user38: Assuming a player knows the rules, are there any free, one-player simulations that will rapidly teach a single player on their own how to move beyond opening with nonsense moves. 

user70: I'd be careful of the word 'nonsense' since it means different things to different people.  Kasparov would consider nonsense things that you or I would consider totally groovy.
I think a player can learn the main lines of a few openings and learn the basic principles behind those moves (occupy the center, develop pieces...) in not too much time.
How long before you can find the correct response to the 10th move of a sharp variation of the Ruy Lopez?  Perhaps a bit longer.

user47: Open with 1. d4, 2. Nf3, 3. g3, 4. Bg2 and then do whatever you want.  By that point, it's hard to find nonsense moves that aren't obviously nonsense.  Finding the best move is very difficult, but if you're a beginner you don't need to worry about it.

user86: In the area of openings, I don't think a one-player simulation will serve you as well as a good read. For a start, I would suggest the Wikibook Chess Opening Theory, perhaps after reading the more basic version.
Of course, experience playing with others will strengthen your opening a good deal, once you have the principles down.

user17: The concept that caused me to stop making nonsense moves is control the center.
That meant moving out the d and e pawns, possibly with the c and f pawns, either abreast, or in support. More likely, I'd move a knight to c3 or f3 (c6 or f6 if Black), then a bishop or two. Castle as soon as possible, before undertaking activities on the wings.
That eliminated a lot of bad opening moves like b3, g3, and worse, a4 and h4.

38: <p>Assuming a player knows the rules, are there any free, one-player simulations that will rapidly teach a single player on their own how to move beyond opening with nonsense moves. </p>
 70: <p>I'd be careful of the word 'nonsense' since it means different things to different people.  Kasparov would consider nonsense things that you or I would consider <em>totally groovy</em>.</p>

<p>I think a player can learn the main lines of a few openings and learn the basic principles behind those moves (occupy the center, develop pieces...) in not too much time.</p>

<p>How long before you can find the correct response to the 10th move of a sharp variation of the Ruy Lopez?  Perhaps a bit longer.</p>
 47: <p>Open with <code>1. d4</code>, <code>2. Nf3</code>, <code>3. g3</code>, <code>4. Bg2</code> and then do whatever you want.  By that point, it's hard to find nonsense moves that aren't obviously nonsense.  Finding the best move is very difficult, but if you're a beginner you don't need to worry about it.</p>
 86: <p>In the area of openings, I don't think a one-player simulation will serve you as well as a good read. For a start, I would suggest the Wikibook <em><a href="http://en.wikibooks.org/wiki/Chess_Opening_Theory" rel="nofollow">Chess Opening Theory</a></em>, perhaps after reading the <a href="http://en.wikibooks.org/wiki/Chess/Basic_Openings" rel="nofollow">more basic version</a>.</p>

<p>Of course, experience playing with others will strengthen your opening a good deal, once you have the principles down.</p>
 17: <p>The concept that caused me to stop making nonsense moves is <strong>control the center</strong>.</p>

<p>That meant moving out the d and e pawns, possibly with the c and f pawns, either abreast, or in support. More likely, I'd move a knight to c3 or f3 (c6 or f6 if Black), then a bishop or two. Castle as soon as possible, before undertaking activities on the wings.</p>

<p>That eliminated a lot of bad opening moves like <code>b3</code>, <code>g3</code>, and worse, <code>a4</code> and <code>h4</code>.</p>
