Play Magnus
summary
Describes how computers change preparation and creativity, using the Play Magnus app that models play at different ages and letting amateurs climb levels; claims endgames with seven pieces or less are fully solved and cites a computer line that forces a win in 275 moves, beyond human practical play; explains using engines to escape opening theory, testing a modeled “age 12” version against actual games, and balancing physical training after a World Blitz episode of sleeplessness and illness.
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chapters (12)
- 0:00Intro
- 1:53How do you feel when you make the wrong move
- 2:29The middle game
- 5:01Chess as a physical activity
- 7:06How to eliminate mistakes
- 7:40Sports fan
- 8:26Style evolution
- 10:11Favorite games
- 11:55Computers in the game
- 13:11Creativity
- 13:38Why Play Magnus
- 15:44Fame
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