CREATING A CHESSBASE
OPENING KEY -- PART THREE
by Steve Lopez
In last week's issue we
created an "empty" opening key, added a root key to it, and then added two additional
subkeys to it. This week we'll add deeper subkeys to one of them and look at
a few extra tricks that will come in handy when you create your own opening
keys.
You'll recall that the
root key was for the Ruy Lopez Exchange Variation (1.e4 e5 2.Nf3 Nc6 3.Bb5
a6 4.Bxc6) and we added two main subkeys to it (4...bxc6 and 4...dxc6).
Let's go back to our opening tree and look at what follows after 4...dxc6:
[If you make your own opening
tree for the Ruy Exchange, you will likely see a different game total and different
stats in your tree. I've been playing the Ruy Exchange for nearly ten years
and started a separate database on it back in 1994. My games come from a variety
of sources, so that's why my totals and stats are likely to be different from
yours.]
First off, we note that
White has eleven responses to 4...dxc6 based on the games in the database. We'll
need to decide how much of this is important enough to warrant the creation
of individual subkeys. It's certainly possible to create keys for every single
move as deeply into the opening as you'd like to go, but this is a lot
of work. There comes a point at which you have to decide whether or not it's
worth the effort to try to capture every individual game into a key. In the
tree above, we see that the first six moves on the list have been played more
than a hundred times, while the seventh move (5.b3) has been played twenty-seven
times. If we create subkeys for only these seven moves, games in which the remaining
four moves were played will be "loose" games; that is, they'll appear as individual
games at the bottom of the list when we look at the key for 4...dxc6. This isn't
critical in a database this size: there will be just fifteen loose games at
this point. So we decide it's not worth the effort to create individual keys
for the last four moves on this list.
The next determination
to make is the order of the moves in your key list. If you've used the opening
keys that come with Big Database, Mega Database, the ChessBase
Opening Encyclopedia, etc., for any length of time you've probably already
noticed the "standard" for move ordering ChessBase GmbH uses when creating these
keys: the least commonly-played moves typically appear at the top of the list,
followed by the more commonly-played ones near the bottom. A corollary of this
is that the more commonly-played moves typically lead to further subvariations
and are also seen near the bottom of the list. The idea is that when you click
on moves near the top of a list, you're more likely to get individual games,
while moves nearer the bottom are more likely to lead to further subkeys.
So when we create subkeys
for moves that follow 4...dxc6, we should start at the bottom of the
tree list in the diagram above and work our way up. What we should ideally
see is 5.b4 as the first subkey on our list (at the top of the list) and 5.0-0
as the last key (down at the bottom). Following the instructions given last
week for creating keys, we should end up with something like this:
It should look exactly
as described: 5.b3 is at the top and 5.0-0 is at the end. If your key is in
the wrong order, it's because you forgot a suggestion I gave last week: before
adding a new key, always click once on the last key on your list to highlight
it -- then ChessBase will place the new key after it on the list
(e.g. at the bottom of the list).
If you messed this up,
don't worry -- this is actually a good thing at this point, because it
leads right to another tip. If you decide that you want to move a key up or
down in your list, right-click on the key you want to move. A popup menu will
appear; select "Define key memo" in this menu. You've just told ChessBase
that this is the key you want to move. Click once on the key that appears immediately
above the position where you want the moving key to appear. Right-click on it
and select "Insert key memo" from the popup menu. ChessBase will then
move the first key to the new spot on the list. Once in a while, particularly
when you try moving a key to the very top or bottom of a list, ChessBase
will insert it above the key you've highlighted, so it may take a bit
of tweaking on your part to get the list just right -- but it's certainly "doable".
Note the zeros in parentheses
at the far right of our key list. This is where the program will show you the
number of games that are classified into each key. Why are these zeros? Because
we haven't yet classified the games. To classify them (that is, make ChessBase
sort the games into the proper indexing classifications), go to the Tools menu,
select "Classification", and then "Whole database" from the submenu. You'll
see a dialogue that asks the game number in the database where it should start.
Go ahead and use the default of "1" and you should end up with something like
this:
You'll note some unusual
things about this list. First, we have more than the expected fifteen "loose"
games at the bottom of the list. This is because there are a bunch of games
that ended after 4...dxc6 (you can pick these out by the dashes where moves
would normally appear), so these appear as extra games beyond the expected total
of fifteen (since the games ended after Black's fourth move, they didn't appear
in the tree list for White fifth moves). Also, the number of games for some
of the keys don't exactly match what we saw in the tree; this is because of
transpositions that are picked up in the tree that don't appear in the keys.
This ultimately gets sorted somewhat as you create further subkeys (or higher
branch keys) in your opening keyfile. (You'll also notice that I haven't killed
the doubles in this database for a while -- shame on me).
Let's go up one level in
the key (to Black's fourth move) to illustrate another point:
Have a look at what's in
the parentheses at the far right after 4...dxc6. You'll see a couple of dots
following the number of games. This indicates that there are subkeys as part
of that key. As you create subkeys and classify the games, you'll always see
these dots for any key that has additional subkeys.
Now for a couple of additional
tips concerning move ordering and move display within a key list. You might
come to a point in a game where an opponent's reply is forced. Pulling an example
out of my head (that is, I'm just making this up), you might have a selection
of three moves, one of which leads to a forced reply:
8.Ne5
8.Bxh7 Kxh7
8.b3
Instead of creating a key
for 8.Bxh7 and then making 8...Kxh7 (the only move in that position) a subkey
of it, you can save a step by creating a key for the position after 8.Bxh7 Kxh7.
This saves you time later when using your keys: instead of double-clicking on
8.Bxh7 and getting a single subkey (8...Kxh7) that you'll also need to double-click
on to proceed deeper into the keys, you create a key for the position after
both 8.Bxh7 and 8...Kxh7 have been played. Then when you double-click on 8.Bxh7
Kxh7 you'll immediately get any further subkeys and games, instead of a useless
extra subkey for a move that was forced anyway.
As a matter of aesthetics,
you might also want to put 8.Bxh7 Kxh7 as the bottom key on your list, so it'll
look like this:
8.Ne5
8.b3
8.Bxh7 Kxh7
This prevents your key
from having a "ragged" look. (And, if you want to be really picky, you could
put 8.b3 at the top, followed by the Knight move, and then the Bishop capture,
for an even "smoother" look).
Another tip concerns the
font you'll want to use in your key displays. You'll want to use a Courier font
(which is a "fixed pitch" font), rather than one of the others -- this will
ensure that your keys will line up properly. A fixed pitch font is one in which
any character takes up the same amount of space on a line as any other. With
most fonts, smaller letters (such as i) take up less room than larger letters
(such as m). With a fixed pitch font, i's will take up the same amount of space
as m's; this creates a uniform spacing of characters and the moves on each line
of your key list should line up properly with the moves on the lines above and
below it. To change the font, right-click on an empty space in your key display
(instead of directly on a key), choose "List format" from the popup menu, select
"Font" from the submenu, and choose the font from the list. You'll want a font
that starts with the word "Figurine" and has "Crr" (for Courier) elsewhere in
the name (if you have some of the older ChessBase fonts) or else use the font
"FigurineCB LetterSP" if you're working with the newer ChessBase fonts.
Here's one more aesthetic
consideration. As you get deeper into the keys, you might wind up with a situation
like this:
9.Nd2
9.Bb3 Ne7
9.Bb3 Nf6
There are two Black responses
to 9.Bb3 and, to save later clicking, you might want to have them appear in
the list for White's ninth move. But the appearance of 9.Bb3 twice in the same
list is a bit confusing. Here's how you handle it. Make 9.Bb3 Ne7 the first
key on your list. Then, when you create the second key (for 9.Bb3 Nf6) and come
to the display that lets you edit how the key will display, delete the characters
for "9.Bb3" and instead just put six spaces in the box prior to the "N' in "Nf6":
9.Nd2
9.Bb3 Ne7
Nf6
And you wind up with a
better looking display. Since there's empty space before "Nf6", the move from
the previous line is assumed. (And this is another reason why you want to use
a fixed pitch font, so that everything lines up properly. Also, you can just
count characters from the previous key and see how many spaces you'll need in
order to make it line up properly).
One last point concerns
transpositions. If you try to create a key for a position that already exists
somewhere in the keyfile for that database, ChessBase will alert you
to this. Go ahead and create the key; ChessBase will "link" the two keys.
Stepping down through the key to that position will get you to the same set
of subkeys/list of games no matter which of the two "paths" you take to get
there. But things might get quirky as you move upward through the hierarchy
of keys and you'll often find yourself in a totally different part of the opening
key than where you started. Such is the nature of chess transpositions.
Over these three articles,
we've looked at the basics of creating opening keys. We certainly haven't looked
at everything (and can't cover every situation that might arise), but
this should be enough to get you started; more info can be found in the Help
files. I've created a lot of opening keys for my own use (and a bunch of keys
for some soon to be released electronic books) and I still find the process
to be full of surprises (especially due to transpositions). Creating good opening
keys is almost an art -- you get to use both halves of your brain in sorting
the technical aspects of the chess moves and in making a useful key that also
appears good to the eye. You'll also learn a lot about the opening in question,
too. Go ahead -- give it a try and, as always, have fun!
©
2003, Steven A. Lopez. All rights reserved.
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