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After 12 Draws and a Day of Tiebreakers, Magnus Carlsen Beats Fabiano Caruana To Win World Chess Championship (nytimes.com)

An anonymous reader quotes a report from The New York Times: After three weeks, 12 straight draws and a day of tiebreakers, Norway's Magnus Carlsen finally retained the world chess championship in London on Wednesday with a victory against Fabiano Caruana (Warning: source may be paywalled; alternative source), his American challenger. Carlsen's victory came in what amounted to sudden-death chess: a scheduled series of four so-called rapid games in which the players started with 25 minutes to make their moves. The speedier pace of the games, after the far more deliberate matchups of the previous three weeks, meant players were more likely to make blunders. And that increased the chance of a victory by one player. Carlsen won the first two games, then closed out Caruana in Game 3.

Caruana, 26, was bidding to become the first American champion since Bobby Fischer beat Boris Spassky to win the world title in 1972. The famously cantankerous Fischer forfeited his title in 1975 amid a dispute with the world chess federation, and the sport has been dominated by Russians and Eastern Europeans in the decades since then. The tiebreaker result was not a shock. While Carlsen, 27, and Caruana, 26, are closely matched in longer conventional chess games, known as classical chess, Carlsen had been considered the favorite in the tiebreaker because he has had better rapid chess results than Caruana.
"It was the first time in the history of the world championship, which dates to the 1800s, that regulation play ended with every game a draw," the report notes.

1 of 89 comments (clear)

  1. Make chess less theory and more fun by thePig · · Score: 3, Interesting

    My biggest problem with the current way of chess is opening theory.
    So much analysis is done (especially now that computers have taken over that part), that it has become a game of memory rather than one of enthusiasm, calculation and daring.
    Springing a surprise 15 moves deep - has now become a brilliance of memory, not of calculation.
    My suggestion would be -
    Use computers to run matches - until say 10-20 moves deep, where they give to humans.
    When it is given to humans, the state should be exactly equal (maybe a negligible advantage to one - whatever it is, it will never be as advantageous as white moving first)
    Let the humans start from that position, and then play. Remove the gargantuan exercises of memory, and make it one of calculation, mind set and daring.

    --
    rajmohan_h@yahoo.com