标记准则

标记定义

Please read the Tactical Motif list and Positional Motif list pages before starting to tag problems. Those pages have a short description and example of each tactical motif and their associated tags. Some chess authors have slightly different definitions for some motifs, so the descriptions on the page might differ slightly from what you have read elsewhere. In such cases please try to use the Chess Tempo definition in order to keep the tags as consistent as possible.

标签投票的工作原理

标记投票将对某个问题的某个特定标记的所有赞成票和反对票相加,如果赞成该标记的票多于反对票,则该问题将被标记为具有该标记。这意味着,如果您已经看到您同意的标记有问题,那么您可以添加您对该标记的投票,即使该问题已经用该标记标记了。这样做的原因是,如果只有一票支持该标记,而其他人错误地投票反对该标记,则该标记将变为不活动(红色),但是如果添加对该标记的投票,则需要两票反对才能禁用该标记。

对于一个问题,用户只能为一个特定的标签投票一次,但是用户可以为每个问题投票多个不同的标签,因此如果您看到一个问题有多个合适的标签,请为所有标签投票。

The number of votes for and against a tag are shown when hovering over the tag. You can click on the + or - votes to add for or against votes to an existing tag, or you can use the + button beneath the tags to vote for new tags, and the available tags to select from will be displayed.

On the list of tags already applied, you can click on the tag name to see a description of the tag if you want to check your understanding of the tag definition before voting. If you haven't voted on a tag before or haven't voted recently, you'll also be shown the description view, even when clicking directly on the up/down vote scores to add your vote.

When choosing a new tag, the tags are layed out in a folder structure in the tag selection panel. Higher level folders such as 'Non-mate Motifs' can't be voted on directly, however some folders are also voteable tags, for example inside the 'Non-mate Motifs' folder you'll find a 'Discovery' folder. You can vote directly on the 'Discovery' folder (click on the name instead of the expand/collapse icon to vote on a folder tag). Voting on child tags of such a voteable folder tag will also vote on any voteable parents that lead to the child tag being voted on. For example there is a 'Discover Checks' tag inside the 'Discovered Attack' folder that is inside the 'Discovery' folder. So the 'Discover Checks' tag has the full folder path of 'Tactical Motifs -> Non-mate Motifs -> Discovery -> Discovered Attack -> Discoverer Checks'. If you vote on 'Discoverer Checks' then 'Discovered Attack' and 'Discovery' will also have your vote applied. This allows more flexibility in the custom set search, as it means by voting for 'Discoverer Checks' people will also be able to find items you've tagged in this way via the higher level motifs of 'Discovery' or 'Discovered Attack'. Down votes work in the same way as up votes in the folder hierachy, so a down vote for 'Discoverer Checks' will also down vote its relevant parents.

One of the reasons we tag positions is to allow users to find positions that contain a tactical motif that they want to study. For example, if a person wants to study pins, they can create (or use a pre-made) custom set which targets pins. The search results will include only those positions that have previously been tagged as pins. This is important to remember when tagging a position. Let's say that you are solving a tactical puzzle and you want to add the tag 'pin' to that particular problem. Before adding that tag, ask yourself the following question: 如果我在搜索牵制,这是我希望在搜索结果中看到的一个重要位置吗? 如果答案是“是”,那么添加标签。如果答案是“否”,则不应添加标签。

Tag modifiers

Tag modifiers allow more specific versions of tags to be represented without creating a massive number of new top level tags. For example it may be useful to recognize that a motif occurs with check, or that a particular piece was moved during the tactic. For example a Fork with check could be presented by Fork[Check,Knight] indicating that a Knight delivered a fork with check.

Modifiers can only be added when creating a new tag. You can't add a modifier to a tag that has already been added to a problem. This means if there is an existing Fork tag with no modifiers, and you want to add a Fork[Check,Knight] tag, you would need to add a new tag using the '+' button , and then on the add tag panel, choose the Check and Knight modifiers. We also want to avoid an acculumation of the same tag with different sets of modifiers , so if you believe your new tag with modifiers is the most specific available, then you should also vote down Fork tags without modifiers. The tag without modifiers is not wrong, but your new tag is more specific, so we would prefer that it becomes the primary way of tagging the Fork on the problem. People using tag searches based on 'Fork' will still find the modifier version, with the added bonus of also being able to search for problems with more specific versions involving check or the specific piece involved. If other taggers agree with your modifiers, they can click directly on your modifier version of the tag to vote it up without having to add their own modifier version, and they can also vote down the less specific version.

We currently support three types of modifiers, the Check modifier, the attacking piece modifier (Pawn, Bishop, Knight, Rook, Queen , King) and the Prophylaxis modifer. The Check modifier is to be used when the motif involves checking the opponent king. The attacking piece modifier designates the piece(s) involved in the attack. The Prophylaxis modifier provides a way of indicating that a move is required in order to protect against a potential attack from your opponent. It is most commonly applicable on mixed mode defensive problems, but may also be relevant in non-defensive tactics.

Please note that piece modifiers (Pawn, Bishop, Knight, Rook, Queen , King) only refer to the moving piece, please don't use these to denote the type of pieces attacked. So for example a Fork[King] is a fork made by a King on two pieces, NOT a fork on a king. Similarly Pin[Rook] is pin where a rook is pinning another piece, NOT a pin on a rook. You can use the piece modifier for opponent pieces when combined with the Prophylaxis modifier, indicating the opponent piece is the piece capable of making the potential threat. Similarly if a move is a prophylactic move that defends against check from your opponent, then tagging with both Prophylaxis and Check as modifiers is also fine.

For a small number of tags , modifiers will be redundant , as we decided to have a specific tag that overlaps with a modifier. For example 'Discoverer Checks' could be 'Discovered Attack[Check]'. To avoid clutter it is best to avoid marking 'Discoverer Checks' with the Check modifier, given the name already holds this information.

Using positional motifs

Initially, positional motifs were only available for tagging positions in the Guess the move feature. However we now allow positional tags to be used in chess problems. When deciding if a positional tag could be used on a problem, please try to limit tagging to features that were relevant to the problem solution. For example, if a tactical position has connected pawns, but they don't feature in the tactic, then they should not be tagged. If however, the tactic involves utilising an advanced pawn to gain material, it is possible the connected nature of your pawns was relevant, and if that is the case, they should be tagged. Some positional motifs will tend to be more commonly associated with tactics than others. For example motifs in the positional list like 'Rook On 7th Rank', 'Pawn Storm', 'Rook Lift' will tend to be more commonly featured in tactics problems than some of the less aggressive positional tags.

战术威胁的标签未显示出来

有时战术涉及到特定战术主题的威胁,但战术主题本身并没有在棋盘上实际发挥出来(例如,对手放弃一个棋子,以避免捉双上)。在这种情况下,只要威胁对战术起作用很重要,就可以用威胁标签来标记问题。不应标记与主线无关的附带威胁。

需要更多的移动和需要不同的对手移动标签

这些是特殊用途的标签,提示用户采取行动,建议用户认为这将导致战术的改进。

“需要更多的动作”应该在问题提前解决时使用,并从更多的动作中受益,以迫使用户看到策略的要点。你被要求输入一个单独的移动,这将是移动序列中的下一个移动(通常是一个额外的对手移动)。虽然你可能觉得需要多个额外的动作,但你只需要进入下一个动作。这将使问题的自动扩展更容易处理(尽管这可能意味着有时可能需要进行后续的移动扩展投票,但在许多情况下,一旦提供了第一个移动,自动扩展将能够填充多个额外的移动)。因此,例如,如果移动序列在两个用户使用1…Nf3 2.Rxf3 Qxf3移动之后结束,并且您认为应该3.Bxf3 Rxf3,那么您将使用“需要更多移动”标记并输入3.Bxf3作为额外移动。

当您认为对手的一个动作阻止了问题的要点被显示出来,或者认为另一个对手的动作更有启发性时,应该使用“需要不同的对手动作”标签。在本例中,您输入您认为应该替换现有移动的移动,例如,如果主线是1…Nf3 2.Rxf3 Bxf3(白色放弃车以避免将来失去皇后),并且您认为强制用户找到更长的皇后获胜移动将更有指导意义,然后你可以建议2.Rf4,这可能会迫使黑人证明他们可以看到更困难的女王获胜序列。注意,“需要不同的对手移动”标签不应该用来暗示“愚蠢”的移动,人类不会仅仅为了显示一个漂亮的战术路线而玩。建议的行动应该总是让获胜的一方有机会误入歧途,错过胜利(即使这一行动可能有较低的计算机评估在长期)。

如果你不确定你建议的行动的质量,那么使用引擎检查你的分析将是有益的。也可能有一些情况下,没有明确的好的举动,一个人的球员可能会辞职。在这里(以及在其他情况下)一个很好的指导方针是建议对手(在本例中是你)提出最困难问题的动作。

与标准的战术主题标签一样,如果您看到您同意的改进移动建议,那么为“需要更多移动”或“需要不同对手移动”标签添加额外的“赞成”投票是非常有用的。这不仅有助于在其他用户错误地投票反对标签的情况下保留有用的建议,而且一旦实现了问题的自动调整,首先处理的问题将是标签最多的问题。

常见的标记错误

无保护的子力 : 只有当棋子没有保护时才可以使用,并且可以在问题的第一步进行处理。当捉双或串击,然后在下一个步得子时,不能使用它。

底线杀还是底线弱点? : 一个问题应该只标记其中一个,而不是两个。如果解决方案中出现杀棋,请使用底线杀。如果由于底线杀棋威胁而赢得子力,使用底线弱点。

阻塞还是干扰? : 这些是不一样的,不应该都用于相同的战术思想。请阅读战术主题描述页以了解区别。简而言之,阻塞阻挡了对方棋子(通常是国王)的逃逸格,而干扰切断了对手棋子之间或棋子与方阵之间的一条或多条线路。

引离还是引入? : 经常相互混淆。引离是让一个棋子远离防御任务,这样其他的东西就可以被攻击,而引入是把一个有价值的棋子拉近,这样它就可以被攻击得更多。