are those endgames you encounter or those being presented to you by some book.
They usually, by econnomy of diagram and overall book space, propose positions that are already on some critical boundary.
use your intuition to fudge such positions around until you see an imbalance you can recognize or deal with the dynamics of, then fudge it back the other way small steps at a time.
the idea is to isolate into problems you can see some solution without have to do brute force.
Often, given a problem, people will only try to reconfigure the position using legal moves from it.. it may be faster is some cases to play ex-machina, and change the position at the start any way you want. mutations. but this is hard to do without some bottom set of building blocks you can recognize when doing mutation is search of them..
one mutation, can also be, take a piece out.. and see how that changes the situation.. there are many dimension you can fudge that can help you see the building blocks you might aim for.. I still think start with what you know..
you know KP vs k... really.. have you moved the pawn all over the board for given king placements. sounds tedious. ok then.. take a case of that material class.. which you know.. and maybe a another pawn for the side without a pawn...
But the point that you are bringing up, seems to be about usual presentation, trying to be parsimonious and like puzzles spectacular about what you need to do. I think if you can't reach the mountain, make the mountain come to you.. and forget the rock at the base of it.. it is a red herring...
perhaps if you gabe specific examples. or what you mean by endgames.. your games near the end.. The 100 practical endgames that everyone should know. compositions.. EGTB?
the notion of critical versus roomy position (where there are more than one good move) is a good thing already to be able to sense... if you are talking from game experience..
if from book. fudge them. doodle with them in some private study of yours far from anyone's eyes.. you don,t have the book constraints on size and numerous diagrams. on lichess studies they can fit in one chapter..
make more chapters than too many variations within one chapter.. one chapter per fudging experiment.. don,t go mad with one only.. try to find the easiest one of your alterations.. I can't prove that any of that will make you improve but at least you will be in control of your experience, and could build your own questions in relation to the prosposed challenge.. At least, you could have fun doing that.. instead of waiting for a future improvement reward.
are those endgames you encounter or those being presented to you by some book.
They usually, by econnomy of diagram and overall book space, propose positions that are already on some critical boundary.
use your intuition to fudge such positions around until you see an imbalance you can recognize or deal with the dynamics of, then fudge it back the other way small steps at a time.
the idea is to isolate into problems you can see some solution without have to do brute force.
Often, given a problem, people will only try to reconfigure the position using legal moves from it.. it may be faster is some cases to play ex-machina, and change the position at the start any way you want. mutations. but this is hard to do without some bottom set of building blocks you can recognize when doing mutation is search of them..
one mutation, can also be, take a piece out.. and see how that changes the situation.. there are many dimension you can fudge that can help you see the building blocks you might aim for.. I still think start with what you know..
you know KP vs k... really.. have you moved the pawn all over the board for given king placements. sounds tedious. ok then.. take a case of that material class.. which you know.. and maybe a another pawn for the side without a pawn...
But the point that you are bringing up, seems to be about usual presentation, trying to be parsimonious and like puzzles spectacular about what you need to do. I think if you can't reach the mountain, make the mountain come to you.. and forget the rock at the base of it.. it is a red herring...
perhaps if you gabe specific examples. or what you mean by endgames.. your games near the end.. The 100 practical endgames that everyone should know. compositions.. EGTB?
the notion of critical versus roomy position (where there are more than one good move) is a good thing already to be able to sense... if you are talking from game experience..
if from book. fudge them. doodle with them in some private study of yours far from anyone's eyes.. you don,t have the book constraints on size and numerous diagrams. on lichess studies they can fit in one chapter..
make more chapters than too many variations within one chapter.. one chapter per fudging experiment.. don,t go mad with one only.. try to find the easiest one of your alterations.. I can't prove that any of that will make you improve but at least you will be in control of your experience, and could build your own questions in relation to the prosposed challenge.. At least, you could have fun doing that.. instead of waiting for a future improvement reward.