Chess as Recursive Evaluative Hunting

In chess, concentration usually unfolds in quick succession through perceiving, desiring and searching. But it’s recursive, so I often find something I didn’t expect in a way that leads me to see my position differently and want something else from it. My perception is pre-patterned through years of experience, so I don’t see one square or piece at a time. Instead, I see the whole position as a situation featuring relationships between pieces in familiar strategic contexts; a castled king, a fianchettoed bishop, a misplaced knight, an isolated pawn; it’s a kind of conceptual grammar. The meaning of the position is embedded in those patterns, partly revealed and partly concealed, and my search to do the right thing feels fundamentally aesthetic in nature.

I could describe the feeling as a kind of evaluative hunting – not so much for a particular target, but for trails of ideas that look right and feel right. I am drawn towards some transfigurations of the patterns that make me look deeper, and repelled by others. Good moves have the qualities of truth and beauty. They are discoveries of how things are, and should be.

However, chess invites me to deepen my concentration a few centimetres away from another being who is also trying to concentrate; someone I can smell, sense moving, and hear breathing. I often know, even like, these people, but they loom within my psyche in a relatively impersonal sense – a familiar energy, not friends as such. I sometimes think of chess opponents as psychopathic flatmates with whom I have to share a living space. They look harmless, but I know we signed the same contract that says they need to try to get inside my room, steal my possessions and hunt me down, before killing me; naturally, I am obliged to do the same to them. Together we create a story, and narrative themes such as attack and defence are both reduced and reified into particular moves with particular pieces on particular squares, which we record like stenographers, into our own arcana of algebraic notation. The climax of a game’s story might be ‘Brutal counter-attack!’ but the record merely reflects the logical power of a short sequence of moves, for instance: ‘…34. Bf3 Nh3 35.Kh1 Qg4!! Resigns.’

Notes:

Folksonomies: thinking chess evaluation concentration

Taxonomies:
/art and entertainment/shows and events (0.710540)
/family and parenting/children (0.685294)
/style and fashion/body art (0.649125)

Concepts:
Sense (0.909421): dbpedia_resource
Pawn (0.876010): dbpedia_resource
Chess piece (0.874751): dbpedia_resource
Perception (0.873444): dbpedia_resource
Chess (0.864414): dbpedia_resource
Meaning of life (0.612934): dbpedia_resource
Mind (0.589006): dbpedia_resource
Isolated pawn (0.586237): dbpedia_resource

 Concentrate!
Electronic/World Wide Web>Internet Article:  Rowson, Jonathan (2020/01/06), Concentrate!, Aeon, Retrieved on 2020-12-19
  • Source Material [aeon.co]
  • Folksonomies: attention gaming chess concentration