"Hah! I think Great plays Lasker-chess in his programming. He hides his strength and tries to win no more easily than he has to, so he will have resources in reserve. The Machine loses to Lysmov and immediately starts playing more strongly—the psychological impression made on the other players by such tactics is formidable."

"But the Machine isn't ahead yet?"

"No, of course not. After four rounds Lysmov is leading the tournament with 3-1/2—1/2, meaning 3-1/2 in the win column and 1/2 in the loss column...."

"How do you half win a game of chess? Or half lose one?" Sandra interrupted.

"By drawing a game—playing to a tie. Lysmov's 3-1/2—1/2 is notational shorthand for three wins and a draw. Understand? My dear, I don't usually have to explain things to you in such detail."

"I just didn't want you to think I was learning too much about chess."

"Ho! Well, to get on with the score after four rounds, Angler and Votbinnik both have 3—1, while the Machine is bracketed at 2-1/2—1-1/2 with Jal. But the Machine has created an impression of strength, as if it were all set to come from behind with a rush." He shook his head. "At the moment, my dear," he said, "I feel very pessimistic about the chances of neurons against relays in this tournament. Relays don't panic and fag. But the oddest thing...."

"Yes?" Sandra prompted.

"Well, the oddest thing is that the Machine doesn't play 'like a machine' at all. It uses dynamic strategy, the kind we sometimes call 'Russian', complicating each position as much as possible and creating maximum tension. But that too is a matter of the programming...."