A Modern Classification of Chess Positions
Playing blitz games online, I have come to realise a fundamental yet slightly disturbing truth. And that is, no matter how strong a player you are, you will lose your skill to play better chess if you don't practice. On the contrary, as I realised, the programming of computers like Stockfish never loses the skill to play better due to its programming. Even if it weren't trained through self-play in the future, it would still maintain the level it has attained. It would never "lose" its skill like humans.
But that is not the scary part of the truth. The frightening part is that there is a skill we won't lose. We will never lose the skill to play worse chess. In other words, we might become incapable of winning, but we never become incapable of losing. Humans lack consistency, and intuition plays a major role in our game. Even if a human used an algorithm to make his play more consistent, if the algorithm was based on intuition, his skill would, regardless, decay over time. An algorithm based less on intuition and more on general principles certainly has to be tested, but if it proves to be better than relying on intuition, this algorithm would be more consistent with the results. That is what I aim to do with the following classification: to reduce the involvement of unstable intuition in our game.
Classification Algorithm
1. Controlled square identification + Intuitional quick search for tactical possibilities
The aim is to reduce the involvement of intuition, not eliminate it, which is impossible (for now). Intuition is the immediate feel of a chess player of how a certain position should be played, and whether something is true or not. The first step of the algorithm includes two sub-sections, each of equal importance. The controlled square identification phase is important to sharpen one's intuition before searching for tactical possibilities. After you identify the squares controlled and legal moves by and of each piece, this phase is complete. After that, do a quick search for which pieces are hanging, which king is safer, alignments, trapped pieces, and similar elements of the position which can give rise to tactics. If you recognise tactical weaknesses, see if these weaknesses are exploitable through moderate calculations. Do not go too deep, as this would be a waste of time. It is okay to miss a chance which is difficult to foresee. The fact that it is difficult to foresee means that even if you enter this line, there is a chance that you make a mistake along the way.
2. Phase Classification
This is the initial classification phase. This step determines the "phase" a player is in. A player can be in one of the three phases: technical, tactical, or theoretical. A player begins the game with a theoretical phase, where they play out known theory with a definite future evaluation in mind. After the theoretical knowledge ends, players either enter a tactical or technical phase, and after a few cycles of switching between technical and tactical phases, players enter a theoretical phase again, where they play out a known theoretical endgame position. It is important to note that during a game, players can be in different phases.
- Technical - The phase where a player reinforces weaknesses and improves the placement of their pieces without engaging in radical changes to position, like a series of forced moves or mass simplification. A player is said to be in a technical phase when they are not in a tactical or a theoretical phase.
- Tactical - The phase where a player radically changes the nature of the game by a series of forced moves, mass simplification or similar game-changing difference. This phase occurs when a player has finished improving their own position and aims for a blow, or when the opponent can improve their position faster than the player can, at which point the latter should be looking to change the nature of the game as soon as possible.
- Theoretical:
- Theoretical opening phase - The phase where a player plays out a set of known opening moves with definitive ideas and a known evaluation of the end position.
- Theoretical endgame phase - The phase where a player knows the result of the game before reaching the end and the way to achieve it. A losing player never enters a theoretical position, as there is nothing to achieve. The losing player could indeed try to trick the winning player into a drawn position through theoretical knowledge, but this is not what is meant by the theoretical phase. Using prophylaxis to anticipate the opponent's idea and tricking him into a position where your pieces are good enough for a draw like this should belong to the technical phase.
[Edit] - The 3T classification above was improved and made into a 4T classification on the 17th of March, 2026.
3. Type Classification
This is the speciality. We can use the phase classification from the earlier step for a deeper classification, which we can then use to determine how to treat the whole position, not just the position of an individual player.
- Simple - The most common type of position. In these positions, both players are in a technical phase. Positions require clear judgment using the 3-question method (weaknesses, worst piece, prophylaxis) and a blunder-check. The complete 3-question method does not have to be used in each position, as the results of two consecutive positions are mostly identical. But prophylaxis and blunder-check are recommended in every position, just to be on the safer side. A 3-ply calculation is generally enough, and sometimes even this is not required. Conventions (knights are better in closed positions, opposite coloured bishops favour the attacking side, etc.) can be taken into account when deciding on slight changes of the position, such as a piece trade, pawn trade or when to release tension.
- Complex - When both players are in a tactical phase. These occur in instances of counter-attack, such as opposite-side-castling and pawn races. Positions require an analysis of tactical weaknesses, a thorough search for candidate options and a high amount of rigorous calculation and evaluation.
- Critical - Positions where a phase change should happen or right after a phase change belong to the critical category. The players are in different phases in critical positions. Both payers should use the 3-question method to come up with plausible moves and should use a moderate to high amount of calculation.
- Decided - When the winning player or the player playing for a draw is in a theoretical position, the game is decided. The winning player responds to moves played by the losing player according to memorised standard theory.
That is the classification algorithm. With the above formula, you will be able to identify the type of position and guide your mind on how to operate in each of them as opposed to using pure feel, which is much less consistent. Other important aspects include time management, playing the tournament situation, thorough study ofopenings and a strong mentality, which are vital skills to develop in order to achieve better results. Perhaps in the future I will write more articles describing these factors, but this is it for today.
Conclusion
By giving a player a method to follow under each condition of a game, this algorithm aims to reduce aimless and baseless decisions solely based on intuition. Make no mistake, aimless and baseless decisions may still be correct, and at the end of the day, that's all that matters. I don't like it either, but that is the harsh truth. But it's also true that intuition is not consistent, and you may beat a 2300 today and lose to an 1800 tomorrow. I hope that this method made at least a slight contribution towards mitigating this tragedy. Now, this does not save you from practising; the algorithm is only aimed at improving consistency, not fixing it on the ceiling. After all, chess is a sport, and these inconsistencies are normal. But if you are a devoted chess player, I hope that this made a difference for good.
