Games from the 2002 Internet Tournament
Game #1 - pawn end game win.
Game #2 - 33 move draw, and missed win!
Game #3 - 39 move comprehensive win as black!
Each game features typical anti-computer strategy - block the game with pawn structures so that computer cannot use its combinational computation strengths. Then attack computers king position with pawn storm. Once king is exposed move pieces into attack against the king before the computer can move its pieces in to defend. Preferably also block the original position with computers pieces in bad restricted positions.
Game #1 White win - Variation #1.
Game #1 White win - Variation #1.
Game #2 White win - Variation #2.
Game #3 Black win - Queen side variation #1.
This is a deceptive game. Black has tons of counterplay and the slightest mis-step by white would be punished. The key again is to keep the position closed to limit the computers combinational options. It still manages to find saving plays repeatedly.
Game #1 White win - Variation #1.
Turns out in postgame analysis there's a faster win!
Game #1a White win - Variation #1a.
Game #1 drawn game (base variation) - Variation #1.
Game #2 Black win ( variation 1) - Variation #2.
Game #2 Black win ( variation 2) - Variation #3.
As typical for the Alekhine this looks straightforward but analysis shows that black has tons of drawning chances and white has to walk a very fine line even when materially ahead.
Game #1 won game (white variation) - Variation #1 as White.
#1 - Mate in 4 at latest (from game position)