The better it is organized, the more cues are formed, the easier the retrieval and the faster the retrieval.
Verbalization is one way to organize the knowledge of a chess position. But we already know, that a verbal description is not the most logical way to transfer knowledge from one problem to the next. Besides that, language itself is inherent limited in describing a chess position. It can be used to describe the core ideas, but the details become problematic. That is why I want to use a second method to describe the position: graphical representation. The use of two methods for the organization of chess knowledge has an extra advantage: it provides more cues, hence faster and better retrieval.
When you work out all variations of a given position rated 2000+ the amount of variations usually exceeds hundred moves by far. Of which every move has its own consequences and repercussions on the position. It is possible to compile the essence of the variations in a few chess diagrams with arrows and coloured squares added. In language you would need 100+ little descriptions what the moves are doing. That is not realistic.
I don't know what is the most essential that must be represented, since the possibilities are endless. Probably the mere compilation of the diagrams themselves is the best way to store knowledge to memory, but in the end you will have a file with diagrams which can be used for some repetition if that is needed.
I compiled a few diagrams from different points of view. I haven't decided yet what are the most usefull diagrams. I suspect when working with it you will see a shift overtime. In the beginning you need for instance a way to represent the overworked pieces. But once the recognition of overworked pieces has become automatic, there is no longer the need to document them, since you simply see them. You can find the original problem at CT here.
|Diagram 1. The arrows show where the main attackers go|
|Diagram 2. The coloured squares to show where the main attackers go.|
|Diagram 3. Invasion squares.|
|Diagram 4. Counter attacks.|
|Diagram 5. From attacker to target|
|Diagram 6. Immobilization.|
Diagram 4, 5 and 6 together seem to represent the core components of the combination pretty well. If we are able to see these invisible structures fast, we would have a whole lot of more time to think about the details, with a working memory that is way less overloaded.