FORTY-FIVE

WHEN I was fifteen, I discovered chess.

We had at least thirty different chess-playing programs in the house, including a copy of Grandmaster Plus, the one that finally won the title and held onto it until they changed the rules to exclude artificial intelligence. Most of the programs were public domain, or review copies that had been sent my dad.

One of the programs, Harlie, allowed you to redefine the pieces and the board, so that you could play "fairy" or nonstandard chess. I remember, I'd never wanted to get involved with chess before, because it had seemed so rigid; but with Harlie, I could redefine the game the way I thought it should be played. In my own image.

I spent my fifteenth summer inventing new chess pieces and new playing fields.

One piece was the Time Traveler. It leapt forward in time, any number of moves-but they had to be specified at the beginning. If there was a piece on the square when the Time Traveler materialized, both were destroyed. That was how you destroyed a Time Traveler. You parked a pawn on his arrival point.

Another piece was the Gulliver. Gulliver was a giant. He stood on two squares at once-but they had to be the same color, so there was always another square between them. Because the Gulliver straddled, he could only move one leg at a time. You could only kill him by moving an enemy piece between his legs. Preferably the Time Bomb.

Two other pieces were the Magician and the Troll. The Magician moved like a Bishop, but couldn't capture. It moved into position so that another piece was attacking it. If a piece attacked the Magician, even inadvertently, it died. The Troll was the only piece that was safe from the Magician because it couldn't attack anything. It was just a big inert block that could only move one square at a time. It couldn't attack and it couldn't be attacked. It was useful for getting in the way.

I also invented Ghouls and Vampires and Zombies. Ghouls moved through tunnels under the board. Vampires attacked enemy pieces and turned them into Vampires too. Once you started a Zombie moving, you couldn't stop it. It just went on forever.

In order to play a game with all these new pieces, I had to redesign the chessboard. I invented a gigantic spherical playing field with the opposing armies starting the game at opposite poles. I found I had to put in oceans then-blank areas that no piece could move through to allow for edge strategies. Very quickly, I reached the point that the game could only be played on multiple high-resolution terminals. It was the only way to keep track of what was happening on all sides of the globe at once.

Then I added civilians-pieces whose loyalties were unknown until they either enlisted on one side or the other-or were drafted. Civilians always started out as pawns.

I also randomized the initial setups and board layouts to confuse opening-book strategies. It made the opening hundred moves far more tentative.

By the end of the summer, the game was so big and so complex that the strategy part of the program was taking almost five minutes to compute its options and report back its move. And I was running the program on Dad's desktop Cray-9000 with the 2-gigaherz, multiple-gate, 256-channel optical chip, with pseudo-infinite parallel processing. I was more proud than annoyed. I was the only person I'd ever heard of who'd produced a noticeable delay out of a Cray logic processor. But when I showed it to my dad, he pointed out that most of the delay was due to unnecessary branching. I was letting the program test every possible move, sometimes as many as ten moves ahead to see if there was an advantage, before it made its choice. That was when my dad taught me about orchards-in other words, how do you grow a self-pruning matrix of logic trees? He showed me how to implement the search for live and dead branches.

The rewritten version of my fairy-chess program was reporting back its moves even before I'd lifted my fingers from the keyboard. I was very annoyed at my dad for that. Sure, he was only trying to help, and yes, I appreciated the increased speed-but the total absoluteness of the machine's response was ultimately just too intimidating. It made me feel ... stupid. As if the answer was so obvious, the machine didn't even have to consider it. I finally had to put in a random delay-but it wasn't the same. I still knew.

When I finally sat down to actually play the game, I realized that something very interesting had happened.

My perception of chess had shifted.

I no longer saw the game as a board with a set of pieces moving around on it. Rather, I saw it as a set of arrays and values and overlapping matrices of shifting dimensions-and the pieces merely represented the areas of influence and control. The game was not about tactics and strategy any more-it was about options and relationships.

I had a bizarre experience of looking at a chessboard and realizing that it and the pieces were actually unnecessary. They didn't need to exist at all. They were only placeholders in the physical universe-something with which to annotate the actual relationships which the game was truly about.

The pieces weren't the pieces any more-they were their move patterns. A King was a square block, three squares by three. A Queen was a star-shaped radius of power. A Rook was a sliding cross. A Bishop was an X-shape. And I didn't play chess by just studying the pieces any more. I looked instead at the overlapping relationships.

I rewrote my program one more time.

I added an option to display the relative strength of the opposing sides. The pieces were black and white, the areas they controlled were colored red and green. The more a square was under the black control, the redder the square was shown. The more a square was under white's influence, the greener it was displayed. Squares that were equally contested showed up yellow. It became possible to look at the sphere and see all the strong and weak points all at once.

The game was no longer chess. It had become something else. You didn't move your pieces to move pieces, but to change the coloring of the board-to control space. Controlling space was more important than capturing it. Capturing a piece tended to decrease the amount of area controlled. The game was won by juggling threats, not actions.

That realization transformed chess for me. The game took on a whole new dimension.

It became a game of balance more than one of action. There were very few actual battles in this game. Mostly it was minor skirmishes. When the end did come, it often came as capitulation before the inevitable. Or sometimes not. Sometimes, there was a flurry of battles that decimated both sides. That was usually quick and violent.

I remember, my dad was impressed. He spent more time play-testing the game than I did. Then he sent it out to a play-testing company for their evaluation. I'd almost forgotten about the game when he got their report back. I had already gone back to school, so Dad made a few minor modifications according to Playco's recommendations, named the game Globall, and put it on the network. I made eighteen thousand caseys the first year. Not too shabby. After that, it tapered off to a few hundred caseys a month, which Dad insisted I put in a college trust.

The point is that there was a moment when chess stopped being chess for me and turned into something else-a perception of the relationships that chess was actually about. The pieces disappeared and all that was left were the patterns.

That's what happened to me in the herd. I learned to see patterns.

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