13 Jul '10 19:00>4 edits
With all this talk about trading pieces, I'd like to post some theory behind when to trade pieces and when not to, independent of your opponent's strength. (Disclaimer: I'm not the strongest player here by a long shot. I'm largely paraphrasing Reuben Fine, though, especially for the next two paragraphs.)
Trading pieces sucks the wind out of an attack. So if your advantage is of a temporary nature and requires an attack to take advantage of (i.e. advantages in development or space or an opponent's unsafe king) then you should probably avoid trades.
On the other hand, if you're trying to convert a more permanent advantage such as a passed pawn or material advantage into a win, you want the process to be textbook-simple. If there are no tactical complications then you'll win (okay, that's an oversimplification, but you get the idea). So you want to minimize the opportunity for screwups by simplifying the position and getting the scary attacking pieces off the board.
With material advantages, there's also the fact that an extra Knight looks a lot scarier when all the other pieces are gone: a 4-1 point advantage is bigger than 12-9 or whatever. So this is another way in which trades favor the player with a material advantage. Against players who appreciate this, you can even use the THREAT of a piece trade to your advantage: for instance it can be part of a fork, or it can force them to move their pieces to inferior squares. This opens up a lot of tactical options and, I think, is an important part of properly using a material advantage.
Obviously both of the above are reversed when you're the one with the disadvantage. And of course tactics are paramount: none of this applies if the particular trade is a stupid idea for specific reasons.
Does this mean that the previous conversation about trading pieces against a superior player is pointless? Of course not, but you have to take it in the appropriate context: there are positions in which, regardless of whom you're playing, there is only one correct choice. Now, grandmasters can use opening plans to try to ensure the type of position they desire, and you can try do do the same. For instance, gambits are likely to lead to sharp tactical positions where you would want to avoid trades and aim for complications (a situation people have suggested might be good against stronger players). But there are no guarantees.
Trading pieces sucks the wind out of an attack. So if your advantage is of a temporary nature and requires an attack to take advantage of (i.e. advantages in development or space or an opponent's unsafe king) then you should probably avoid trades.
On the other hand, if you're trying to convert a more permanent advantage such as a passed pawn or material advantage into a win, you want the process to be textbook-simple. If there are no tactical complications then you'll win (okay, that's an oversimplification, but you get the idea). So you want to minimize the opportunity for screwups by simplifying the position and getting the scary attacking pieces off the board.
With material advantages, there's also the fact that an extra Knight looks a lot scarier when all the other pieces are gone: a 4-1 point advantage is bigger than 12-9 or whatever. So this is another way in which trades favor the player with a material advantage. Against players who appreciate this, you can even use the THREAT of a piece trade to your advantage: for instance it can be part of a fork, or it can force them to move their pieces to inferior squares. This opens up a lot of tactical options and, I think, is an important part of properly using a material advantage.
Obviously both of the above are reversed when you're the one with the disadvantage. And of course tactics are paramount: none of this applies if the particular trade is a stupid idea for specific reasons.
Does this mean that the previous conversation about trading pieces against a superior player is pointless? Of course not, but you have to take it in the appropriate context: there are positions in which, regardless of whom you're playing, there is only one correct choice. Now, grandmasters can use opening plans to try to ensure the type of position they desire, and you can try do do the same. For instance, gambits are likely to lead to sharp tactical positions where you would want to avoid trades and aim for complications (a situation people have suggested might be good against stronger players). But there are no guarantees.