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I think the only way math is used in Chess is to determine the point values of the pieces.

This thinking is common among newer players. But point value certainly isn't everything. True, math itself is not the biggest thing needed to be good at chess, but it does play a role.

Math has very clear parameters, and requires a direct, analytical thought process. this is also true of chess. And certain studies have shown that playing chess improves mathematical skills in students.

In the game, there are certain principles that all good chess players must know. Time, Point advantage, Space, Development, Pawn Structure, etc.

These all call for three skills: Creativity, circumspension, and MATHEMATIC PROBABILITY. Why? Because all good chess players must look at all the options and possible setbacks of each move. They must think "Ok, I have this many options. If I move here, he has this many options." The goal is to limit the number of options your opponent has.

Also, when it comes to time and developement advantage, you must plan ahead and make sure the number of moves you need to make in order to accomplish your goal is low enough to avoid intervention.

Also, there are simple pawn structures such as a four-pawn chain, doubled up pawns, and deciding whether to start off with one or two spaces.

-A time clock uses math

-Notation requires math

These are all technicalities. But once again, math is not chess's focus. Could you imagine, however, if someone tried to get good at chess without any knowledge of math? Subconciously, our mind takes many mathematical considerations into account without us even thinking about it. For example, there are 64 squares, and I own 16 pieces. This is how much i am winning or losing by, etc.

Chess computers (called engines) use math and probability for positioning. Each piece is assigned a value, the unit of which is the centipawn = 1/100 of a pawn.

Assignments for each piece in centipawns is approximately as follows:

Queen = 900

Rook = 500

Bishop = 300

Knight = 300

Pawn = 100

The King's value is infinite as the game is over once he is captured.

The above values are approximate as competing engines are allowed to assign their own personal value to improve their game.

They are called engines because the software usually does not come with a user interface. User interfaces are written by separate competing companies which often allow the user a choice of which engine to use.

The engine does all the work. It evaluates each legal path for its next move. This is known as a ply. Engines do not evaluate all the way to checkmate as this would take too long, so the interface limits them to an average depth of around 12. Less depth makes the engine easier to beat. More depth requires more computing time. Commercial packages allow the user to set the depth manually.

The engine assigns a value in centipawns to each ply tested, and the ply with the best probability is chosen. This is an oversimplification as the algorithms are sophisticated.

They use probability because most early outcomes are uncertain, and chess games (amongst club level players) are won by tiny cumulative incremental advantages and not by being a more aggressive player.

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