Chess Abstraction

11/24/06

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This is a fanciful merging of ideas about chess and medicine.


14 January 13:20 -05:00 GMT

 

Chess Abstraction

I'd like to make a comparison between chess pieces and the roles of physicians in medicine.

First, and not least are the pawns. The pawns are the soul of chess. They are the skeleton on which the game hangs. Pawns are misperceived as insignificant and dispensable, but anyone who plays a game of chess knows that the integrity of a pawn structure can make or break a game. And in the end, it is a single pawn advantage that converts a game into a win, or a loss.

The bishops work best as a team. One covers the white squares, and one covers the black squares. Between them, they may command the entire 64-square board. They can work from a long distance. Sometimes their effects are not maximally felt until later in the game, when some of the pawns are out of the way.

Knights are specialists. They have an L-shaped pattern of behavior, and they may jump over pieces at any time. Unlike the bishops, knights have the privilege of hopping alternately from white squares to black squares. They have a short range, and must take 3 or four hops to get across the field of battle, to their disadvantage.

The Queen commands the board. She can go just about anywhere she likes, at any time, with only a few restrictions. She can't jump the pieces like knight can, and more subtly, her valuable skills make her schizophrenic. On the one hand, in the center of the board she can support and demand attention at all of the four corners. On the other hand, if she over-exposes herself, she may cost her side a great deal of time and development while she suffers the annoyance of escaping from threats of lesser beings.

The rooks are a bit like the bishops. In tandem, they can exert powerful influences on as much as a quarter of the chessboard at a time. However, if they become unlinked, they grow weak. It is in the end of the game that rooks show they're strengths. They can get behind a pawn, and act like a hammer, driving a nail home. With a king supporting them, they can hold their position, steadfast, and force an undisputed outcome to the game.

And finally there is the King. The king is life. The king is the end-all, be-all. Without the king, there is no team, no side, no fight, no soul, no passion, no point to playing. The king has the power of influencing all of those around him, but only in a limited sphere. Often the will of the King is underestimated. Games are lost when the power of the king is not used precisely and accurately. The use of the King is subtle, and requires a lifetime's experience to get right. Even then, with the best of knowledge, some fail.

Let's tighten the circle a little.

Take a pawn for example. It's meek. It lacks confidence on its own. It takes one step forward, or maybe two. It's tentative on the one hand, but on the other, it is absolutely necessary to open up lines of thought & ideas, and it is constantly, persistently advancing. On an individual basis, a pawn could perhaps be seen as an internist or an emergency medicine doc. It's strength lies in addressing the primary concerns of the chessboard. It supports. It answers immediate threats. A single square forward...a decision to capture or to advance, or to stand still and observe - these can be the most critical decisions that turn the tide of the game. And particularly in the endgame, they can mean the difference between life and death. They can reach the 8th rank, and become a queen, with superior powers of thoracotomy, or a knight, with the ability to apply creative solutions to overcome obstacles that others can't surpass. Pawns are constantly moving forward, in a steady march, supporting as they go, and with the potential to change the course.

The bishops are like a duo consisting of an orthopedist and a radiologist. (An orthopod and a radiologist walk into bar...) Individually they can answer a number of questions, but together, they can really hammer out solutions in a way that they could not answer as individuals. The skills of a bone doctor combined with those of a doc who can read the films that show the places of  mending...this is a true powerhouse combination. They can work at a distance. It's not so necessary to do the hand-to-hand combat that the pawns do, but they can still have a powerful effect, slicing and dicing, illuminating pathways and anticipating threats before they arise.

Knights are the specialists - the OB/GYNs or the ID docs. They have the special skills to hop obstacles, and the eccentric knowledge to answer the unusual questions. Their reach is farther than that of the pawns, but much less than that of the bishops. But in a tight and complicated situation, where confusion reigns most high, a knight can break the balance.

The queen is the trauma surgeon, or the neonatal cardiothoracic specialist or the plastics ENT. It is rare when their skills are the first choice, but when they are required, no one can do what they do. Call the attending on this one. They may advise as much as they perform their procedure. Regardless, their presence on the board is unequivocal. Their command of the board appropriately demands respect.

And the rooks, like the bishops again, are a tandem pair. Rooks are unique because their potential isn't reached until towards the end of the game, when the board is cleared. Gerontology. Oncology. End-stage AIDS care. Leukemia. Complex problems require pieces to work together. No one cured a disease alone. No rook converted a pawn to a queen, but they certainly backed them up in getting to the last rank. They ensured that the endgame was won gracefully. They keep lines clean, sometimes at close range, and sometimes from a distance.

The Kings. The Kings are Life and Death. Protect Life at all costs while trying to defeat Death with every bit of energy you can muster. Without the King the game is over. A persistent vegetative stalemate may occur, and no one wins.

One point to make is that no single piece can win a game. No matter how strong a player is, without all of the pieces in one's arsenal, failure will come. It is a team effort, where pawns set the framework, the bishops set their position, knights do their dance, there is bloodletting and attrition as the game ages, and in the end...

Who wins, and who loses? The best prepared and the most imaginative side will find victory. Every game of chess is different because of the complexity of the rules. A lot of the first 15 moves are rote, but in the midgame, choices are made that result in the subtle positions that determine the course of the endgame. Research is the imagination. Hope and logic play a part. Rational thought, supported by data, covers 80 to 90% of the game, but imagination and creativity make for the spectacular wonder of miracles.

These instances include snatching victory out of the jaws of defeat. Most often it's an ordinary game, but even from these a player may learn, if s/he is attentive. Each game is a science, and each game has a potential for artistic wonder. If we seize these values, as players of the game, it is then...

 

 

 
     

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