About the Values of Chess Pieces -- Contents
This will be about as long as a book, if it ever is finished.- About the Author
- Introduction
- Early Attempts at Deriving These Values
- A Better Way to Calculate Mobility
- Life Is Not That Simple
- Mobility, Forwardness, Distance, Colorboundness, Capture
- Getting More Data
- Impossible by Definition
- Summary of Part 1
Part 2: A Pawn is as Strong as the Hand that Holds It
- References
- Thought Experiment
- Personal Variations
Part 3: Point Count Chess
- Point Count Chess
- Quantum of Advantage
Part 4: Advantage, Material, Strength
- Gradations of Advantage
- Pawn and Move
- In Bad Positions there are no Good Moves
- Why an advantage affects the winning rate
- Why ELO ratings affect the winning rate
- Some research could be done
Part 5: Present Value versus Endgame Value
- Before the Endgame
- CCCC Chess
- FIDE Chess
- Measuring Values at Different Stages
- Playing the Role
- Endgame advantage in play
Part 6: Knights and Bishops
- Shock Troops
- Very Different
- Where the Knights and Bishops Begin
- Where the Fafnrds and Mooses Begin
- It Ends Here Now For Now.
Part 7: New Ideas in Calculating Values
- Factors that Contribute to Piece Values
- Mobility
- Sociability
- Rock, Paper, Scissors
- Restrictions on Being Captured
Digression: Second Thoughts
- Is Mobility Linear?
- What About Pinning Power?
- Consistent Inconsistencies
- Random Ain't Chess
Part 7: New Ideas in Calculating Values (continued)
- Jump or Walk or Hop or Run or Step
Later Work: Ideal and Practical Values
- Ideal and Practical Values (part 1)
- Ideal and Practical Values (part 2): Atomic Pieces and Subatomic Movements
- Ideal and Practical Values (part 3): The Rider Problem
- Ideal and Practical Values (part 4): Odds and Ends
- Ideal and Practical Values (part 5): Modified Jumpers
- Ideal and Practical Values (part 6): A Case Study in Piece Values