is suitable for calculation practice, and gives you a chance to see harder problems, that require more thought and deeper calculation than you will see in blitz mode. In Standard mode, your rating adjustment is based only on whether you get the problem correct. Time taken is shown on the screen, and recorded in your results, however it is ignored for rating adjustment purposes.
Alternatives
Some tactical positions have moves, which are good, but are not deemed to be the 'best'. When this occurs, you will receive a 'try again' message, and you'll be given another chance to find the 'best' move. The reason the problem set includes positions with these alternative winning moves is because it is important to provide training in as many real game situations as possible. Real games often have positions where you need to choose between multiple good moves, and so it is important that training includes such
Tactics Training
positions. Positions where two moves are given the same computer evaluation will not be used, so one should always be better than all others (at least from a computer evaluation perspective).
Rating System
Standard Rating .................................................................................................................. 5 Blitz Rating ....................................................................................................................... 5 Duplicate Problem Rating Adjustment .................................................................................... 6 The Chess Tempo rating system for tactics and endgames is based on the Glicko Rating System [http:// en.wikipedia.org/wiki/Glicko_rating_system]. Problems and Users are both given ratings and the user and problem rating are updated in a manner similar to the updates made after two players have played a game against each other. Generally, if you get a problem correct, the problem rating goes down , and your own rating goes up, and the opposite will occur if you get a problem wrong.
Standard Rating
The rating adjustment for standard mode tactics is the same as that outlined above , correct problems will give you a full 1-0 result, with you gaining points, and the problem losing points. Problems you get wrong will give a 0-1 result, with you losing rating points, and the problem gaining rating points. Time is not part of the standard rating adjustment.
Blitz Rating
Unlike standard ratings, blitz ratings do use the time taken as part of the rating adjustment. This means if you take too long to solve a problem, you may lose rating points, even if you get the problem correct. Usually chess results come in three varieties, 1-0, 0-1 or 0.5-0.5, however the blitz rating system extends this to have values other than 0,1 and 0.5 as results, so for example a 0.25-0.75 result is possible, and when this result was fed into the Glicko rating system it would produce a rating adjustment that was worse than a draw, but better than a complete loss. The blitz rating system adjusts results in this way to account for time taken during the problem. When you solve a blitz problem, you are competing against the average solve time of all users who got that problem correct. If you solve the problem faster than 1 standard deviation from the average solve time, then you get a solving bonus and instead of a 1-0 result, you are given the equivalent of a 1.25-0 result. If you solve slower than this, but faster than the average time, then you receive a full 1-0 result. If however you solve the problem less than the average time, then you receive a result proportionate to how much slower you took compared to the average. So for example if you took 20 seconds, and the average was 10 seconds you will receive a 0.5-0.5 result. As your solve time increases, your result will approach zero, for example if you take 40 seconds and the average was 10 seconds, then you will receive a 0.25-0.75 result. Incorrect problems in blitz mode get a standard 0-1 result, where you lose rating points, and the problem gains them in the same manner as a normal loss. Note that blitz problems can gain points when you get a problem correct, as they receive 1 minus whatever value you receive as a result (with a minimum of 0), so as shown above if you receive a 0.25 result, your opponent will receive 0.75.
Note
To discourage guessing, and incremental solving, blitz problems also take account of time taken after the first move and ads an extra penalty for time taken after the first move. Essentially time taken after the first move is counted twice when accounting for total time taken. So a solve time of 10 seconds where 5 of those seconds were on the moves after the first, the total time used to calculate your rating adjustment would be 15 seconds (10 seconds + 5 seconds).
Tactics Training
Screen Controls
Next Problem This jumps to the next problem. It is only required if you don't have automatic continue to next problem options set. The button is disabled until after the problem is over, so if you want to skip the problem, you will need to use the "Give Up" button first. The Give Up button allows you to finish the current problem without playing any further moves. You will be marked as failing the problem, and your rating will be adjusted accordingly.
Give Up
The Chess Tempo endgame training allows you to play through endgame positions, trying to find the fastest way to mate. Often you do not have to play all the way to actual mate, as converting to a more easily won endgame (by capture or promotion) is usually enough, although if a quick mate is available after conversion, then you may be asked to play it. Promotion or capture may not always cause the problem to finish if it was deemed that the opponent still had threats that needed to be dealt with, for example when the opponent had very advanced pawns , the problem may not end until you have neutralized the promotion threat. All endgame problems start from positions that appeared in real games.
Theory Mode
Theory mode forces you to play the fastest line to mate, if you play a move that is not one of the moves that leads most quickly to mate (and there may be more than one), then you will be asked to try again. This will continue until you find one of the fastest mating moves, or you play a move which loses or draws, at which point the problem will end and you will be marked incorrect. This process will continue until you have either failed, or reached the end of the problem. The main purpose of theory mode is to be shown the optimal mating line, and as such is useful for endgames where you may not know how to mate at all.
Practice Mode
Endgame practice mode differs from theory mode, in that it does not force you to follow the optimal line. You can play any move you like, including moves which dramatically increase the number of moves required to mate. Practice mode can be useful for practicing endgames in a manner closer to how you would play over the board, and can be less frustrating than being forced to play optimal moves at each point. However practice mode can also be quite difficult in endgames you don't yet understand well, as it can be hard to get closer to mate when you are not forced to play optimal moves.
Rating System
The rating system for endgames is similar to that used in the tactic problems, the Glicko rating system is used to rate both endgame problems and players. For failed attempts rating adjustments are done based on a straightforward 0-1 result. Your rating adjustment for successful rating attempts depends on how many optimal moves you played before completing the problem. For practice mode, successful rating adjustments are based on how much longer your number of moves was than the fastest number of moves. If you play the optimal move at each point then you will receive a full 1-0 result. However Theory mode rating adjustments for successful attempts are similar to practice mode, except that instead of total moves played impacting the outcome, it is the extra moves that would have been used if the longer moves had been allowed. For positions where you attempt to play more than one sub-optimal move, the move with the longest length to mate is used for rating purposes.
Endgame Training
Note
The endgame training tool currently uses the shortest distance to mate as the measurement of best moves. This means that to make perfect play, all your moves must lead to the quickest mate. This can sometimes lead to situations where the most obvious move (for example promoting or taking an opponent's piece) may not always be the quickest way to mate. In these situations the server will treat takes or promotions as equivalent to the shortest mating move (as long as capture or promotion doesn't extend the length of the shortest mate by more than 2 moves). In addition, moves that might not immediately take a piece or promote, but may lead to a take or promotion on the next move will also be allowed as long as the total sequence doesn't increase the moves to win by more than 3 moves. In the future, distance to conversion endgame tables will also be used, and this will allow a larger set of these "not shortest but still practical moves" to be allowed.
Note
No matter how sub-optimal your solution, or how many times you use the "Play Best" button, you will never lose more points that you would if the problem is marked wrong.
Note
The result notification for correct endgames has two extra lines. The first line shows the number of moves, and then in brackets the number of extra moves. The second line shows you the score you received, 50% means you received a result equivalent to a draw, i.e. 0.5-0.5, 25% means you received closer to a loss (or 0.25-0.75), and 100% means you received maximum points (i.e. the equivalent of a 1-0 result). After the percentage score, the actual number of moves you were punished for is also shown. Where you played sub-optimal , but allowed moves such as slightly longer moves that promoted or took a piece, this value may be smaller than the total number of sub-optimal moves shown on the number of moves line.
Endgame Training
The "Blitz" button allows you to take the option of solving endgame problems under the clock. The "Blitz" button is intended for use on endgames which you feel may be easy to mate , but not easy to play perfectly. After clicking the "Blitz" button, the clock changes to a count down timer and you have until the clock reaches zero to solve the problem. Similar to Practice mode (irrespective of whether you were in Theory or Practice mode to start with), you are able to make any move you like (as long as it is still winning). You will not be punished for moves that take longer than the shortest path to mate. If you solve the problem within the time limit, you will get full points for getting the problem correct. There are no rewards for fast times, you will be marked the same if you have 1 second left on the clock or 50 seconds. If you run out of time, get the problem wrong, or reach a drawn position then you will marked incorrect. You can only choose to blitz a problem before your first move. The number of seconds you have to solve the problem is defined by the function MAXIMUM(60,DTM*3.0+10) where DTM = Depth to mate. The time used before you press the blitz button is also included in the time allowed, so the longer you take to press the blitz button, the less time you will have to solve the problem once the clock starts counting down. When using the blitz button you are required to mate the opponent, currently there is no pruning done when using the blitz option.
Play Best
The "Play Best" button plays the best move for you in the current position. However there will be a large penalty for using the button, so be careful how often you use it. Each time you use "Play Best" there will be a certain number of moves added to your "sub-optimal" move count (used in calculating your rating if you succeed). The penalty for using "Play Best" will be a minimum of 10 moves. If you have made any previous attempts then the penalty will be the longest attempt you had made already for the current position plus an extra 5 move penalty (or 10 moves if this number is still less than 10). The purpose of "Play Best" is to provide an alternative to completely giving up, and thus to allow you a chance to learn more about a position which you may otherwise feel completely lost in.
Screen Controls
The Chess Tempo database allows users to research openings and endgames, and study the games of the great Grandmasters. Powerful search and filtering features are provided to control which games are included in your opening research, or to help you find and study games of interest.
Opening Explorer
Candidate Move Stats ........................................................................................................ White Win/Draw/Black Win Percentages .............................................................................. Filtering/Searching and the Opening Explorer ........................................................................ Explorer Stats Options ....................................................................................................... Related Openings .............................................................................................................. 11 12 12 12 12
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Chess Database
The Opening Explorer provides a way of studying the popularity and performance of different opening moves. The opening explorer allows you to play through opening lines, with statistics provided on all the moves, indicating how they have performed when played by others. The figure below shows an example of the opening explorer in action:
You can interact with the opening explorer by making moves on the board, or by clicking one of the candidate moves. If you are playing through the moves in an actual game, the explorer will also be active, and will show the stats for the current position in the game.
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Chess Database
can be used to see moves that lead to positions where the players of the move perform above or below their average rating.
Note
White has a natural advantage in the opening, so white moves are more likely to receive green colouring than black moves. This factor should be considered when interpreting performance rating based colouring.
Note
The order of white/draw/black is the same irrespective of whose turn to move it was, i.e. white's win percentage is always shown first, even if it is black to play.
Note
Currently, material search criteria will be ignored in Opening Explorer filtering.
Related Openings
Related openings shows a list of the openings that contain the current position. This display is transposition aware, so it will show openings that contain the current position, even if the move sequence in the move list is different from the opening's actual move sequence. As the number of openings can be very large for some positions, it is suggested you only have this panel open when needed, as downloading the information can slow down other operations.
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Chess Database
Note
The initial board position will not show any related openings, if you wish to see a list of all openings, the Openings List [http://chesstempo.com/chess-openings.html] page is the best place to see them.
Game Search
Results List ...................................................................................................................... Quick Search ................................................................................................................... Advanced Search .............................................................................................................. Game Details Search ................................................................................................. Material Search ........................................................................................................ 13 13 14 14 16
Game search serves two purposes, it allows you to find games meeting a particular criteria, but it also allows you to control which games are processed when displaying the opening explorer stats.
Results List
The search results are displayed under the search filter. You can sort most of the columns by clicking on the column headings, the sort order can be reversed but clicking on the column header a second time. There are three icons shown in the first column: Download PGN Open Game in New Window Open Game in Current Window The first icon on the left allows you to download the the PGN of the game. The middle button allows you to open the game in a new pop-up window. The last button on the right allows you to load the game into the existing page.
Note
When opening a game in the current window, the search results will remain, but any previous game and lines will be replaced with the new game, and there is currently no way of returning back to them, so if you have lines in the move list you still want to refer to, open in new window button is the best option. If you click on any of the other links in the results list, they will take you to the relevant player or opening shown in the link.
Quick Search
Quick Search allows you to rapidly enter simple search criteria, without having to use the more complicated advanced search panel. Search criteria supported in quick search includes: Year Year Range ECO ECO Range Any 4 digits e.g. 2007 Two years separated by a hyphen, e.g. 2007-2009. All games played within the years will be matched. Any ECO code, e.g. B52 Two ECO codes separated by a hyphen, e.g. B52-B56. This will search for all games with openings within the ECO range.
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Chess Database
A 4 digit number with a + at the end, e.g. 2500+, would match games where one of the player's rating is 2500 or higher. Any string preceded by the word event: will matches games in events containing the following word. For example event:Corus. If you want to match more than one word then you will need to put the words in quotes, for example: event:"World Championship" Any string preceded by the word site: will match all games played at sites that match the following word, for example: site:London. Again, if you want to match more than one word them quotes are required, for example: site:"New York". Any string preceded by the word opening: will match all games that used the specified opening, for example: opening:Sicilian. Again, if you want to match more than one word them quotes are required, for example: opening:"Sicilian Dragon". The name of a player, playing either white or black in a game. There is no special syntax for player names, you can simply type them directly, e.g. Kasparov. The names of a pair of players playing each other. 'vs.', 'v' and 'vs' will also work as replacements for 'versus'. Versus can also be left out, as long as the result is not a player name for example Kasparov Karpov is equivalent to Kasparov versus Karpov. Order of names is not important here, so Kasparov versus Karpov will return games where both Karpov and Kasparov had the white pieces.
Site
Opening Name
Player Name
Advanced Search
Game Details Search ......................................................................................................... 14 Material Search ................................................................................................................ 16 Advanced search allows more explicit control over search criteria than is provided under Quick Search, and also allows access to some search features not made available via Quick Search. When the database page is first loaded, the advanced search is hidden, to show the advanced search fields, click on the Advanced Search link.
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Chess Database
G Kasparov Kasparov, Garry Kasparov, G Some player names are given aliases, so for example 'Gary Kasparov' will be equivalent to 'Garry Kasparov'. Several names can be added using semi-colons as separators for example: Kasparov;Carlsen, will return games played by one of Kasparov and Carlsen (but not necessarily against each other). Player Rating The rating range of the players to match. If no player names are specified, this will match all players with this rating range. The colour of the pieces played by the player. There doesn't need to be a player name entered for this to apply, for example if a rating range is entered and 'white' is chosen as the piece colour, then it will apply the rating range to games where the white player had the rating range specified, instead of either player. Similarly, if a colour is selected here and an opponent player name is entered, then the opponent name will only be matched against games where the opponent played with the opposite colour to the one specified. Specifies the outcome of the game from the first player's perspective. So for example if you enter Kasparov as the player name, and Karpov as the opponent player name and select 'Win' as the result, then you will search for all games where Kasparov beat Karpov. If you also select the piece colour , for example 'black' then you will return all games Kasparov beat Karpov where Kasparov played the black pieces. To search for any games where Kasparov won as black , you can select Kasparov as the player name, piece colour as 'black' and result as 'win', leaving the opponent name fields blank. Another example of a result based search is to look for games where Kasparov lost to players under 2500. This would require choosing Kasparov as the player name, choosing 'Loss' as the result and entering 0 and 2500 for the min/max rating for the opponent rating. Result's do not have to have player names entered, for example using setting result to 'Win' and piece colour 'Black' would return all games in the database where black won. The name of the opponent. It is important to remember that player versus opponent name is not the same as white versus black player name. The player and opponent names are colour neutral unless the 'piece colour' option has been selected, so entering Kasparov as the player name and Karpov as the opponent name will return all games between Kasparov and Karpov, irrespective of which colour pieces each player had. Rating range of the opponent. Like player rating range, this does not require an opponent name to have been entered, leaving opponent name blank and entering in values for the opponent rating will match all games with opponents within the rating range.
Piece Colour
Result
Opponent Name
Opponent Rating
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Chess Database
Year
Year - Range of years in which matching games must have been played. The total number of moves in the matching games. This value is in terms of half moves (also known as ply), so 1.e4 e5 2.Nf3 would be 3 moves. The name of the event that the matching games were played in. Multiple event names may be entered by separating them with the semi-colon character. The name of the event that the matching games were played in, again a semi-colon can be used to separate multiple site names. The name of the opening in each game to be matched, multiple openings can be entered by using a semi-colon to separate the names. The ECO codes of matching games, multiple ECO codes can be separated with a semi-colon, or eco ranges can be entered , for example E90-E92.
# Moves
Event
Site
Opening Name
ECO Code(s)
Material Search
Material search allows you to search for particular material configurations on the board. This is especially useful for finding endgame positions to study, but can also be used for other purposes, such as using material value differences to find games involving sacrifices.
Note
Material search results will have game link buttons that will go to the first position in the game which matched the material criteria. Only the first matching position in each game will be returned in the results, even if there was a matching position later in the game with the colour of the matched pieces reversed.
Material Counts
Material counts allow you to specify a position with a certain number of pieces of each type on the board. You can specify an exact number of pieces or a range of number of pieces. An exact count is specified by setting the minimum and maximum to the same value. Pieces types that don't have a count, or count range specified are treated as 'wildcards', that is any number of that piece type are allowed. Piece counts can be adjusted in several ways: Text Entry Directly entering the minimum or maximum values into the text box next to the piece. Clicking the up or down arrows next to each minimum or maximum box will increase or decrease the count. Clicking the piece icon either resets the min/max to 1, or if the min and max are already the same value it will increment them both. For example if a count range of 2-3 had been entered, then clicking on the piece icon will reset the count to exactly 1, subsequent clicks would increment both the min and max so the next click would create an exact count of 2, and the next 3 etc. If the count was already at an exact
Up/Down Arrows
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Chess Database
number (i.e. min/max the same value) then clicking will continue to increment both the min and max. Zero Button Clicking on the Zero Button sets the count to zero, such that only positions with none of that type of piece will be matched. Cancel Clicking on the Cancel Button will reset the count to the default. The default is the wildcard setting, which will match any number of the piece. In addition to each piece type there is also a 'Minor' piece type and a 'Value' type. 'Minor' pieces is a type which covers counts for both bishops and knights, so a count range of 1 to 2 here means you could have 1 bishop, 1 knight, 2 bishops , 2 knights, or just a bishop and a knight. The 'Value' count lets you search based on a count of material value, using the traditional values of: Pawn - 1 Knight - 3 Bishop - 3 Rook - 5 Queen - 9 Kings are not counted in the 'Value' count, and therefore have effective value of zero for Value counts.
Note
When using 'Minor' piece search criteria you need to make sure you are not creating separate Bishop and Knight criteria that would clash with the 'Minor' piece specifications, otherwise you may not receive the results you expect, for example asking for 0 Knights and Bishops, but also asking for 2 Minor pieces will lead to incorrect results.
Material Difference
Material Difference ranges allow you to specify the material in relative difference to the opponent, rather than in absolute terms. So for example a material difference range of -2 for the pawns, means that the player is down 2 pawns compared to the opponent. This is often more flexible than using exact counts, as it covers all such situations rather than just one particular case, i.e. rather than just specifying a player pawn count of 6 and an opponent pawn count of 8, a pawn difference search of -2 includes all of player 0 pawns and opponent 2 pawns, player 1 pawn and opponent 3 pawns etc. Material difference searches allow you to search for particular material inbalances on the board, for example by specifying an exact material difference in minor pieces of -1, and rooks +1 you can find positions where one side has won the exchange. You could also add a pawn difference range to this search of -2 to -1 to find won exchanges where the opponent was given 1 to 2 pawns in compensation. Material differences can also be combined with exact material counts, so for example an exchange winning difference search could be combined with an exact count of zero for queens for both player and opponent , to find positions where the exchange was one and both queens are off the board.
Stability Length
Stability length specifies the number of ply (half moves) that the position must be stable for in order to match the search. The default value is two, which means the material situation must match the criteria
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and remain stable for at least the move on which the material balance occurred and after the subsequent opponent move.
Note
Stability length applies to the entire position, not just the material specified in the search. This means that if for example, you specify an exact match of 1 queen for each player, and a stability length of 4, this will not match a position with 2 queens on the board for 4 moves, if during those moves any other pieces are taken. It will only match positions where there was 2 queens on the board, and the total material on the board remains the same for 4 moves.
Note
Bishop square selections should be consistent with the material specified. For example, asking for 2 bishops on each side, and specifying same colour bishops doesn't make sense. The square colour options are only relevant to situations where there is only one bishop on each side.
Endgame Selector
It can sometimes be time consuming to set up a material search for a particular endgame type you are interested in. To make common endgame searches easier to perform, a quick endgame selector is provided at the top of the material search tab. The endgames are categorized using the same chapter and section divisions used in Reuben Fine's Basic Chess Endings.
Note
The endgame selector creates the relevant material search fields to match the endgame description. Even if a specific endgame you want to find is not in the endgame selector, choosing the closest available endgame in the selector and then tweaking the material search criteria may be much faster than creating a search from the initial default search criteria.
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The Games for Position list, is particularly useful in conjunction with the opening explorer, and can be used to study example master games that followed the current opening line. Like the game search results table, most columns can be sorted by clicking on the relevant column header. See the Results List section of the user guide for more information on the columns returned in the Games for Position results.
Players List
Player Search ................................................................................................................... 19 Player Table .................................................................................................................... 19 The Player List page [http://chesstempo.com/chess-players.html] allows you to search for a particular player. It can also be used to identify the top players, as well as the top players by country, gender, rating range, or a particular period in history.
Player Search
You can search for players based on the following criteria: Player Names(s) The player names you want to search for. You can enter multiple names by separating them with semi colons, for example: Kasparov;Karpov Player name auto-complete will be triggered after at least 3 letters have been entered. Auto-complete displays the player names that match the letters types. You can click on the player name to choose the relevant player , or continue to type letters to further refine the choices. FIDE Id(s) The FIDE ids of the player players you wish to search for, multiple IDs should be separated by the ';' character, for example: 4100018;600024 The minimum and maximum rating for the players you want to match. This matches the player's most recent rating. The minimum number of games a player must have played in order to match the search. The minimum and maximum year range that the player last played a game. This can be used to look at top players in a particular time period. If you want to see the top players currently active, then you can restrict this range to the current year. The gender of the players that will be matched by the search. This criteria can be used to show the top male or female users. The chess federation of the country the matched players are currently playing under. These are three letter codes such as RUS,USA,POL etc. Multiple federation codes can be entered by separating them with semicolons, for example: RUS;USA
Rating
Gender
Federation Code(s)
Player Table
The player table includes the following columns: Name The name of the player, in "lastName, firstName" format.
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The date of the most recent game played by the player in the database. The chess federation the player most recently played for. The maximum rating achieved by the player. The most recent rating the player has achieved. The total number of games by the player that are stored in the database.
All columns except the country column can be sorted by clicking on the column heading.
Openings List
Openings Search ............................................................................................................... 20 Openings Table ................................................................................................................ 20 The Openings List [http://chesstempo.com/chess-openings.html] allows you to browse the openings stored in the database, searching and sorting the openings by a number of different criteria.
Openings Search
You can search for openings based on the following criteria: Piece Colour Minimum Games Played Opening Name(s) The colour of the last player to move in an opening line, in other words, the piece colour of the player, that chose this particular line. The minimum number of games that must have been played in the opening for it to appear in the search results. The name of the opening(s) to search for. Multiple opening names can be entered by separating them with a semi-colon. You don't need to enter for the full name of the opening for it to match, for example entering Dragon will match the standard Sicilian dragon, as well as the accelerated dragon. The ECO code of the openings you wish to see. Multiple ECO codes can be entered by separating them with semi-colons. ECO ranges can also be entered in the format B50-B56. Multiple ranges can also be entered such as B50-B56;B60-B70.
ECO Code(s)
Openings Table
Opening Colour Num Games ECO Last Played Perf Rating Avg Player Player Win % The name of the opening. The colour of the pieces played by the last player to move in the opening line. The total number of games that used this opening. The ECO classification for this opening. The date this opening was most recently played. The performance rating for this opening. This is the performance rating of all the games this rating was played in. The average rating of players who choose to play this opening. The total % of games in which the player who choose this opening won.
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The total % of games in which this opening was played that led to a draw. The total % of games in which the player who choose this opening lost (i.e. their opponent won). The moves which define this opening.
Note
Because opening tagging is transposition aware, it is possible for a game to be tagged with an opening, without using the exact move sequence listed.
The player details page shows information relevant to a particular player. Each player who has played a game stored in the database has a player details page. There are several ways of reaching a player page, by clicking a player link on the player page, by clicking on a player link in a game search results or games for position list, or by going directly to the web address which links to the player page via a bookmark, or link posted on another web page.
Comments
The comments tab allows you to read and add comments relevant to a particular player.
Rating Graph
The player rating graph shows how the player's rating has changed over time.
Opening Stats
The player opening stats shows the most frequently played openings for the player with the white and black pieces. The 'Played' column of each table shows the total number of times the player played an opening and how the player performed , for example:
Example 4.1.
13 (+3 -4 =6) shows the player had played the opening 13 times, for 3 wins, 4 losses and 6 draws. You can click on any of the opening names to see the opening details page for that opening. Openings will open in the current page unless you ask your browser to open them in a new tab or window.
Repertoire Selector
When viewing a player details page, a repertoire selector is provided just above the opening explorer. This lets you choose which games of the player the explorer will show stats for. By default, both white and black games are shown, however for the white moves, this will also show stats that include games where the player whose details are being shown had played the black pieces. To view only the stats for games in which the player played one of the pieces, you can use the repertoire selector to choose either black or
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white pieces only. If white is chosen, then all the stats for the white moves will reflect only the games where the player played the white pieces, and the black move stats will reflect only the player's opponent moves.
Comments
The comments tab allows you to read and add comments relevant to a particular opening.
Game Details
Game Data ...................................................................................................................... Move List ........................................................................................................................ Current Opening ............................................................................................................... Game Actions .................................................................................................................. Permanent Link ................................................................................................................ Material Graph ................................................................................................................. Game Comments .............................................................................................................. 22 22 23 23 24 24 24
The game details shown next to each board on the game database page shows details relevant to either a particular game, or a sequence of moves entered by the user.
Game Data
When the game details are for a game, instead of user entered moves, the details for that game are displayed above the move list. This data includes the names and ratings of the players who played the game, the date the game was played, the event and location the game was played in, the result, the opening, and the ECO code the game was tagged with. The opening used to tag the game is based on the latest position in the game that matched a move reached in a recognized opening. Because the opening tagging is position based, rather than move based, the opening tag is transposition aware, and relies on the positions eventually reached, rather than the moves made to reach them.
Move List
The move list shows the current list of moves. For a game, this starts out as the full list of moves from the game. If the user is making their own moves, the move list will show those moves. Whether the moves are for a game stored in the database or not, new moves or variations can be added at any point by playing a
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different move to the next move to be played in the move list. Any move can be clicked on in the move list in order to jump to that position on the board.
Current Opening
Just below the move list is the opening relevant to the current position shown on the board. This is different to the opening a game was tagged with, as it shows the opening the move list would be tagged with if the game finished at the currently selected position. As you move through a move list, the opening will become more specific as the moves continue.
Game Actions
The buttons beneath the move list allow several actions to be taken: Report Problem Due to the large variety of public sources that games have been collected from, inconsistencies are inevitable. Exact duplicates are removed from the database, however there may be near duplicate versions of a game that are incorrect and require removal or correction. The Report Problem button allows you to report problems with a particular game, and the resulting reports will be used to improve the quality of the database. If you are unsure on whether a game score is accurate, you may want to post a link to it in the forum , so others can discuss it. The Download PGN buttons allows you to download the PGN of the game you are viewing. The Download PGN button can also be used to download moves,variations or comments you have entered yourself. Variations created in the move list can be deleted using the delete variation to end button. When clicked, the currently selected variation is deleted to the end of the line, any sub variations on the deleted moves will also be removed. The Promote Variation button takes the sub-variation holding the currently selected move and swaps it with the parent variation, with the old parent variation becoming a sub-variation. After selecting a move in the move list, the add comment button allows you to add a comment to the move. You can select if the comment should appear before or after the move. Once a comment is added, you can edit the comment by clicking on the comment text. The next and previous game buttons allow you to move though the results of a game search. The reset button returns the board and move list to the initial position.
Download PGN
Promote Variation
Reset Board
Warning
The reset button clears all existing moves and variations, and these cannot be restored. Jump to Novelty The jump to novelty button moves to the last position in a game that is shared with other games. This means the next move to be
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played was a novelty, never seen before in any game in the database. The novelty button can be used in combination with the Games for Position tab, which after the Jump to Novelty button is pressed will show the games in the database that were closest to the current game.
Note
The jump to novelty button will jump to the last novelty in the game, it is possible that earlier novelties may exist in situations where transpositions led the game back into a more popular line later in the game.
Note
Currently search filters or database subset choices are not applied to the novelty processing, so the games used for novelty matching use all games in the database.
Permanent Link
Because games can be loaded directly into the page without causing a page reload, the link at the top of the browser window, may not reflect a link to the current game. To provide a convenient way of saving or book marking links to a game and position, a permanent link is provided beneath the game board. For games this will link to the game and the current position. For moves entered without a game, it will link to a page that will show the current board position, but without the move list.
Material Graph
The material graph shows how the material balance in a game changes over time. This can be used to see key points in the game, both where material has been swapped, or a persistent material advantage has been gained. The graph can be clicked on to move to the relevant point in the move list.
Game Comments
Game comments allow you to add comments that are specific to a particular game.
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Note
When moving through the moves in a game, the game database may indicate that it is busy loading related data, for example when loading opening explorer stats or updating the games for position list. If you want to quickly move though the moves in the game, you do not need to wait for these operations to finish before going on to the next move. If you don't want to see the opening explorer or games for position results for each position, you can press the arrow keys (or click on the forward/previous buttons) as quickly as you like, without having to wait for the data for the current position to finish loading.
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Comments allow you to express your opinion on tactic and endgame positions, games, players and openings.
Comment Voting
Not all comments made are useful or informative. If you think a comment is low quality, then you can use the down vote button ( ) to vote a comment down. Similarly high quality comments can be voted up by using the vote up button ( ).
Note
Please read the Problem Comment Guidelines for the rules and guidelines on commenting on tactic and endgame problems.
Comment Boards
Comments can include mini-boards which either show a static board position, or a board with a list of moves and variations than can be played through. By default, boards need to be shown by clicking on the 'Show' button, this is to prevent slowing down older browsers on pages with a large number of boards. If you are using a new browser on a fast machine, you may wish to set the 'Automatically show comment boards' option on the 'Other Settings' preferences tab. Boards can be inserted into a comment using the analysis board or 'Copy Fen' button which has a 'Copy to Comment' option. The 'Copy Fen' option creates a static board position represented by the current position on the board. Boards can also be inserted manually using the following syntax: Board with Moves [moves start=START_POSITION_FEN]PGN_MOVE_LIST[/moves]
Example 5.1.
[moves start=r5k1/b2brp1p/p1pN1pn1/q1N5/1p2P3/1Q4P1/PP2B1KP/2RR4 b - - 0 1]1... Bh3+ 2. Kxh3 Bxc5 3. Bf3 Bxd6 4. Rxd6 Ne5 5. Rxf6 Kh8 6. Rd6 Rd8 7. Rxd8+ Qxd8 8. Rd1 Rd7 9. Be2 Rxd1 10. Qxd1 [/moves] Static Position [fen]FEN_POSITION[/fen] 26
Comment System
Example 5.2.
[fen]3q3k/5p1p/p1p5/4n3/1p2P3/6PK/PP2B2P/3Q4 b - - 0 10[/fen]
My Comments
The 'My Comments' tab on the Problems Page [http://chesstempo.com/chess-problems.html] provides a convenient way of viewing replies on problems you have commented on in the past. The 'My Comments' tab shows a list of problems you have commented on, and all the comments on those problems. The problems are ordered such that the problems that have been most recently commented on appear first. This means you can regularly read the list to view new comments on problems you have previously commented on. Your own comments are highlighted, and a colour bar separates the comments of one problem from another.
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Problem search allows you to find problems matching a specified criteria, premium users can create custom problem sets based on these criteria.
Basic Search
Basic search allows you to choose a rating range and rating type (Blitz/Standard for tactics and Theory/ Practice for endgames). After clicking the 'Search' button, problems matching your chosen rating range in the chosen rating type will be returned in the problem list. By default the problem list returns all tactics problems, and any sorting is based on the blitz rating of the problems. The problem search results includes the following columns: Problem # Each problem, has a unique number assigned to it, this makes it useful when communicating with others about the problem, for example when posting on the forum. The problem numbers are direct links to the problems. They can can be clicked on, or copy and pasted into the forum or emailed to allow others to go directly to the problem. The Moves column shows the number of moves in a problem, these are full moves, rather than ply, so 2 moves means at least two moves from the side to play. This is the current rating of the problem using the selected 'Rating Type', for example if you select 'Blitz' as the rating type then this will be the blitz rating of the problem. Average number of seconds taken to solve the problem. Note this only includes successful attempts. The number of seconds is for the rating type selected. The number of times the problem has been attempted. This is the number of times for the rating type selected, and does not include unrated attempts, or attempts in other rating modes. The percentage of people who solved the problem correctly. Again, this is for the rating type selected, and does not include unrated attempts, or attempts in other rating modes.
% Correct
The search results can be sorted by clicking on any of the column headers in the results table. The sort order can be reversed by clicking on the column heading a second time.
Advanced Search
Advanced Search - Problem Features ................................................................................... 29 28
Problem Search and Custom Problem Sets Advanced Search - Attempts Criteria .................................................................................... 29 Advanced Search - Ordering Options ................................................................................... 30 Advanced search allows premium users to have greater control over the problem search, it includes criteria for problem specific features, including criteria related to previous attempts on the problems.
Total Attempts
Tactic Type
Endgame Type
Outcome
Quality Colour to Move Number of Pieces Game Move Number Comment Search
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Problem Search and Custom Problem Sets All Problems Problems I got wrong at least once This is the default option, and matches any problem, irrespective of your past history with the problem. This option specifies that you want to match problems you've made mistakes on in the past. This option will match any number of mistakes, and will still match problems you may have gotten correct on subsequent attempts. This option matches problems you have correctly solved in the past. It includes problems you've got wrong, as long as you've got them correct at least once. This criteria matches problems you have attempted in the past, irrespective of the outcome. This option only matches problems you have never attempted in the past. This option matches problems you have not got correct, it is a combination of problems you have never tried, and problems you may have tried, but never been able to solve correctly. The criteria matches problems that you have done in the past, but never been able to solve correctly. This criteria is very useful when creating custom sets designed to review past mistakes.
Problems I have tried Problems I have never tried Problems I have never got right
The problem set attempts criteria can be chosen to apply to all problems, or a subset of problems. All problems is the default , and includes any problem, both rated and unrated. The other options are blitz, standard, theory and practice attempts. If for example you choose standard and apply the 'Problems I always got wrong' then this will match only problems you got wrong in standard mode. Solve time ranges of the problem attempts can also be chosen, here the solve time is the shortest solve time across all attempts, and is defined in number of seconds. You also choose to include all as yet unsolved problems in the search , which is useful if you want to solve a set of problems until you can solve them all under a specified minimum solve time. You can also choose to only use the most recent solve time for the solve time matching. This allows you to include problems that you may have solved quickly in the past, but where your most recent attempt was slower. Without using the "Use most recent time" option,the time that is matched is the shortest time across all problem attempts. How recently you have seen a problem can also be used an attempt filter criteria by entering a "Days since last seen" range. For example setting this to 0-31 would only give you problems you had seen in the last month. Setting it to 31-365 would only give you problems you hadn't seen for at least a month, but had seen within the last year.
Note
Because custom sets are dynamic and any new problems or existing problems that change to meet the criteria of the set search criteria will become available in the set, some problems may appear out of order according to the set's sort criteria. For example if you are doing a custom set sorted on ascending problem rating with ratings in the 1000-1200 range, and you've already done all the problems rated from 1000-1100, but a problem that was previously rated 990 gets a rating
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Problem Search and Custom Problem Sets adjustment that leads it to become rated over 1000 , then that will be the problem that is served next, as it will be the problem in the set, not yet solved during the current run that has the 'lowest' match on the sort criteria.
Note
Some ordered sets may have no problems left to do after they are complete. For example if you are doing a set ordered on rating and have selected 'Problems I always got wrong', then if you get all the problems in the matching set correct, then the set will eventually become empty. This behaviour allows you to repeat particular problem sets until you have completely mastered them, but without having to solve the same problems many times. In this example when you start getting new problems wrong, the empty set will start to fill up again. The following ordering options are available: Unsorted Problem Rating This is the default ordering, and will serve up matching problems in random order. Sort custom sets by problem rating. Combined with ascending sort direction, this option provides an effective way of creating custom sets that get more difficult as you go through the problems. Sorts set by the number of times you have got each problem correct. Sorts custom sets by the number of times you have got each problem wrong. By also choosing descending sort direction, this allows you to be served the problems you've had the most difficulty with first. Sorts custom sets by the number of times you have done each problem. By using ascending sort order, you can use this option to be served unseen problems before those you have seen before. Allows ordering problems by how long it is since you have seen them. For example when setting the sort direction to ascending you will see the problems whose most recent attempts were the furthest into the past.
Note
Dates further into the past are considered 'smaller' than dates closer to the present when sorting is performed. Minimum Solve Time Sorts problems based on the fastest time you have solved them in the past. Using a descending sort direction allows you to do the problems you've taken the longest on first. Sorts problem sets by the number of moves in the problem. The most common use of this criteria is to combine it with outcome type "mate", to create custom sets that first give you mate in 1 problems, and then mate in 2 problems etc.
Moves in Problem
Note
For endgame problems, the number of moves is the number of moves to mate from the starting position, not the number of moves to where the problem is pruned.
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Problem Search and Custom Problem Sets involved, their rating range, or the opening played. Please see the Advanced Search section of the database chapter for more detail on the criteria available here.
Note
Currently only game detail parameters are available for problem search, material search is not yet supported as part of the problem set matching criteria.
Note
If you don't have a sort order specified, problems are selected from these sets randomly, not using the "clustered around your current rating" method used in the rated problems. Duplicate avoidance is also not currently performed on custom sets unless they are sorted.
Note
Custom problem sets are dynamic, such that new problems may enter the set at any time. For example if you create a set with the "problems I always got wrong" criteria, and end up solving all those problems, then if you get more problems wrong in the future, they will automatically appear in this set, and will not be removed until you get them correct.
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Problem Search and Custom Problem Sets When "Scheduled" = 0, each time you do a problem, a new problem will be added to the set for learning. When "Learning" is the same as the number of problems in the set , trying to do problems when Scheduled = 0 will lead to problems being done in order of the next one that would be scheduled (i.e. you'll be solving problems "early", before they are due for review). If you can't be given problems early without repeating the last scheduled problem, then you'll be told you need to wait for the next scheduled problem to be due. If you get a problem wrong, it will be scheduled for serving again in 5 minutes. The first time you get a problem correct, it is scheduled for review in 1 day from when you solved it. After the second correct attempt in a row, the next problem serving time is determined by the gap between the last two times you saw the problem, and a factor estimating how difficult the problem was for you. The difficulty factor is currently decided by the ratio of your most recent solve time on the problem compared to the average solve time for all users. By defaultm the problem will be scheduled to be served again at a time that is two times longer than the last time gap between solving it. If you solve it under the average time, then you will not see it again for up to 3 times longer (depending on how much quicker you solved it compared to average). If you solve it slower than the average time, then the gap to the next view will be reduced to as little as 1.3 times the last gap between solutions (again depending on exactly how much slower). Over time, the problems you know well will get increasingly large gaps between serving times, those you are having trouble with will get served more often, until they too become "well known". You can use most of the problem search/custom set options with spaced repetition sets, although there are some exceptions. Ordered sets, are not compatible with spaced repetition, as the spaced repetition scheduling will override the sort order of the set. Also some sets such as "problems I've never seen before" don't make sense with SR sets, as they will lead problems to drop out of the set, as soon as you've done them the first time. It can be useful to create spaced repetition sets based on a custom tag as the search criteria , so you can add specific problems to your spaced repetition set by tagging the problems. However, you can also use other search criteria such as "all forks from 1200-1400" etc to define set membership.
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Problem Search and Custom Problem Sets served up again more quickly, how quickly would depend on how slow the attempt was, and the value of the Minimum Space Growth parameter. DIFFICULTY_ESTIMATE is a value that approximates how hard you found your last attempt on the problem. The value used here depends on the difficulty estimate method chosen. The current list of parameters are: Learning Period Length (in Problems) The learning period is a period during which the gap between problems is not expanding , and instead uses a fixed gap between attempts. This gives you a chance to learn the problem with quickly scheduled attempts, before you switch to trying to retain the problem in memory during the spacing of subsequent attempts on the problem. By default, only the first correct attempt generates a fixed gap, after 2 or more correct attempts, the spacing algorithm mentioned above is applied. This is the fixed gap between correct problem attempts during the initial learning period (e.g. 1 day). Controls how quickly the gap between correct attempts will grow. Larger numbers lead to a more rapidly expanding gap after each correct attempt. The minimum growth rate that the previous gap between attempts will be multiplied by to give the next gap in serving time. The maximum growth rate that the previous gap between attempts will be multiplied by to give the next gap in serving time. This option selects the method used to determine the difficulty of the previous correct attempt on the problem. The difficulty estimate then helps control how quickly the next attempt will be scheduled. Methods are: Average Time Difficulty is estimated by your most recent solve time compared to the average solve time by all users on the problem. Difficulty is estimated by comparing your shortest time during the current sequence of correct attempts to your most recent solve time. Difficulty is estimated by comparing the average solve time of your own current sequence of correct attempts to your most recent solve time. Difficulty is estimated by comparing a fixed amount of time per move to your most
Minimum Time
Recent Time
Target Seconds/Move
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Problem Search and Custom Problem Sets recent correct solve time (in which case the time you took on the last attempt is also calculated as seconds/move). Target Seconds/Problem Difficulty is estimated by comparing a fixed total problem solve time to your most recent correct solve time on the problem.
Note
Short term random fluctuations may occur in merged set distribution, where one set may be used more than others, in the long term however, the distribution will match the requested weighting.
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Problem tagging allows you to mark the tactical motifs on tactical problems and to create custom tags for personal tagging requirements. Voting allows you to vote for a new tag, or for or against an existing tag.
Tag Display
Tags that have 2 or more votes in favour than against are shown in bright green, and are considered active. Tags which have at least as many votes against as votes for, are are shown in red and are considered inactive. Tags with only one more vote for than against are shown in drab green, these are "pending" tags. Tags that have been overwhelmingly voted against are not displayed at all. The number of votes for and against each tag is shown in brackets after the tags. To avoid clutter, votes are not shown on tags that have an overwhelming number of votes in favour.
Tag Voting
There are two ways of voting for or against tags, when the existing votes for the tag are shown, extra votes can be made by clicking on the + or - vote count in order to vote for or against the tag. Alternatively the + Tag and - Tag buttons can be used. The + Tag button is the only way of voting for a new tag, or adding an extra tag for existing green tags that don't show vote counts.
Custom Tags
Custom tags allow you to create your own tags and tag problems with those new tags. There are several uses for custom tags, one is to act as a bookmarking system where you can create a 'favourites' tag, and tag problems with that tag. Another is to create a 'review' tag and tag problems you feel you need to review at a later stage, when you've reviewed the problem, you can remove the tag.
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Problem Tagging
Custom tags can be used to search problems with those tags in the advanced problem search where they are shown in the tactical motifs/tags list. Custom tags are most powerful when combined with custom problem sets. For example , using the 'review' example above, you could tag problems with the 'review' tag, and create a custom 'review' problem set which matches problems with this tag. This could be combined with the 'Problems I always got wrong' criteria to produce a review custom set that keeps giving you the review problems until you've successfully got them correct. To create a new custom tag, click the Create Tag button next to the tag voting buttons, enter the tag name, and click Create to confirm the new tag. After creating the new tag, you can start adding it to problems in the same way you add existing tactical motif tags.
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The user preference settings are available via a link in the top right hand corner of all non-forum pages. It allows customization of many of the site features, and is also where you choose your current problem set.
Problem Set
Tactics Problem Set Selects the problem set to be used for tactics problems. There are three groups of problem types, rated, unrated and personal. Personal is where any tactical custom sets you create are placed. Selects the problem set to be used for endgame problem solving. There are rated and personal folders, where the personal folder holds any custom endgame problem sets you may have created. Three choices of hard, normal and easy. This option allows you to select the difficult of problems you receive when solving rated problems. What the option does is actually shift the average rating of problems you are given. 'Hard' mode serves up problems targeted at your current rating level, so on average, problem rating will match your own rating. The default 'normal' mode gives problems that are on average 100 rating points below your current rating, and 'easy' gives problems that are on average 200 rating points below your current rating. You should expect different success rates at each level of difficulty, and these different success rates ensures that on average, there is no total rating advantage to any of these modes. The "Continue On" option defines under what conditions you automatically continue on to the next problem after completely the current one. You can choose to continue automatically when failing a problem, getting a problem correct, or never (by selecting neither of the options). Continue on fail is not recommended, as it is a good idea if you review your mistakes before continuing on to the next problem.
Difficulty
Continue on
All Boards
These preferences apply to options specific to the chess boards shown on all Chess Tempo pages. Highlight Last Move Squares If this option is turned on, the from and to squares of the last piece to move are highlighted on the board, allowing you to easily identify the last move made. This option can be especially useful on tactic problems, where sometimes the previous opponent move can be important in deciding your response, either by giving some extra context to the problem - or more directly - if the move was a pawn move that allowed an en-passant capture.
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User Preferences
When this option is enabled, the square a piece will drop on during drag and drop piece movement is highlighted. If the square of the drop location is a legal move, the square will be coloured green, otherwise it will be coloured red. This option is highly recommended if you are experiencing mouse slips, as it clearly shows where the piece will be dropped when you let go of the mouse which can be a source of confusion if the piece was dragged from off-centre. This option turns off Drag and Drop piece movement, and you must rely only on click-and-click for piece movement. If you only use click-and-click it is recommended you turn this off as it saves some browser resources that would otherwise be used.
Note
You need to reload the page if you change this option, and if this option is off you must make sure click and click piece moved is not also disabled, otherwise piece movement will be impossible. Disable Click and Click This disables Click-and-Click piece movement, the most common reason for wanting to disable this is to remove the square highlighting associated with this mode of movement, as even when drag and drop mode is used exclusively, the source square is still highlighted when the drag is initialized.
Note
If this option is off you must make sure drag and drop is not also disabled.
Problem Board
Options in this section are relevant to the Problem boards, that is the Tactic and Endgame solving boards. Piece Style Piece Size Board Style Show Coordinates Selects the style of the pieces to be used. Selects the size of pieces. Piece sizes are in pixels. Selects the board style which defines the colour scheme used for the board. Enabling this option shows the row and column identifiers around the edge of the board. It also enables the 'board flipper' icon in the bottom left which allows the user to flip the orientation of the board on demand. This option turns on board sounds such as piece movement and piece take sounds.
Note
This option is only available for the latest versions of Firefox, Google Chrome and Safari. Internet Explorer is not supported until Internet Explorer 9 is available. Board Orientation This option allows you to view problems from the losing side's point of view. Some users use this mode to help train in finding threats your opponent may have against you.
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User Preferences
Analysis Board
The analysis board options allow you to change settings relevant to the Chess Tempo Analysis Board. The options for the analysis board are the same as the first 5 options for the Problem board, and are covered in detail in the Problem Board Options section.
Game Database
The game database options allow you to set options relevant to the Chess Tempo Game Database. The options for the game database board are the same as the first 5 options for the Problem board, and are covered in detail in the Problem Board Options section.
Play Computer
The Play Computer preferences contain the options for the Play against Computer feature, they share the board and piece options with the Problem Board Options. Other options are: Eval Visibility Determines if the computer evaluation of the position is shown by default. Defines the maximum depth the engine will analyse when using the 'Play Position' feature. Defines the maximum thinking time in seconds used by the engine when using the 'Play Position' feature. The engine will return a result when this time is reached, or earlier if the Maximum Depth is reached before the think time has expired. The larger the think time and depth, the more accurate the analysis will be.
Other
This section holds options that do not fit into other areas. Automatically Show Comment Boards By default comment boards are displayed with the analysis moves and a Show Board button that can be used to show the board and play out the analysis moves. The main reason this is the default option is that slower browsers or machine can have performance problems on pages with lots of comment boards, if all the boards are displayed at once. If you are running the latest version of a modern browser and have a fast machine, this might not be a problem for you, and you may want to enable this option to avoid having to click Show board. The "Show Solution" button option now allows you to avoid seeing the solution immediately after a problem is complete, allowing you to continue to search for the best move after failing a problem, and eventually clicking the "Show Solution" button in order to see to answer. This option is off by default. The start problem dialog displays a dialog on problem solving pages that requires you to click start before commencing problem solving.
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User Preferences
This is to avoid a problem starting before you are ready, which can be important for timed solving modes like blitz tactics solving.
Note
This setting also turns on functionality to check if all board piece images are loaded before the problem starts. If you click the start button before pieces are loaded, you will be asked to try again. Turning off this option, will also turn off the image checking. FIDE Id # Chess Tempo collects FIDE Id#'s for three reasons. The first is that it used to display title information next to usernames, and secondly, it is used to collect stats that allow the effectiveness of different training techniques to be made. The final reason is that it provides data used in creating the regression equation used to provide FIDE estimates. If you have a FIDE id, please enter it here, it is kept confidential , and FIDE ids entered are not visible to other users. USCF Identification number, this is requested for similar reasons to the FIDE id. ICC username, this is requested for similar reasons to the FIDE id.
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Chapter 9. My Stats
Statistics Summary ............................................................................................................ Rated Stats Summary ................................................................................................ Activity Calendar ...................................................................................................... Problem History ....................................................................................................... Problem History Filter and Summary Statistics ....................................................... Tactics Stats .................................................................................................................... Endgame Stats .................................................................................................................. 42 42 43 43 44 46 47
The "My Stats" page shows a variety of statistics and graphs related to the user's activities on Chess Tempo.
Statistics Summary
Rated Stats Summary ........................................................................................................ Activity Calendar .............................................................................................................. Problem History ............................................................................................................... Problem History Filter and Summary Statistics ............................................................... 42 43 43 44
The summary tab, provides an overview of the users performance across a variety of areas. If the user is a premium member, their membership level and membership expiry date are also shown at the top of the page. The top of the summary page shows the total time spent solving (with very large solve times removed, as they are usually the result of having left a problem with the clock running). The total number of star ratings, comments and tags added to the system are also shown.
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My Stats
FIDE Estimate
Blitz and Standard ratings have an associated FIDE rating estimate based on a regression equation designed to estimate FIDE rating based on analysis of several factors and their correlation with actual FIDE ratings.
Note
The FIDE rating estimate, is just that , an estimate, while on average it is within around 150 rating points of your actual FIDE rating, however there will be large differences for some users, and therefore the estimate should not be taken too seriously.
Activity Calendar
The activity calendar shows a month by month daily view of your problem solving activity. The top of the calendar shows the current year and month along with how many problems were done for the month, how many were correct and the percentage success rate and number of hours spent solving. Each day shows the number correct, number done and success rate. You can hover your mouse over each day to see further details of that day, including a breakdown of the different rating types, and the gain or loss for each rating type across all attempts for each rating type during that day. The total hours spent each day can also be seen on the mouse over details. The calendar can be moved backwards and forwards in time by clicking the left and right arrows at the top of the calendar.
Problem History
Problem History Filter and Summary Statistics ...................................................................... 44 The problem history table allows you to view a record of all your problem attempts, the following columns are shown on the table: # The number of the problem attempt, the most recent problem is marked 1, the second most recent 2, etc. The date and time the attempt was made, this should be displayed relative to your local time zone. The ID number of the problem attempted. The problem ids are also links, and clicking on them will go to the problem page showing that particular problem. The problem rating before the solving attempt. This is the type of problem set you were using when solving the problem, for example blitz, standard etc. For custom problem sets, this will show the name of the custom problem set. This column shows the average solve time for this problem, this is the current average solve time, which may not be the same as the average at the time the problem was solved. This shows the amount of time required to solve the problem.
Time
Problem Id
Rating Type
Av Secs
Solve Time
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My Stats
After First
This column shows the amount of time spent after the first move was made. This is important in blitz mode where time after first is punished at a higher rate than time spent before the first move. This column shows the users new rating, and the rating change made to reach it. For tactical problems this column shows the mistake move for incorrect problems.
The history table rows are colour coded to show success and failure, with green for correct problems, and red for incorrect problems. Problems that were correct but lost rating points due to taking too long in blitz or playing too many sub-optimal moves in endgame problems are shown in a drab olive colour. The history table can be sorted by clicking on the column headings. Beneath the history table is a Download History button that can be used to download the entire history in a spreadsheet compatible format. This allows you to easily load your data into a spreadsheet and perform your own analysis on the data.
Note
Duplicate status is only accurate for problem attempts made after 26th of June 2010. Problem Type Correct Status Tactic Type Allows you to choose if all problem attempts, or only tactic or endgame problems will be returned. Allows you to filter based on correct or incorrect problem attempts. Allows you to select problems based on tags, for example selecting Pin and Attraction tags, will only return problem attempts tagged with at least one of those tags (in other words multiple selections are treated as "tag 1" OR "tag 2" OR "tag 3"). Filters endgame problems based on the endgame type of the problem, like tactic type filtering multiple selections are treated as "type 1" OR "type 2" OR "type 3". Allows filtering based on the problem set an attempt came from. As well as the official rated Standard, Blitz, Theory and Practice sets, you can also choose any of your custom sets here. Filters based on the number of seconds used to solve a problem, for example chosing a range of 0 to 10 will return all problems solved in 10 seconds or less.
Endgame Type
Problem Set
Time Used
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My Stats
Date Range
Choose the time range to filter problems attempts by. This filter criteria can be useful in comparing performance changes over time, for example by comparing the previous 6 months, to the 6 month period before that. Allows you to filter based on sequential attempt number, like the Date Range filter , this can also be used to compare performace over time, for example, comparing problem attempts 1-1000 to problem attempts 1001-2000. Problem attempt number 1 is always the most recent attempt, so as the number for the end of the range grows, you are looking at older problem attempts. Allows filtering on the rating of your problem attempts. Allows filtering on your rating during your problem attempts. For example setting the range to 1200-1400 would return problem attempts done while your rating was in that range. Filter attempts based on how many rating points you gained (or lost). For example setting the range to -100 to 0 would return problem attempts where you either gained no points, or lost up to as much as 100 points. This kind of filter is useful for blitz or endgame filtering, where being correct is not the only measure of problem success.
Attempt Range
Points Gained
After clicking on the Filter button, you will be given a list of summary stats for the matching problems, and if you had performed a previous filter, a comparison between the current filter and previous filter will be shown in the "Change" column. The following summary statistics are provided: Performance Rating A performance rating based only on the current filtered results.
Note
Peformance rating is based purely on success rate and problem rating, it does not include elements such as time taken, or number of moves, even if the problem attempts were done in blitz or an endgame mode. Average User Rating Best User Rating Worst User Rating Best Percentile Rank Worst Percentile Rank Accuracy Average Time Average Time All Solvers Average rating of the user across the filtered problem attempts. Best rating of the user across the filtered problem attempts. Worst rating of the user across the filtered problem attempts. Best percentile rank of the user across the filtered problem attempts. Worst percentile rank of the user across the filtered problem attempts. Percentage accuracy achieved over the filtered problem attempts. Your own average solve time over the filtered problem attempts. The average solve time of all users on the problems in your filtered problem attempts. Comparing this to the "Average Time" of your own solve times gives you an idea of how your solve times compare to the average for the current filter. Shows the average of your own solve time for filtered attempts that were correct.
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My Stats
Shows the average of your own solve time for filtered attempts that were incorrect. Shows the average time taken to solve the filtered problems after your first move. The average problem rating of filter attempts. Gives you an estimate of the difficulty of the filtered problems. The highest rating of any problem in your filtered problem attempts. The lowest rating of any problem in your filtered problem attempts. The total number of non-duplicate problem attempts in your filtered problem attempts.
Note
Duplicate status is only accurate for problem attempts made after 26th of June 2010. Total Duplicates The total number of duplicate problem attempts in your filtered problem attempts.
Note
Duplicate status is only accurate for problem attempts made after 26th of June 2010. Total Time Taken (including outliers) Total Points Gained The total time taken across all your filtered problem attempts.
The rating points gained across all your filtered problem attempts.
Tactics Stats
This tab shows stats relevant to tactics problem performance. The following graphs and tables for each of the rating types: Rating Graph A graph of ratings across time. Like all the graphs on this page, more detail can be seen by zooming in a particular area by selecting the area with the mouse. You can see the date associate with any point in the graph by moving the mouse to that point, and the date and rating are shown in the top left of the graph. A graph showing the percentile rank of the user. Candlestick graph showing daily rating fluctuations over the last month. Each vertical bar represents the rating range for the day. The solid rectangular part of the bar show the starting and ending range of the rating for the day. The narrow lines at the top and bottom of the bars show the full fluctuation range for the rating during that day. For example if the rating started at 2000, ended at 2020 but ranged as low as 1950 and as high as 2030 then there would be a solid rectangle from 2000 to 2020, and narrow vertical lines from 2000 to 1950 at the bottom of the rectangle, and a shorter one from
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My Stats
2020 to 2030. Days that had a total rating gain are marked green, days with a total rating loss are marked red. Problem Rating Distribution This graph shows the how the rating of the problems being attempted are distributed. The green bars, show the number of correct problems within that rating range, and the red bars show the number of incorrect problems within the rating range. This table shows the user's performance for each of the tactical motif tags. For each tag type, the average rating (blitz and standard), number correct/number done, accuracy and performance rating for blitz and standard attempts are shown. Performance for problems tagged with Custom Tags are also shown. This table can be used to identify relative tactical weaknesses, and you may want to consider using this data to concentrate on motifs you are performing poorly on, via custom problem sets specific to those motifs. This table shows the personal rating (current,minimum and maximum), average time, number correct, number done, and accuracy achieved for each of the unrated custom problem sets (or rather, non-officially rated, as these sets all have their own personal per user rating). Custom sets with rated attempts (any custom set with attempts made after November 29th 2010) can now have graphs shown for rating history, problem rating distribution, and daily rating fluctuations. You can access the graphs by clicking on the View button shown next to each relevant rows in the table.
Endgame Stats
The endgame stats page is identical to the Tactics Stats page, except that it does not include the Tactical Motif performance table, please see the Tactics Stats section for more details on the available graphs.
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Delete to End
Promote Variation
Annotation Entry
Engine Analysis...
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Engine analysis allows you to use chess engines running on your own machine to analyse games and positions on Chess Tempo.
Engine Settings
The Engine Settings Page [http://chesstempo.com/engine-settings.html] allows you to add new chess engines to be used by the engine analysis feature, and lets you configure and manage existing engines. Before the engine analysis feature can be used, at least one engine must be added. To add a new engine, use the Add New UCI Engine button. You will be shown a window allowing you to find the engine executable on your computer hard drive. This must be a UCI compatible engine. UCI is a standard used to communicate with chess engines, most modern chess engines utilise the UCI protocol. It is important that you select the actual engine executable and not the executable of the user interface that comes with the engine. This is an especially important point on Mac OS X where the .app file associated with your engine is actually a directory hiding the engine executable, not the executable itself. Once selected, you will be shown the engine name and all the configurable parameters of the engine. By default, engines are identified by the name provided by the engine author. You can however change the engine nickname to use your own identifier. This allows you to have the same engine with different settings, or to make it clear which engine you are using when you have added engines on different machines, with different engine executable locations.
Note
The file location of engines is specific to the machine they are added on. If you use the engine analysis feature on multiple machines and have different engines or different file locations for your engine, then you will need to add a different engine for each machine and you must select the appropriate engine on the machine you are currently using when wanting to perform engine analysis. Using the engine nicknames can help make it clear which engine matches which machine and will assist in more easily switching between the appropriate engine when using multiple machines. If you change any engine parameters (including the engine nickname), you need to click the Save Options button to save the setings to the server. If you want to remove an engine from your available engine list, use the Discard Engine button. Note, that this only removes the record of the engine from your Chess Tempo settings, the engine itself will remain on your computer's hard drive.
Note
If you add a new engine, you will need to reload any existing pages providing analysis features before your new engine will become visible.
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Engine Analysis
Analysis Panel
The engine analysis panel shows engine analysis results, and allows you to start and stop analysis, control the number of lines analysed, and initiate full game annotations. The analysis panel has the following buttons: Go - Start Engine Analysis Starts analysing the current position shown on the board. Analysis will continue until the Stop button is clicked, or the page holding the analysis panel is closed. Stop engine analysis. You can leave the engine running while using other pages, however you should stop the engine when you've finished using it, as it will use up CPU on your machine while still running. Closing a window with a running engine should automatically stop the engine. The Annotate feature allows you to use the engine to analyse a full game. It is described in more detail in the Annotate Game section of the User Guide. The lock/unlock button allows you to control if the engine follows the current position as you move around the move list. If the engine is locked, it will continue to analyse the current position until the engine is stopped, and restarted on a new position. When unlocked, the engine will automatically start analysing new positions as you move through the move list. The engine settings button launches the engine settings window. Any new engines added will require a page load before showing up in the engine list. The increase and decrease lines button controls how many lines the engine will examine at each position. Increasing the number of lines will decrease the depth you will be able to reach in a given period of time, so you should allow for this when deciding how long to take on each position. You can change the number of lines during analysis, however any change to this setting will restart the analysis of the current position and changing these settings is much quicker when the engine is stopped. The play best button allows you to insert the best move found by the engine into the move list. If the engine is currently unlocked, the move will be played, and the engine will start analysing the position resulting after the move. This action can also be triggered using the keyboard, by pressing the Space bar.
Increase
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Engine Analysis
The evaluation shown before each line indicates the best material situation that the engine thinks will result from playing the particular move (i.e. the evaluation of the position at the end of the best line shown). The evaluation shown is in pawn units. So for example +1.00 would show the move leads to a position that is 1 pawn ahead for the player playing the move, -1.00 would indicate the move leads to a position that is 1 pawn behind for the person playing the move. +3.40 would show a position where the player to move is up a piece worth of material, plus some extra evaluation attributed to some positional advantage in the current position. By default, evaluations are shown from the player to move's point of view, this means a positive evaluation indicates a move that leads to a position where the player to move is in front, and a negative evaluation indicates a resulting position where the player to move would be behind. Many chess engine interfaces have an alternative form of display where the evaluation is always shown from white's perspective. For example if it was black's turn to move a +1.00 score would not be a 1 pawn advantage to black, but instead a 1 pawn advantage to white, with black being behind. If you'd prefer to use this method of evaluationd display select the 'Evaluation from white's view' option available on the "Chess Engines" tab of your user preferences (not the engine settings page). Moves that would lead the player to move to be ahead of their opponent are marked green, and moves that would lead the player to be behind are marked red, moves deemed to lead to even or drawn positions are marked blue. Note that 'green' moves are not necessarily 'good' moves, for example if the player is a rook up and a move might lead to being only 1 pawn up, that move will be marked green as the player is still in front, but it would not be a good move. The list of moves in each engine line will be coloured orange up to the point that they match the line played in the current list. You can click on any move in the best line display and the moves upto and including the clicked on move will be inserted into the move list for the current board. During analysis, stats on the progress of the engine are displayed above the engine lines. The current time spent analysing the current position is displayed, along with the current move being examined (and the number of this move out of the list of candidate moves for the position). The Nodes show the total number of positions examined, and the Nodes per Second (NPS) shows the number of positions the engine is examining each second. The NPS will vary depending on the speed of your machine, how busy your machine is with other tasks, and the nature of the position being analysed.
Note
All evaluations inserted into the move list during engine annotations are from white's point of view, rather than the point of view of the player to move (so +1.00 would always indicate white is in front, even when attached to a black move). To initiate game analysis click on the Annotate button which will launch a dialog that allows you to select game annotation settings. The following settings are available: Max Time per move/Max Depth Max Time per move and Max depth settings control how many resources are spent analysing each posiiton. The engine will stop analysing when it reaches either one of the settings. For example, if 15 seconds and depth 10 is selected, the engine will stop analysing and move on to the next position when either 15 seconds has been used, or depth 10 as been reached, whichever happens first.
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Engine Analysis
Note
When a maximum time setting is used, some engines will not exit immediately upon reaching the maximum time, but may continue until all moves at the current depth have been examined. Side to Analyse Allows you to select only a particular side's moves for analysis, for example when analysing your own games, you may want to save time by requesting only moves from the side which you played.
Note
Selecting a particular side does not completely prevent analysis for that side's moves, as analysis from the opposite side may still be required to determine when suboptimal moves have been played. Insert Eval For Each Move If selected, this option inserts an Engine evaluation for each move analysed, irrespective of whether the move was above the output threshold. All evalaution scores will be shown from white's point of view. When selected, the current depth reached during the analysis is shown for any evaluations inserted into the move list. If this option is selected, the move list will be scrolled to show the currently analysed move. This setting controls how many moves are used when inserting lines into the move list. Moves at the end of lines start to become unreliable due to the horizon effect, so you may want to set this value to a smaller number to avoid outputting longer lines. You can also set this to 1 to avoid clutter and only output the best move instead of the full move list. This value is defined in ply rather than full moves, so 2 means one white move, and one black move. The move number of the last move to analyse, unlike the length setting, this number is defined in terms of full game moves. It is set by default to the last move in the game. The first position to analyse is chosen by selecting the start move before the Annotate button is clicked. The output threshold controls the evaluation gap required between the move played and the best engine move before an annotation line is inserted into the move list. The value is in terms of pawns, so 0.5 would indicate that the best engine move would need to be at least half a pawn better than the move that was played for an annotation to be created. If you want every move annotated you can set this value to zero.
Show Depth With Eval Score Auto scroll move list Maximum Length of Inserted Lines
Last Move
Output Threshold
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Engine Analysis
The engine analysis feature uses a Java Applet to communicate with the engine running on your machine, and requires the latest version of Java to be installed. Older version of Java will probably not work. The official Sun/Oracle version of Java is also required. Systems such as Linux which rely on OpenJava and the Iced Tea Java plugin will need to install the official Sun/Oracle version of Java and the Java plugin. You will also need to give permission for the Java applet to run the engine on your local machine, this permission should be requested the first you access the engine analysis feature (usually via the engine settings page). It is important that your engine supports the UCI protocol. The latest version of commercial engines such as Rybka and Shredder all support the UCI interface, Fritz and the chess master interface (also called 'The King') do not. Most freely available engines (such as Stockfish) also support UCI, one notable exception is "Crafty", which does not. To test if your engine supports UCI, run the engine from the command line and type "uci" (without the quotes) and press return. If your engine is UCI compatible it should output a list of options, finishing with "uciok". Some web browsers do not support the interface required to communicate between the browser and the Java applet which talks to the engine. The latest versions of Firefox, Google Chrome, Safari and Internet Explorer all work. Unfortunately Opera does not appear to work at the moment. Google Chrome is currently the best browser to use with this feature as it is the most efficient in terms of updating the display. Firefox 4.0 when it becomes available should also be able to provide equivalent performance. Internet Explorer versions 8 and below are not recommended due to their poor performance characteristics. The analysis feature attempts to avoid loading the Java applet until analysis is actually requested. This avoids having to load the Java plugin unless it is required (a process that takes several seconds if it is not already loaded). Unfortunately not all operating systems support this deferred loading, at least some versions of Windows Vista do not work with deferred loading. If you are having trouble getting the engine to load when required, you may need to turn off the deferred loading. You can do this by going to the "Chess Engines" tab on your preference settings and turning on the 'Initialise Engine When Page Loads' setting. Chess engines use a large amount of your available CPU, and this may result in your web browser becoming slow while the engine is running. If you are using a multi core or multi CPU machine, you may find the browser works better if you limit the number of CPUs the engine is allowed to use. This can usually be done on the engine settings page, but different engines have different names for this setting, "Threads" and "Max Threads" are two examples, but other engines may use "Max CPU" etc. The manual that comes with your engine should explain the appropriate setting. If you browser is slow while using analysis, you may also consider using Google Chrome for your browser given that is currently the best performing browser. If you continue to have problems getting the engine analysis to work, please try to change your Java settings so that the Java console is displayed, and post a bug report in the forum with any output you find in the Java console.
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The Student/Coach relationships feature allows users to nominate a coach, who then receives access to otherwise hidden stats, such as the students' per problem mistake moves, play versus computer stats, tagging stats and FIDE rating estimates. Coaches can also edit their students' preferences, including assigning custom problem sets to students. Coaches have a new tab on their stats page showing a list of their students, and a summary of recent student accuracy. Coaches are also able to download problem history for their students, and can use the new problem history filtering on their students' problem attempts.
Nominating a Coach
To use the new coaching features, students must nominate their coach (or coaches) on the "Coaches" tab in their preference settings. More than one coach can be nominated, by entering a comma separated list of coach usernames, for example "john,bill". To use these features, both the coach and the students must have active gold memberships.
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Student/Coach Relationships
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Note
The Chess Tempo play online feature is currently in a limited test release stage. You can request access to the early test release by emailing <[email protected]>. During testing, all features are free, and playing will remain free after the final release, but some advanced features will require premium membership. The Chess Tempo play online feature allows you to play chess games against other Chess Tempo users. Chess Tempo playing supports both correspondence, and non-correspondence play.
Challenge Dialog
The challenge dialog is used to issue game seeks to other users. Game seeks can be direct seeks, sent to a particular user (by entering their name in the opponent name field), or an open seek available to any user who matches the seek parameters. You can issue a quick seek by clicking any of the time control options in the Quick Select panel section of the Challenge Dialog. Note that the quick seek will also use any of the non-time based options in the advanced seek options. If you want to create a seek using the same parameters as your most recently created seek, then click the 'Ok' button immediately (the Ok button label should also show the current time control that will be used). The advanced seek options can be used to create seeks with a time control not supported in the quick select panel, or to create seeks targeting particular rating ranges, or defining options such as rated/unrated and starting colour.
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Play Online
Time Controls
Chess Tempo time controls are defined using three values, a start time, an increment time, and a maximum time. The start time defines the initial time on the clock, the increment time, defines how much time is added to the user's clock after each time they move, and the maximum time defines a ceiling on the total time after adding the increment. By ignoring the maximum time, you can define most of the common time controls seen in online play. The maximum time allows you to define some time control types more common in correspondece play. So for example, a correspondence type time control with a start time of 1 day, an increment time of 1 day, and a maximum of 1 day is equivalent to a 1 move per day time control. As no matter how many times you move in a day, the increment will never increase your clock over 1 day, and each time you move, your clock will grow back to 1 day, leaving 1 day until you must play again. Another example is using the start time to provide an initial "time bank" where for example you set it to 10 days with a increment of 1 day and a maximum of 10 days. You can miss playing for up to 10 days without timing out, if you have played all your previous moves on time. The 10 day time bank will start to decrease if you play less often than once per day, but can be replenished up to the maximum if you play more quickly. Setting an initial "time bank" in this manner allows you some flexibility during a game without having to resort to taking vacations, for example, if you need to spend a couple of days away, the time bank makes this possible with minimal iconvenience. If you'd like to play a correspodence game that is certain to finish within a particular time frame, you could set the start time to say 30 days, and the game will go no longer than 60 days (maximum 30 days for each player). You can choose to play as slowly or as quickly as you like, but all moves must be played within the 30 days.
Seek Filters
The seek filters allow you to define the types of players who will see your seek. Currently the only seek filter available is the rating range. If you don't want to play people outside of a particular range, please use this filter to avoid them seeing the seek.
Users List
The user list panel shows the list of currently online users, and their rating for each rating type. You can challenge a user to a game by clicking on their challenge button. Other user specific actions, such as friend requests or bringing up the user's stats page can be accessed by clicking on their username. The user list can be filtered by username or rating range. To filter by rating range, you will need to select the rating type the range applies to. The username filter is a case sensitive substring search, so for example "ern" would not match "Ernest", but "Ern" would.
Seeks List
The seeks list shows a list of all the currently available game seeks. Only the seeks that have a filter matching the current user will be shown. There are two ways to accept a seek, one is to click on the 'Select' checkbox, and then click on the accept button, this will immediately attempt to accept the seek. The second option is to just click on the accept button, this will bring up a dialog that requires you to confirm your
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request. The reason a confirmation is required, either by clicking the 'Select' or confirming the dialog is to make sure you are responding the correct seek, something that isn't always easy when the seek list is updating quickly. Confirmation means that aborts for mistaken seek accepts should not be required (and are not provided). Your own seeks will be shown at the top of the list, and can be cancelled using the Cancel button, which replaces the Challenge next to others' seeks. Seeks can be filtered by rating range and whether they are rated or unrated.
Friends List
The friends list provides a convenient location to view your list of friends, and for you to be able to see if they are currently online. Online friends will appear in the top half of the list, and will have a Challenge button next to their names that be used to send them a direct game challenge.
Note
During the initial testing stages of the playing feature, this list will include both correspondence and non-correspondence games, however once the final release has been made, correspondence games will be removed from this list. The playing list can be filtered by username substring search, and rating type.
My Games Browser
The my games browser allows you to view all your current games ordered first by games where it is your turn, and from games with least time left to those with most time left. A game board is shown for each game, and you can see the opponents and current clock for each board. You can change the size of the boards using the size selector beneath the game browser. To bring up one of the games for viewing, click on the game's board. As moves are played, both by you , and your opponent, the game browser will re-sort the games so that the most urgent games where it is your turn are always sorted first.
Events List
The events list shows important recent events. The results of recent games are shown here, and you can use the events list to see the results of games that may have finished while you were offline (for example correspondence games won or lost by time-out or opponent resignation). Clicking on the board icon next to an event will bring that game up for viewing.
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Move List ................................................................................................................ 60 Game Chat .............................................................................................................. 60 Game Actions .......................................................................................................... 60 The Chess Tempo online play interface is made up of the board and clocks, the move list, in game chat, and navigation and action buttons. The board, move list and chat window are all resizable by dragging the drag handles (only shown when mouse is over the area for the chat window). Resize settings are remembered via a browser cookie, so will be used when you next use the site from the same machine and web browser.
Game Board
Game Game Move Game Game Board Settings ......................................................................................................... Clocks ................................................................................................................... List ........................................................................................................................ Chat ...................................................................................................................... Actions .................................................................................................................. 59 60 60 60 60
Moves can be made on the game board by either dragging the pieces or clicking on the piece and then the target square. The board has two icons in the top and bottom left of the board, the top left icon is the settings icon, and brings up the board settings panel. The bottom left icon is the board flipping icon. For those wanting to maximise board size within the browser window, it is recommended that you resize the board such that it uses the maximium vertical space, this may force the Users, Seeks, Games etc tabs to render beneath the board, but can still be accessed by scrolling your browser window down when required.
Note
Arrow highlighting may not work in all browsers. Board Sounds Turns board sounds on or off.
Note
Board sounds should work in the latest version of most browsers, but is likely not to work on some old browsers. Figurine Notation Move List Font Size Turns figurine notation on or off. When figurine notation is on, small piece images are used instead of the KQRBN piece letters in the move list. Sets the font size used in the move list, dragging the resize handle to the right will increase the font-size.
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Autoplay Speed
Sets the auto play speed, dragging the resize handle to the right will increase the time between moves (i.e. it will make the autoplay slower).
Game Clocks
The game clocks and player names are shown to the right of the board. The currently ticking clock is shown in red, and the time control of the current game can be seen by hovering over the clock display with the mouse.
Move List
The move list displays all moves in the current game. You can also use the move list as an analysis board during the game by entering variations, if it is your turn to move,and you are waiting for an opponent move, a null move will be entered, pending the arrival of your opponent's next move. You can move through the move list using the navigation buttons beneath the board, by clicking a move in the list, or by using the arrow keys to move forwards and backwards in the move list.
Game Chat
The game chat window allows you to communicate with your opponent, other players viewing the game can also participate in the chat. Special chat commands start with a '/' character, you can see a full list of chat commands by typing /help into the chat entry box.
Game Actions
Several game actions are available in the game actions menu, actions available: Claim Draw This allows you to claim draws that require explicit claiming under FIDE rules, such as draws by repetition, and draws by the 50 move rule. Note that these types of draws will not be given unless you actually explicitly claim them. Depending on the situation, the claim draw dialog allows you to attempt to claim a draw immediately, or after your current move. If you choose the 'after current move' option, your draw claim will be sent to the server along with your next move. Offer a draw request to your opponent. You can only make draw offers when it is your turn. Resign the current game. Bring up the annotation window, which allows you to add comments and graphical annontations, and manipulate any side variations you have entered. Shows the PGN of the current game, and allows you to download the PGN to your own computer.
Note
Only available during the game for correspondence games. Available after the game for all game types. Explore in DB Go to the database page where you can view the current game, and use the opening explorer, and compare to other games played with similar lines. The chess database offers many options for examing your game in the context of other database games, and in controlling how the opening explorer works. Please see the Chess Database chapter for more details.
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Note
Only available during the game for correspondence games. Available after the game for all game types. The game abort actions and 'After' game actions are available outside the game actions menu.
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chesstempo database. By switching between both while traversing the moves of one of their own games, you can look at either your own previous games that followed the current line, or look for master level games that also followed your line, and these may provide hints on improvements that could be applied next time you play, or give you an idea on the kind of middle or endgames that arise from your openings when played by masters.
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The Chess Tempo PGN Viewer has an updated version that is currently in BETA stage, and can be accessed here [http://chesstempo.com/pgn-viewer-beta.html]. This section describes this beta version, not the current version of the viewer.
Feature Summary
Figurine Notation By default, the PGN Viewer will show the pieces as graphical figures instead of piece letters. The board can be resized by dragging on the resize handles to the right of the board. The Viewer has a settings button in the top left which allows board preferences to be set, these will be remembered in a browser cookie for when you next return to using the viewer. The viewer can be used to enter your own list of moves by moving the pieces, or to add or investigate side variations to an existing game. The PGN Viewer includes a button which loads the current game into the Chesstempo database page where you can explore the opening, or find other games which match positions in the current game. The Show PGN button allows you to see the source PGN of the game, and to download the PGN to your machine, this is especially useful if you have been annotating a game, and wish to save the results. Using arrows or square colouring to highlight particular aspects of a game is supported with special PGN comments. These are covered in more detail below. Move comments can include a '#' symbol which will embed a board showing the current state of the board into the move comment. Variations can be hidden and expanded by the user, this often helps makes complicated games with lots of variations much more readable. Resizable board
Board Preferences
Move entry
Show/Download PGN
Variation folding
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Annotation Window
The annotation window allows you to add or edit comments on the game you are viewing. It can also be used to add Annotation Symbols such as !, ? etc to moves or positions. The annotation window is also used to turn folding on and off, and to perform variation manipulations such as promoting or deleting variations. The viewer supports a large range of keyboard bindings, that allow for rapid annotation of games using only the keyboard, without the need for mouse interactions for most operations.
Keyboard bindings
Keyboard Bindings
ESC key Escape from a text entry field, useful in annotation window when wanting to complete editing and move around the move list with the arrow keys. Move back and forward in the move list. Jump to start/end of the move list Move through variations on a move. If you are in a variation, or have the parent move of a variation selected, you can cycle through the variations by using the up/down arrow keys. Bring up the annotation window, with the current move selected for annotation. Same as the 'a' key, brings up the annotation window, but with the comment entry set to add a comment BEFORE the current move. Focus on comment entry area. When the annotation window is open, the 'c' key focuses on the comment text entry, if you are moving through the move list with the arrow keys, commenting on a lot of moves, you can use the 'c' key in combination with the ESC key and arrow keys to avoid having to use the mouse during game annotation. Saves and closes the annotation window (in reality this is mostly just a close, as annotation window changes are automatically saved almost immediately after any edits). These toggle the good move and bad move glyphs on a move, for example if you start with 1.e4 and press '!' once, it changes to '1.e4!', if you press it again it changes to '1.e4!!', and one more press resets it back to '1.e4'. Toggles folding on the current variation, if folding was previously not turned off, it will be turned on. toggles 'fold all/unfold all' variations. Traverse all moves in the move list from the current move onwards. This will allow you to visit every move in every variation in the game from the current position. In other words it will visit all moves in all variations by traversing the entire game tree, it will visit all variations and sub-variations of the current move before moving on to the next one. The traversal is relative to the starting move, so if you start within a variation it will only traverse the following moves in that variation. To traverse every move in the game, start traversing from the first move. Each time you press the 't' key, you traverse to the next move in the Left/Right arrow Home/End keys Up/Down keys
a A
! and ?
F t
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traverse. This can also be used as a primitive temporary bookmarking system, as once you have first pressed 't' , you can click around the move list (or move around using the arrow keys), and pressing 't' again will jump you back to the next move after the last one you visited with the last 't' press. T Start new traversal. If you've already used the 't' key, and want to start traversing from a new location, use the 'T' key. Promote the current variation one level, this will make the current variation the parent variation, and the previous parent, the child variation. If you are promoting a variation directly off the main line, the promoted variation will become the main line, and the old main line will become a variation of the new main line. Delete line to end. Deletes all moves from the current move onwards. Choosing the first move in the main line will delete all moves in the game, choosing the first move in a variation will delete that variation (and any sub-variation).
Arrows
To have a move show arrows on the board when it is played, you can embed the following type of string into a comment on the move: [%cal Gc2c3,Rc3d4] the '[' and '] characters are the start and end of the arrow markup. The %cal indicates you are requesting a coloured arrow to be drawn. This example will draw two arrows a Green arrow from the c2 to c3 squares, and a Red arrow from the c3 to d4 squares. The colour letters supported are R=Red, G=Green, Y=Yellow and B=Blue.
Square Colouring
To have a move highlight squares on the board when it is played, you can embed the following type of string into a comment on the move: [%csl Ra3,Ga4] The %csl indicates you are requesting a coloured square. This example will highlight two squares, a3 will be highlighted Red, and a4 will be highlighted Green. The colour letters supported are the same as used by the arrow annotations.
Mini Boards
Mini boards showing the current state of the game can be embedded into move comments. Anyhwere a '#' character is found by itself in a move comment, the '#' will be replaced with an image of the board, square highlighting and arrows can also be combined with mini-boards, for example the text: [%cal Gc2c3] #
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Would create a mini-board with a green arrow from c2 to c3 (the arrow will also show up on the main board when the move the comment is attached to is played).
Variation Folding
Variation folding allows side variations to be expanded and collapsed. Folding can make it easier to concentrate on the main line or important side lines when a game is annotated with many side variations. Folding is turned on in the annotation window, or can be turned on by using the 'f' or 'F' key (fold/unfold current variation or fold all/unfold all variation keys). Once on, you can click on the variation toggle button in front of each variation to open and close any particular variation (or use the 'f' key to toggle the variation fold when inside a variation).
Annotation Window
The viewer annotation window allows the manipulation of comments, annotation symbols and side variations. It can be opened by using the 'a' or 'A' keys, or by clicking the annotation button beneath the board.
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do, for that reason if you don't have time to do the engine analysis yourself, I'd still prefer if you posted the "Why doesn't 1.f6 work" question as someone else can answer it, helping not just you but others who have the same question. When posting analysis or move descriptions, please include move numbers to avoid confusion, this makes it much easier for people who want to reply to your comment. Where possible it is probably best if you can use algebraic notation with English piece designations as it will be understood by the widest number of people. For further details see the Wikipedia Algebraic Chess Notation article. If all you want to point out is that the problem employs a fork, discovery, back rank mate, etc. then use the "Vote For Tag" button to the left of the board. Read all previous comments before starting work on yours, sometimes the point you want to make may have already been made by a previous comment. Criticism of the problems is encouraged, but if you want to post "this problem is terrible", then please say what you thought was wrong with it , e.g. "this problem is terrible, there was only one legal move!" or "this problem is terrible, I played 1.f6 and was marked wrong but it looks like it wins due to the following line 1..x etc" are both ok. A constant stream of "this problem sucks" with no other details provided will likely get your commenting privileges removed (especially if you're almost always wrong - bad problems exist, but bad analysis is much more common). If you see comments that don't meet the above guidelines they should be voted down. If you see a question being asked that was already answered in a previous comment, then these should also be voted down. Problem comments which ask for clarification on a move/line are fine, but mistaken claims like '1.Nf7 is mate in 2, but I was marked wrong' when in fact 1.Nf7 is not mate and lead to a losing position should also be voted down. However when voting down these types of comments, it would be useful if you added a new comment explaining why 1.Nf7 did not mate (without referring directly to the original voted down comment), for example 'Some people are playing 1.Nf7 here, assuming it mates, however it does not mate due to 1...Bxf2+ etc'. Sometimes you will see existing comments of this type that have already had replies, in that case if the reply makes reference to the original mistaken comment, the original comment should not be voted down if it makes the reply difficult to understand without the context of the original comment. If you find a comment particularly useful or interesting, you can vote the comment up. This will help protect good comments (and commentors) from inappropriate down votes, but it will also make it possible to eventually provide a view of comments which sorts comments by quality. The last guideline is not to let yourself feel too hemmed in by the rules! Don't be afraid to write a long comment, contradict a previous comment, or simply express a contrasting point of view. Whatever you've wondered, someone else has probably wondered too and you're performing a public service. Your voice deserves to be heard and your opinion matters as much as anyone else's.
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