CREATING TRAINING QUESTIONS
IN CHESSBASE 8
by Steve Lopez
The timed training questions
on various ChessBase CDs are a pretty cool feature; they give the user a chance
to test the knowledge he's gained from the disk. When a training question pops
up on the screen, the user has to "beat the clock" and come up with the solution
before his time runs out. The Fritz7 program (as well as our other playing
programs) will also generate such questions as part of its full game analysis
once every twenty or so games (see ETN for March 12 and 19, 2000 for more
details). A lot of users see these questions and say, "Cool! How can I
make these?" It's not too hard; in this week's ETN, I'll show you how.
First of all, you need
a copy of ChessBase 7 or 8 -- you can't create training questions
in our playing programs. This article will deal specifically with ChessBase
8; users of version 7 should be able to adapt these instructions
with minimal difficulty.
The next thing you'll need
is a game from your database. Note that the game/database must be in CBH format
in order for you to be able to add a training question -- you can't do it in
PGN or CBF format databases. For the purpose of this article, I've selected
the following short game:
Iglesias,A - Rodriguez
Gonzalez,J [C86]
Havana Panamerican, 1966
1.e4 e5 2.Nf3 Nc6 3.Bb5
a6 4.Ba4 Nf6 5.0-0 Be7 6.Qe2 b5 7.Bb3 0-0 8.c3 d5 9.exd5 Nxd5 10.a4 Rb8 11.axb5
axb5 12.Nxe5 Nf4 13.Qe4 Nxe5 14.Qxf4 Nd3 15.Qf3 Bb7 16.Qd1 Bd6 17.Ra7 Bxh2+
18.Kxh2 Qh4+ 19.Kg1 Bxg2 20.Kxg2 Qg5+ 21.Kh2 Rb6 22.Bxf7+ Kh8 23.Bh5 Rh6 24.Qg4
Qxg4 0-1
The next-to-last position
of the game looks like this:
It's Black's turn to move
and he sees a two-move mate starting with 24...Qxg4. If you check the gamescore
above, that's exactly what he played. If you're a chess teacher, this position
is a prime candidate for a training question. If you want to follow along at
home, you can cut and paste these moves into ChessBase 8 by using the
technique described in ETN for January 17, 1999 ("Inserting ASCII Notation
into ChessBase 6 & 7", which also works wonderfully well in ChessBase
8).
To create a training question,
start by clicking on the move 24...Qxg4 to highlight it. You always start
by clicking on the move where you want the training question to appear, not
on the move previous to it. This will become more clear in a moment.
You can bring up the training
question dialogue in two ways:
- Hit CRTL-ALT-M on the
keyboard
- Right-click on the move,
select "Special annotation" from the popup menu, and then "Training annotation"
from the submenu
Either way, you'll see
the following dialogue appear:
This is where you'll do
the work of creating your training question.
You can add information
to your training question in any order you choose; you don't have to do things
in the exact order I'll give in this article. I'm just going to show you how
I would tackle creating a training question for this position to illustrate
the procedures.
The first thing we notice
is a large white box marked "Question". This is where you'll type in the actual
question, posing the chess problem to the user. Note the file tabs across the
top of the box. Select the tab for the language in which you're writing, then
click on the large white box. You'll see a flashing cursor appear; you can now
type your question into this box. In this case, I type: "Black sees the opportunity
for a mate-in-two. What's the first move of his mating combination?"
Note that you can also
insert an audio comment here, by clicking on the microphone button. You'll see
this dialogue appear:
This allows you to record
an audio comment (provided that your computer is equipped with a microphone,
of course). Clicking the red button starts the recording process. The black
"square" is the stop button -- you click this to stop recording once your comment
is finished. The "arrow" button lets you play back the audio clip. There are
also four radio buttons that let you select the audio quality of your clip.
The slower the speed in kB/s (kilobytes per second), the lower the quality of
the audio. Selecting "CD" gives you the best quality sound, but also dramatically
increases the storage size of the clip. Once you've recorded the clip, click
"OK" to save it into the training question.
Clicking the "default wrong"
button brings up a dialogue that lets you write (and/or record) a generic comment
that the user will see if he makes an incorrect move. This will be seen or heard
when he makes any move for which you've not created a specific comment (more
on this later). In this case, I just type in the comment: "Sorry, that's not
the correct answer. Try again!" and I click the "OK" button at the bottom of
the dialogue. An asterisk appears on the "default wrong" button to remind me
that I've added a comment into this dialogue.
Next we can add two "hints"
that a player can ask for when he feels he needs some help. Clicking the "Help1"
button lets you type in or record a basic hint to give your student. In this
case, I type "Black must move a heavy piece (his Queen or a Rook)" and click
"OK". Again, an asterisk appears on the button to show that a comment has been
added. For "Help2", I type "Black must capture a White piece with his Queen"
(which comes pretty close to giving away the store, but Black does have three
moves that fit the bill). I again click "OK" and see an asterisk appear on the
"Help2" button.
The "Seconds" dialogue
lets you set the timer for the training question, i.e. how many seconds the
player is given to solve the problem. The default is "300" (that is, five minutes).
I don't think this question is too tough, so I reset the timer to "120" (two
minutes).
Now we come to the hairy
part of the process -- the place in the dialogue where we create commentary
for the actual game move and insert additional moves and commentary:
Depicted above is the part
of the dialogue where you control this process. Note that the actual game move
(and, in this case, the correct answer to our training question) is already
displayed in the move list window. I can add a congratulatory comment to this
move by clicking the "Feedback" button. I can type in or record a comment that
will appear or be heard when the player makes the correct move on the chessboard.
In this case, I type: "Correct! Note that the White Bishop can't take the Queen
-- it's pinned by the Black Rook on h6. White is now powerless to prevent the
mate; no matter what he plays, Black responds with 25...Rxh5#." After clicking
"OK", I again see the ubiquitous asterisk appear on the "Feedback" button.
We can also add a score
to this move -- how many points a correct answer is worth. You can set this
for any value; the default is "10". Note that this maximum value decreases with
each incorrect move that the user makes; asking for hints by clicking the "help"
button in a training question dialogue also decreases this maximum point value.
In this case, I leave this setting at "10". You'd typically use this value if
you've created multiple training questions at different points in the same game.
A technique used by Danny King on his Check and Mate CD was to give ten
training questions in a game; each question was worth ten points, for a maximum
of 100 points per game. If you create such a game (or a database of such games)
and are feeling especially ambitious, you could include a point scale telling
the user how well he did according to the total number of points he scored (i.e.
"95-100 points: You should be challenging for the World Championship" down to
"0-10 points: You should have gills -- you're such a fish").
Now comes the fun part
-- adding new moves and providing commentary for them. In the small box above
the move list (see the diagram above), you just highlight the move appearing
there (in this case it's Qxg4), hit the Backspace or Delete keys on your keyboard
to remove it, and then type in a different move. Then click the "New" button
and you'll see it added to the move list. In this case I remove Qxg4, type in
"Rxh5" (without the quotation marks, of course), and click "New":
...and, as you can see
in the above graphic, Rxh5 is added to my list of candidate moves. I can then
highlight it and click "Feedback" to add a comment ("This lets White off the
hook. He plays 25.Kg3, the mate threat is stopped, and the game continues."),
and give the move a point score (in this case, I give it a "5" -- Black does
win material, but there's no longer a mate threat if White plays Kg3). I can
also add Qxh5 (giving it a "1", because the best Black can do after this is
draw by repetition) and explain the move in the "Feedback" box ("An awful move.
After 25.Qxh5 Rxh5+, White plays 26.Kg3 and the best Black can do is draw by
repeatedly checking White (Black's second Rook can't get into the game -- it
has to stay on the back rank to guard against White's Ra8#)." I could even add
Qf4 and Qxd2, but (unfortunately) I can't award "negative" points (like "-10")
for these abysmal moves.
Note the "D-E" button at
the bottom of the dialogue. Some users find themselves typing their comments
under the "De" tab (for "Deutsch", i.e. German) when they mean to be typing
them with the English tab selected. If you do this and later discover your error,
you can click this button to copy your comments from the German tab to the English
tab. Note that this does not translate German comments into English!
When you're finished creating
your training question, click the "OK" button at the bottom of the training
question dialogue. You'll see a set of asterisks appear in the gamescore in
the notation pane -- this shows that there's a training question in the game
at that point.
But there's one final very
important step -- you must now go to the File menu and select "Replace"!
If you fail to do this and exit the game, all of your hard work will be irretrievably
lost! Please please please save yourself some serious embitterment and
always remember this step!
So how do you get the game
to your student(s)? You can copy it into a new database (along with any other
training games or other lesson material) and then archive it as a CBV file (see
ETN for April 29, 2001 for instructions on how to do this). You can then
slap that sucker on a floppy or CD, or attach it to an e-mail.
When you student opens
the database, double-clicks on the game, and advances to the training question,
he'll see a popup dialogue that looks like this:
He can then make a move
on the chessboard to attempt to answer this question. If he gets it right (in
this case by playing ...Qxg4), he'll see the feedback you typed in (or hear
the audio clip you recorded and associated with that move). If he makes a different
move, he'll get either the generic "wrong answer" message (if it's a move for
which you didn't provide commentary) or else the specific comment you entered
(if, in this case, he made the move ...Rxh5 or ...Qxh5). He also has the opportunity
to click the "Help" button -- the first time he does so, he'll get the general
hint you typed in the "Help1" dialogue; if he clicks it a second time, he sees
the more specific hint you added in "Help2". For a few more tips on using training
questions, see ETN for April 30, 2000.
A final note on audio files
-- these things can be huge. I've recorded thirty second audio clips
in CD quality mode that have been over seven megabytes in size. If you plan
to use a lot of audio clips in training questions (or especially in multi-question
games), be aware that using higher-quality audio settings will result in enormous
database sizes (even after a database is compressed into CBV format). A single
game containing multiple high-quality audio files could actually wind up using
more disk space than a whole database containing tens of thousands of unannotated
games -- so go easy. Audio clips are cool, but if they don't add much value
to the instructional quality of the game, you're better off not using them.
If you're going to say something, make sure you're actually saying something.
Until next week, have fun!
©
2002, Steven A. Lopez. All rights reserved.
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