castling in 960 makes the middle-games post-castling having the same geometric structures of king target placements and standard games.. so the initial omelette that got dropped from above in the obligatory random setup 960, is just a limited duration torture.
What is hard to figure at first is the dynamic pattern, how to clear the bakcrank to allow the castling.
I think one has to imaging the result either standard OOO or standard OO. those spaces have to be cleared first.
It it really very similar to standard. But it is like a nuclear solution to the problem of tournament standard with the long narrow tunnels memorization of moves sequences strategy (the social competition game layer strategy that is).
nuking context repetition stability for all human learning purposes, does the job, but it also kills the practical value of learning about middle plans (before castling for example) postional configurations that could be associated to position informed earlie descisions (not move to move seqeunces).
The existence itself of 960 possible chosen setups for 2 or 4 games set is enough to make that fastforward tree exploration, to be not a very rewarding tournament layer strategy. I suggest but also ask. would that not be the case?
It would be interesting to acknowledge human learning limits, more often in all things chess.
What is hard to figure at first is the dynamic pattern, how to clear the bakcrank to allow the castling.
I think one has to imaging the result either standard OOO or standard OO. those spaces have to be cleared first.
It it really very similar to standard. But it is like a nuclear solution to the problem of tournament standard with the long narrow tunnels memorization of moves sequences strategy (the social competition game layer strategy that is).
nuking context repetition stability for all human learning purposes, does the job, but it also kills the practical value of learning about middle plans (before castling for example) postional configurations that could be associated to position informed earlie descisions (not move to move seqeunces).
The existence itself of 960 possible chosen setups for 2 or 4 games set is enough to make that fastforward tree exploration, to be not a very rewarding tournament layer strategy. I suggest but also ask. would that not be the case?
It would be interesting to acknowledge human learning limits, more often in all things chess.