Commenting to comment
Robert commented on the last post. I will comment to that in blue.
Such considerations suggest an important difficulty our cognitive processes are able to address: the total information contained in an environment is too vast to process using deliberative reasoning but the information contained in localised chunks of the environment is too focused to be useful by itself. What we would like to find are the small number of visual cues that make up the salient aspects of the environment and show how these cues change as a function of skill. One approach is to use a neural network that can automatically form ordered, compressed representations of sensory perceptions such as Self-Organizing Maps (SoMs). SoMs have been used as a model of neurological organisation as well as a tool for data-mining and they have the benefit of being unsupervised learners, that is to say they extract structural regularity from data without external guidance. This last point is significant, from a behavioural perspective human players implicitly learning relationships between game pieces are not aware of what is being learned, they are only picking up on the statistical regularities [without any awareness of statistical properties] in the task environment, this requires an unsupervised process.
How do we find the “Goldilocks zone” between ‘too vast to process’ (looking at the entire position plus the tree explosion while looking ahead several moves) and ‘too focused’ (mis-perceiving some salient aspect(s) of the position as the crucial aspect to focus on)?
We should not worry about too vast to process too much. There is a difference between the study room and the tournament hall. In the study room, nothing is too complicated, since we use Mr. Stockfish as our tutor. You are never going to see exact this position in the tournament hall, so you only have to worry about what you need to learn from this position that is reusable in the tournament hall.
In the given example position, what are the salient CUES?
I assume it is our addiction to system 2 that makes us ask such questions. We don't know what the needs of system 1 are, and how visual cues are build. That magic lies in the realm of system 1.
I suggest the following process that readily comes to mind just looking at the position as-is:
(1) The white Queen seems poised to go to h5, simultaneously threatening mate on h7. After “seeing” this possibility, it MAY trigger the additional perception that f7 would then be B.A.D. (whereas before that move, it was “overprotected” by black). This also takes care of the ‘concern’ about the attack on the white Bishop; a mate threat is an Equal or Greater Threat that forces black’s reply.
We must distinguish between system 2 in the study room and in the tournament hall. Your five point list above is typical for system 2 in the study room. Your only worry for now is to educate system 1 in the study room. Since that is what you are going to take with you. All system 2 considerations remain in the study room. There is a special task for system 2 in the tournament hall. That is totally different from its task in the study room.
(2) Kicking the black Knight off of c5 seems somewhat less salient at first glance. That might trigger the perception that the black Bishop on b7 would then be unprotected. It did not trigger my thoughts in that direction and certainly NOT connected to the concluding Rook fork.
(3) Perhaps it is here that the ‘idea’ occurs of lots of capture occurring on f7, leaving the black King sitting on f7, and vulnerable to a check by the white Rook.
(4) This may trigger the idea of dropping the white Rook on d7, forking the black King and Bishop.
(5) The idea of a potential fork on d7 might have brought up (again) the idea of kicking the black Knight off c5, leaving that Bishop unprotected.
This somewhat mixed (intuition plus logical thoughts) process seems similar to GM Beim’s idea of the examination [and assessment] of the position (the vulture’s eye view), supplemented by short-term tactics (1-3 moves, not more). That process is not a strict calculation of variations, creating a Tree of Analysis a la Kotov, religiously examining each branch of the tree without repetition.- In the study room, we seek to grasp the position as deep and good as we can with system 2. Our attention is the spotlight which enlightens system 2. System 1 looks over our shoulder and works its magic. Since system 1 can only work by the light of attention.
- In the tournament hall, there is a totally different situation. Here we are totally depended of what system 1 comes up with when we look at the position. The role of system 2 is completely different here. System 2 has to check whether what system 1 comes up with is correct. It makes use of the tree of scenarios to do so.
- A series of forced exchanges where the king is ending up on the exchange square. That is a very common theme. You only have to recognize it
- Then you have to recognize the potential rook fork
- Then there is some little work to do for system 2: why is the fork not working out and can I make it work?
- The tree of scenarios tells us that the knight defends both the bishop and the invasion square. And that elimination of the defender is the natural next step
Before commenting on your comments regarding my comments [round and round we go, where it stops, only Tempo knows!], I’d like to address some other topics (perhaps related to the current topic; it’s hard to tell sometimes). My apology in advance for not staying strictly focused on the current target.
ReplyDeleteWe have hashed over Dr. Lasker’s distinction between MOTIF and (tactical) THEME; no need to go into that again. I was perusing Lasker’s Manual of Chess once again, and noticed a motif that I had not previously identified. It is explicitly identified in the Table of Contents as “Motif of Power and Prey”, but that specific term is NOT used in the referenced pages. Instead, a couple of examples are given; I’ll only give the first one.
Example: FEN = 3r2k1/p1rn1p1p/1p2pp2/6q1/3PQNP1/5P2/P1P4R/R5K1 w - - 2 24
Game:
Bernstein, Ossip (2590) vs Znosko-Borovsky, Eugene (2450)
Date: 1909
Event: St Petersburg, It, St. Petersburg (Russia)
Round: 6
Result: 1-0
Opening: French Defense, MacCutcheon Variation, Exchange Variation (C12)
1. e4 e6 2. d4 d5 3. Nc3 Nf6 4. Bg5 Bb4 5. exd5 Qxd5 6. Bxf6 Bxc3+ 7. bxc3 gxf6 8. Nf3 b6 9. g3 Bb7 10. Bg2 Qh5 11. O-O Nd7 12. Qe2 Rc8 13. Qe3 c5 14. Nh4 Bxg2 15. Nxg2 cxd4 16. cxd4 O-O 17. Qe4 Rc7 18. Nf4 Qg4 19. f3 Qg5 20. Rf2 Rd8 21. h4 Qh6 22. g4 Qxh4 23. Rh2 Qg5 [POSITION] 24. Nxe6 fxe6 25. Qxe6+ Kh8 26. Qe7 Qg8 27. Rxh7+ Qxh7 28. Qxd8+ Nf8 29. Qxf8+ Qg8 30. Qxf6+
Dr. Lasker comments:
53.—The Black King has an insecure position [White has 2:1 superiority on h7], but if 1. Qxh7+ Kf8, the King will establish itself on e7 under the protection of his centre Pawns. White, in possession of heavy pieces with which to harass the King AND because Black’s two Rooks for the moment are unprotected and hampered by the Knight at d7, embarks upon the following sacrifice:
1. Nxe6 fxe6
2. Qxe6+ Kh8
The King is driven into the corner because the [White] Queen otherwise would Check and simultaneously attack one of the unprotected Rooks.
3. Qe7 Qg8
4. Rxh7+ Qxh7
5. Qxd8+ Nf8
6. Qxf8+ and wins
The second example is from the famous Steinitz-Von Bardeleban game, in which v. Bardeleban left the tournament hall rather than allow Steinitz to demonstrate the forced checkmate (10 moves deep!!) at the board.
I found a couple of comments (can’t remember the date of the associated post; sorry) asking if Dr. Lasker gave mention of the GM John Nunn concept of Loose Pieces Drop Off. At the time, I could find nothing resembling that concept explicitly in the verbiage regarding motifs. I believe this Power and Prey motif is essentially the same as LPDO.
The knight sac itself I usually refer to as "invasion" or actually, it is the preparation for the invasion. The sac removes the protection of the king. The loose rooks, the black king and the pawn h7 invite all kinds of double attacks. Further there is the chasing of the king towards a target square as preliminary move.
DeleteIntermezzo deux:
ReplyDeleteBack to the future – lichess.org’s Puzzle Storm.
You get 3 minutes to try to solve as many problems as possible. If you make a ‘wrong’ move, it immediately goes to the next puzzle. The clock does not start running until after your first move for the first puzzle. Lichess keeps track of High Scores for: All-time, This month, This week, and Today. As Tomasz indicated, statistics are provided after completion of a “Storm”:
Moves (count) – total made across all puzzles attempted/solved/incorrect
Accuracy (%)
Combo (check out the explanation)
Time (seconds) – total across all puzzles seen
Time per move (seconds) – average
Highest solved – puzzle ratings
Three features are very useful for training:
Puzzles played – diagrams of all puzzles attempted during this Storm. By clicking on the individual diagram, you get another tab opened in the browser which allows you to solve the puzzle again as if it were a normal individual puzzle (without getting or losing any points on your rating). It also gives you the game from which the puzzle was taken, with the names and ratings of the players and the type of game (rapid, blitz, etc.). Mr. Stockfish (maybe his name should be “Stuckfish”!) can be turned on to provide tutorial assistance as/when needed for tutorial purposes.
FAILED PUZZLES - diagrams of all puzzles you did not correctly solve. If you click on the individual diagram, you get the same capability as for puzzles played.
SLOW PUZZLES - diagrams of all puzzles you took longer than the expected amount of time, regardless of whether you solved it correctly or not. If you click on the individual diagram, you get the same capability as for puzzles played.
Rather than just try to run up my score as high as possible (looking for an ego boost), I use Puzzle Storm to switch back and forth between ‘tournament mode’ (System 1) and ‘study mode’ (System 2). While trying to solve the puzzles within the time constraint, I try to rely solely on System 1 (intuition) with as little concrete calculation as possible. I want to ‘SEE’ the essence of the entire position as quickly as possible. After the time expires, I then go back over the FAILED and SLOW puzzle carefully (and sometimes every single one of the puzzles), examining them closely to explicitly identify all of the part-tasks (tactical elements/chunks). This reinforces the knowledge/skill involved.
If I fail to grasp everything IMMEDIATELY, I may play through the entire game up to the point of the puzzle position, then try to ‘SEE’ what should have triggered the correct recognition. Sometimes, I’ll repeat a given puzzle multiple times, just trying to provide multiple opportunities for System 1 to grasp that this constellation of concepts is to be remembered. Since the specific puzzles are not important, I don’t try to capture every puzzle int a separate database; that might change in the future.
Lather, rinse, repeat.
I usually try to do at least three runs per day, more if I have the time and inclination. Each and every time, I try to exercise the System 1 neural pathways. The puzzles do repeat but not very often, so there is an element of spaced repetition involved, since there are similar elements in a lot of the puzzles. Since I’m looking for as many different examples (POS) with common conceptual elements as possible, there is not much value in trying to memorize individual puzzles. It is the more abstract generalized concepts that I’m trying to burn into System 1. I usually score in the 21-25 range; my highest score is 29 – not very impressive when compared to others like Tomasz's fantastic scores.
Hello Robert
DeleteThank you very much for providing great explanation of Puzzle Storm!
1) Combo (check out the explanation) - not sure if you provided that as I cannot see/find that. Anyway one needs to know that when you solve correct some puzzles in a row, you are given a combo - an additional bonus (time).
[Combo bar: Each correct move fills the combo bar. When the bar is full, you get a time bonus, and you increase the value of the next bonus.
Bonus values:
5 moves: +3s
12 moves: +5s
20 moves: +7s
30 moves: +10s
Then +10s every 10 other moves.
When you play a wrong move, the combo bar is depleted, and you lose 10 seconds.]
SOURCE [link]: https://lichess.org/page/storm
2) I treat solving Puzzle Storm puzzles the same way. I do not try to remember ALL the puzzles I have been solving as 3 millions of puzzles probably would need a few extrernal hard disc connected to my brain ;)
However I try to recognize the patterns I know in a new positions and I am especially puzzled/confused when these patterns are "hidden" in a new environment that I cannot grasp (at least not in a few seconds).
What is pretty shocking is there are some puzzles that I am completely BLIND and I am staring at these "for hours" and I cannot see the solutions. However when I click these onto the invidual tabs, I can solve these correctly in 3-5 seconds or I need help from Stockfish.
3) Not sure how much we take into account, but from my experience about solving thousands of positions at Puzzle Storm, I noticed that many times when harder puzzles start to pop up (in my case when I reach puzzle 35 and more) my focus is pretty much destroyed. To such a degree that sometimes I cannot see 2 move SIMPLE exachange, and I can see "ghosts" or I cannot see legal (!) moves - my mind is too much overloaded.
That's my recent reflections and conclusions based on solving Puzzle Storm puzzles. I hope it can help in our discussion anyhow!
Tomasz, thank you for the clarification of the Combo feature. I know about it but getting extra time as a reward for solving the puzzles correctly was outside the area I wanted to emphasize - how to best use (IMHO) Puzzle Storm to help increase our ability to "SEE" the cues (motifs) that are on the surface, which point to the deeper essence of the position. Your comments are always much appreciated!
DeleteRobert - let me know what do you think of that :)
DeleteAfter solving thousands of puzzles at lichess (I count in: Puzzles (the general section), Puzzle Storm, Puzzle Streak and Puzzle Racer), my present approach to understanding tactics is the following:
1) solve the puzzles SLOWLY (unless you test how much you internalized the patterns: test mode)
2) understand the pieces relationships: it is strongly related to the piece functions
3) recognize and name (verbally) the function of the pieces
4) try to draw conclusions from the puzzle you solved
5) think of the universal ideas behind the puzzle (the ones you can use in any part/moment of the game)
6) when you make mistake - analyse the mistake and look for the cause
7) try out the variations (lines) you are curious or the ones that made you incorrect moves (solutions)
8) check out how a different move order impacts the solution
9) try to guess the type of moves you need to implement before you start solving (checkmate, winning material, pawn promotion)
10) think how the specific conclusions you make can be merged/connected with the ones you already learnt
I am curious what do you think of this list and which points you use and think are useful, and which ones you would like to remove or replace.
PART I:
DeleteTomasz,
I hope Temposchlucker (and hopefully other blog readers) will address your list, rather than the response being limited to mine. IMHO, it is difficult (although not impossible) to know what training processes are 'useful' to a specific person for gaining skill. Why? Because no two people have the exact same natural capabilities nor the exact same experiences, and those two aspects determine what and how much can be learned from a particular experience and converted into skill that can be utilized in future (at present unknown) situations. With that caveat, I'll try to address your list. Please keep in mind that I am GUESSING based on my own experience and knowledge. I could be WRONG with regard to my suggestions. Hopefully, YOU, Temposchlucker or others will correct me if I AM wrong.
Going down your list, point by point:
1) solve the puzzles SLOWLY (unless you test how much you internalized the patterns: test mode)
Finding the required solution (whether fast or slow) is NOT the training goal. Instead, the goal is to build the capability to (almost) instantly RECOGNIZE the salient feature(s) [cue(s)? pattern(s)?] and the associated action(s) [method(s)? move sequence(s)?] that fit this specific set of features.
2) understand the pieces relationships: it is strongly related to the piece functions
“Seeing” the piece relationships and the functions of the individual pieces is is the lower level of perception. The goal is to build from that lower level to a higher conceptual level. [Perhaps this is the idea behind ‘chunking’.] There are two processes involved: “seeing” commonalities and differences. In general, it is a matter of identifying typicality (using analogies between the current position and other positions previously experienced) and performing categorization (classification) based on the type of position. Commonalities establish the current position as a member of a type. Differentiation provides additional cues to differentiate between types. Skipping ahead to your item 10), this is how you merge your conclusions—by adding adding/modifying one or more nuances.
3) recognize and name (verbally) the function of the pieces
For purposes of recognition, naming is useful for conscious recall (as for instance providing multiple memory links on a test) but is not necessary. The recognition of ABCs incorporates the functions of the pieces as an integral part of the whole, but are not separate and distinguishable. Focusing on the components tends to obscure our vision of the whole solution instantly.
4) try to draw conclusions from the puzzle you solved
Drawing conclusions is a System 2 function. The conclusion(s) to be drawn are directly related to what you “saw” instantly (or what you did NOT “see” instantly).
PART II:
Delete5) think of the universal ideas behind the puzzle (the ones you can use in any part/moment of the game)
There is a risk in trying to generalize to higher levels of abstraction: you run into the possibility that the abstraction will no longer provide System 1 with a clear-cut set of cues for recognition.
6) when you make mistake—analyze the mistake and look for the cause
The mistake is in not recognizing the solution almost instantly. If you got the solution ‘wrong’, that is the proximate cause. You should try to identify what you did NOT “see” and what you should have “seen” in its entirety. The individual moves (trees) are secondary to “seeing” the forest. Keep in mind that when you “see” a wall, you may not be cognizant that it is composed of individual bricks or stones or pieces of wood. For purposes of instantly recognizing it as a wall, it does not matter what the individual components are.
7) try out the variations (lines) you are curious or the ones that made you incorrect moves (solutions)
The only variations that should be focused on are those that should be attached to this specific configuration. It may be “interesting” to explore alternatives, but the alternatives should be viewed as differentiators – with the sole purpose of eliminating other alternative solutions.
8) check out how a different move order impacts the solution
See 7)
9) try to guess the type of moves you need to implement before you start solving (checkmate, winning material, pawn promotion)
I think of this as giving System 1 “guidance” on where to turn the vulture’s eye to view the position. That helps “trigger” System 1 to give more focus to the salient features of the position. If you guess wrong, then you’ll have to use System 2 to re-focus System 1; not an easy task to do once System 1 starts suggesting matches in its storehouse of patterns.
10) think how the specific conclusions you make can be merged/connected with the ones you already learnt
Refer back to the response to point 2)
That’s a very quick summary of my thoughts. I’m sure there are many other points and counter-points that can be made.
@Tomasz.
DeleteSummarization
Series of moves must be summarized to one single chunk. Take for instance a smothered mate by queen and knight. Sometimes, it can be 3 or 5 moves long. You can remember that as one single chunk of patterns. In is not only the series of the moves that you remember. You must remember the conditions to make it work too. The attacking square on which you deliver mate is not allowed to be covered by the opponent. There is a form of generalization needed. It doesn't matter where the queen exactly is on the diagonal. It doesn't matter on which diagonal it happens. Or if the position is mirrored or turned over 90 degrees. Robert gave a beautiful example of a wall. Your mind works with one chunk: the wall. The bricks don't matter. Or compare it with language. You work with an abstract notion of a word. The individual letters of the word are completely out of sight. Albeit you know unconscious they must be there,
Visualization
The chunk must be visualized. Not literally, but before the minds eye. Not in detail, but as concept. Think of the wall and the bricks.
Spaced repetition
You can't work with some vague repetition as "the motif repeats itself in other puzzles". Be concrete. Get a limited set of puzzles and stick to them like a duck to water. Repeat until you know them by heart. Refine your knowledge about the position each repetition.
Cue building
The rest of your list is cue building. It will help system 1 to be triggered while system 2 is mishandling the position.
Anonymous should read as Temposchlucker.
DeleteHere's an example of "seeing" the wall, rather than the individual bricks:
DeleteFEN - 6k1/pp1R1p1p/4rPpb/8/4P3/2B4P/1PPR2PK/5q2 w - - 0 30
You can break the position down into individual tactical elements and list them using System 1, but that is NOT the way we should "see" the position. Try to "SEE" the salient cues, piece relationships and functions simultaneously, NOT sequentially. Your "hand" (System 1) should automagically reach for the appropriate piece in the order required without trying to analyze at all.
You can't learn the words before learning the letters. That is why I advocate spaced repetition. In the first spirals you learn to see the letters: exchange defender, chase away defender, back rank mate, in the later spirals you learn to see the salient cues, the piece relationships, the conditions which makes this work, the length of the 7th rank that is inaccessible for the king, the flexibility of where the attackers are or which pieces it are etcetera.
DeleteThere are only 45 letters in the alphabet: 32 mates, 6 tactical mothemes and 7 preliminary moves.
We tend to overlook how bad we are in recognizing the letters. We should only worry for now about the immediate recognition of the the letters. Once that is fully mastered, it is soon enough to look at the words.
DeleteCorrection to my last comment:
Delete"You can break the position down into individual tactical elements and list them using System 2, but that is NOT the way we should "see" the position."
We have to learn to crawl before we can walk and learn to walk before we can run ans learn to run before we try to fly like a vulture.
The tactical "letters" can be broken down into the contacts (per Averbakh). That level of detail may not be helpful to everyone, but it was to me.
The important thing is to not get stuck at any one level of abstraction, thinking that it is sufficient to build the appropriate level of skill. The more tactical abstraction(s) (chunks; patterns) we can learn, the more we can "see" when playing chess.
Anonymous should read as Robert Coble - I didn't catch that Blogger had switched to Anonymous.
DeleteCircling back to the current topic:
ReplyDeletePART I:
When I saw the puzzle you included in your recent post Monday, August 15, 2022 Simplification, I got one of those System 1 [RCCM] “itches” in the back of my mind - what had I recognized (remembered) as being similar to the salient concepts I saw in that puzzle?
I recalled the actual position (at least the salient portions of it) and that it was Boris Spassky who played the winning concept. I was pretty sure that it was from a position in Emmanuel Neiman’s excellent book Tune Your CHESS TACTICS ANTENNA: Know when (and where!) to look for winning combinations. Sure enough, I found the game and position there on pages 94-95. I had NOT remembered a second example from a Garry Kasparov game, which is even more similar to your example than the Spassky game/position. I’ll include the relevant commentary from the book for both examples. (The more examples of common concepts, the more likely System 1 will remember them.)
Master Neiman comments:
Sometimes, the attacker notices one possible attack on an unprotected piece.In this case you should not attack this weakness right away, but wait until you can create second one [or allow your opponent to create a second one for you!], which will allow you to create a double attack.
[NOTE: I do not consider “creating a second weakness” to be tactics; it is the basis of a strategic plan.]
Once you notice the chance to make a double attack, the typical device is to lure the second unprotected piece to the losing square with a decoy.
FEN = 2r3k1/4bppp/1r2p3/qb6/5B2/2N3R1/PP4PP/2R1Q2K w - - 3 26
Game:
Spassky, Boris V. (2655) vs Averkin, Orest N (2460)
Date: 1973-10
Event: URS-ch41, URS-ch41 Moscow ;URS-ch
Round: 1
Result: 1-0
Opening: Sicilian Defense, Paulsen Variation, Szen Variation (B44)
Problems: 146815, 118015922, 120746162, 130435590, 142307693
1. e4 c5 2. Nf3 Nc6 3. d4 cxd4 4. Nxd4 e6 5. Nb5 d6 6. c4 Nf6 7. N1c3 a6 8. Na3 Be7 9. Be2 O-O 10. O-O Bd7 11. Be3 Rb8 12. Rc1 Qa5 13. f4 Rfd8 14. Qd2 Be8 15. Rfd1 Nb4 16. Qe1 b5 17. Kh1 Rdc8 18. cxb5 axb5 19. e5 dxe5 20. fxe5 Nd7 21. Naxb5 Nxe5 22. Bf4 Ned3 23. Bxd3 Nxd3 24. Rxd3 Bxb5 25. Rg3 Rb6 [POSITION] 26. Bc7 Rxc7 27. Qe5 g6 28. Qxc7 Bh4 29. Rf3 Be8 30. Rxf7 Bxf7 31. Rf1 Be8 32. Qc8 Kg7 33. Qxe8 Bf6 34. Ne4 e5 35. Nxf6
If you look at possible weak points in Black’s position, you will notice the g7-square, attacked once by the rook on g3, and defended only once by the king. [B.A.D.!!] The obvious attack with 16. Qe5, threatening mate n one, would easily be repelled, of course. So White has to create a second weakness, which will allow him to attack two objects at the same time.
Here an examination of the motifs can help us. There’s another interesting piece arrangement that has to be spotted: the alignment on the d8-a5 diagonal of Black’s queen and rook.
This should be a strong enough hint [CUE!] for you to find the clinical solution.
26. Bc7! Rxc7 27. Qe5 g6
The best defensive try was 27...Kf8! 28.Qxc7 Bd6 29.Qd8+ Be8+/= and Black has a defendable position.
28. Qxc7 Bh4 29. Rf3 Be8 30. Rxf7 Bxf7 31. Rf1 Be8 32. Qc8 Kg7 33. Qxe8 Bf6 34. Ne4 e5 35. Nxf6 1-0
PART II:
ReplyDeleteAnother decoy enables White to win material by creating a second weakness in the following game:
FEN = 1n2r1k1/r3bppp/pN1p4/q1p5/4BQ2/6P1/P3PP1P/1R3RK1 w - - 1 22
Game:
Kasparov, Garry (2595) vs Ligterink, Gert (2455)
Date: 1980-10
Event: Malta ol (Men), Olympiad, Malta
Round: 5
Result: 1-0
Opening: Queen's Indian Defense, Opocensky Variation (E17)
Problems: 77772, 147896479, 150859214
Near Duplicates: 1083930
1. d4 Nf6 2. c4 e6 3. Nf3 b6 4. g3 Bb7 5. Bg2 Be7 6. Nc3 Ne4 7. Bd2 Bf6 8. O-O O-O 9. Rc1 c5 10. d5 exd5 11. cxd5 Nxd2 12. Nxd2 d6 13. Nde4 Re8 14. Qd2 a6 15. b4 Be7 16. bxc5 bxc5 17. Qf4 Qc7 18. Na4 Qa5 19. Rb1 Bxd5 20. Nb6 Bxe4 21. Bxe4 Ra7 [POSITION] 22. Nc8 Nc6 23. Nxa7 Nxa7 24. Bd5 1-0
Again we notice a weak point on the kingside is attacked once and defended once. A direct and brutal attack would be a loss of time, but taking into account this possibility, we can try to create a second weakness. Once again a study of the signals [Lasker’s MOTIFS!] helps us: the forking distance between a rook on c8 and square h7 for the white queen. Hence, logically, the first move is the clever
22.Nc8!
Attacking the rook on a7 [and the bishop on e7] and the knight on b8.
22...Rxc8
In the game there followed 22. Nc8 Nc6 23. Nxa7 Nxa7 24. Bd5 and Black resigned.
23.Qf5
A double attack that wins easily.
These two example have some elements in common with the original problem position that Tempo gave. The “takeaway” is NOT to solve the problems! Instead, it is to “SEE” the conceptual elements and the interrelationships between them AT A GLANCE. Once System 1 barfs up that “signal,” working out the moves (the variations) is relatively simple. On the other hand, using trial and error search (similar to the way a computer “analyzes” is NOT the path that a human should walk along.