The interaction between computers and chess
is a hot topic, and this is a reasonable first
guide for those with little knowledge of the
subject area. The author's wide ranging discussion
touches on everything from how computers "think" to
how to play against them or, alternately, how
to use them to improve your own chess performance.
While the latter would seem to be of greatest
interest to most players (and suggested by
the book's title), I don't think it gets the
lion's share of attention here.
The author is a journalist who also sports
an ELO rating over 2200 and a correspondence
rating over 2500. As can be expected from a
strong correspondence player, he is well versed
in the use of computers to assist in opening
study and understanding key ideas and themes.
The book's back cover blurb that "he has been
interested in computer chess ever since he
got his first chess computer at the age of
eight" is born out by some cogent discussion
of the history and current praxis of computer
chess programs.
The author does a nice job of providing a
broad overview of a lot of computer-related
topics. It adopts a sort of "Genesis" approach by reviewing the history of computer chess,
all the way back to the rudimentary programs
of old. When reading through these first pages,
it is often hard to accept that computer programs
now are among the strongest "players" in the
world. These first pages are useful for context,
although I doubt they will improve anyone's
chess.
The early chapters focus on understanding - "getting
into the head" of a computer chess program.
These chapters cover how a computer chess program "thinks," its
blind spots, and strategies for beating the
computer. These are accompanied by many examples
from play and entire games between human and
computer.
Those whose burning chess desire involves
beating a commercial chess software program
will find these chapters most useful. There
are plenty of practical tips and examples of
humans getting the better of the computer beasts
to warm the hearts of any non-silicon chess
player. While most of the games are, for the
computer chess geek, of the "known" variety,
there is plenty of useful material here for
those with an interest in this topic. Indeed, these discussions make up slightly
more than half the book.
I doubt that the first half of the book will
do much to justify the book's title that this
can actually improve a player's chess (unless
that only applied to improving their chess
against computers). Fortunately, the second
half of the book is much more practical in
this respect and suggests computer use that
can be a positive tool in chess development.
The author touches on a variety of important
subjects, including use of databases, chess
playing software and computer-assisted analysis.
In each of these areas, the book provides useful
guidance that can help a player understand
what to use and how to use it. That said, this portion of the book is only
about forty-pages, although they are mostly
densely packed with discussion.
The use of chess databases has revolutionized
chess study, and this book spends a solid 20
pages on this subject. The author discusses
the use of databases and also his verdict on
the value of the two top choices, Chessbase
and Chess Assistant. To the author's credit,
he does a nice job of discussing pluses and
minuses of both, and ultimately he suggests
that both have value and may appeal to those
with differing values on what is most important
in making their decision. As one who has used
both, I agree that Chessbase should not be
the automatic choice simply because more strong
players have decided to use it.
That said, the author's examples of how to
use databases all revolve around Chessbase. The
author justifies this because it is the database
he uses, but it flies in the face of the evaluation
he makes elsewhere. If the reader truly has
a reasonable choice between the two, he should
have found a way to discuss Chess Assistant
mechanics as well as Chessbase.
While this database discussion is important,
the author's presentation is very tedious. The
chapter on "Hardware, Software, and Databases" is
a weighty 15 pages of long paragraphs with
few breaks in between. This is heavy reading
that could have used more bullets, headings,
and other ways to break up the text. This is
the book's key material, and it reads like "War
and Peace."
I enjoyed the authors' discussion of computer
playing programs, hardware and computer-assisted
analysis. These were practical discussions
that will assist a player seeking to find the
equipment that will best suit their particular
needs. The author also suggests various free
programs that can be found on the Internet,
and many cost conscious (but unaware) players
will find this useful.
I also enjoyed the author's insight into computer
chess in the future. This is one of those "fascination" topics
that will appeal to some but not others. The
book closes with some puzzles and solutions
from various aspects of the game. This seems
out of place to me - a kind of sop thrown to
those who want more actual chess in a chess
book.
In conclusion, this is a niche book that will
appeal to certain audiences. Those who are
fascinated by play against computers will value
it the most. The examples from play, however,
are generally well known, so it will likely
benefit most those who are new to this discussion.
While there is a fair amount of explanation
about how to use computers to improve overall
play, it is probably not enough to justify
the book's title. In the end, the book is interesting
but not compelling.
Click to see Donaldson's and Watson's reviews
of this book.