Babson task

Last updated

A Babson task (or simply Babson) is a directmate chess problem with the following properties:

Contents

  1. White has only one key , or first move, that forces checkmate in the stipulated number of moves.
  2. Black's defences include the promotion of a certain pawn to a queen, rook, bishop, or knight. (Black may have other defences as well.)
  3. If Black promotes, then the only way for White towards a forced checkmate in the stipulated number of moves is to promote a pawn to the same piece to which Black promoted.

Joseph Ney Babson  [ it ], the task's eponym, first conceived of the task in 1884. [1] To devise a satisfying Babson task is regarded as one of the greatest challenges in chess composing. For almost a century, it was unknown whether such a task could exist.

The Babson task is a special form of Allumwandlung, a chess problem in which the solution contains promotions to each of the four possible pieces. Such problems were already known when Babson formulated his task.

Forerunners of the Babson task

Wolfgang Pauly, 1912
abcdefgh
8
Chessboard480.svg
Chess blt45.svg
Chess klt45.svg
Chess pdt45.svg
Chess blt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess kdt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess bdt45.svg
Chess rlt45.svg
Chess nlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in four

This 1912 problem by Wolfgang Pauly is, as it were, a three-quarter Babson task: three of Black's promotions are matched by White.

The key is 1.b3, after which there are the following lines:

This is not a full Babson, however, because 1...a1=B 2.f8=B does not work; White must instead play 2.f8=Q, with similar play to above.

Selfmate Babsons

The earliest Babson tasks are all in the form of a selfmate, in which White, moving first, must force Black to deliver checkmate against Black's will within a specified number of moves. In 1914, Babson himself published such a problem, in which three different white pawns shared the promotions.

Henry Wald Bettmann
1st Prize, 1925–26 Babson Task Tourney
abcdefgh
8
Chessboard480.svg
Chess nlt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess rdt45.svg
Chess kdt45.svg
Chess plt45.svg
Chess klt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess qlt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess nlt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Selfmate in three

Henry Wald Bettmann composed the first problem in which one black pawn and one white pawn were involved in all promotions, winning 1st prize in the Babson Task Tourney 1925–26. [2]

The key in Bettmann's problem is 1.a8=B, after which play is as follows:

Various other composers later composed similar problems.

Directmate Babsons

Composing a Babson task in directmate form (where White moves first and must checkmate Black against any defence within a stipulated number of moves) was thought so difficult that very little effort was put into it until the 1960s, when Pierre Drumare began his work on the problem, which occupied him for the next twenty years or so. He managed to compose a Babson task in which the knight is replaced with the nightrider (a fairy chess piece which moves by making any number of knight moves in the same direction on unblocked squares) but found it hard to devise one using normal pieces: because of the knight's limited range, it is difficult to justify a knight promotion by White in response to a knight promotion by Black on the other side of the board.

Pierre Drumare
Memorial Camil Seneca, 1980
abcdefgh
8
Chessboard480.svg
Chess rlt45.svg
Chess qdt45.svg
Chess blt45.svg
Chess plt45.svg
Chess nlt45.svg
Chess blt45.svg
Chess klt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess blt45.svg
Chess plt45.svg
Chess ndt45.svg
Chess rlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess kdt45.svg
Chess ndt45.svg
Chess pdt45.svg
Chess bdt45.svg
Chess qlt45.svg
Chess bdt45.svg
Chess rdt45.svg
Chess rdt45.svg
Chess bdt45.svg
Chess rdt45.svg
Chess bdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in five

When Drumare eventually succeeded using conventional pieces in 1980, the result was regarded as highly unsatisfactory, even by Drumare himself. It is a mate in five (first published Memorial Seneca, 1980). The key is 1.Rf2, after which captures by Black on b1 are answered by captures by White on g8.

Efficiency in chess problems is considered a great boon, but Drumare's attempt is very inefficient: no fewer than 30 pieces are on the board. It also has six promoted pieces in the initial position (even a single promoted piece is considered something of a "cheat" in chess problems), which is in any case illegal: one of the white f-pawns must have made a capture, and the white and black b- and c-pawns must have made two captures between them, making three in total, yet only two units are missing from the board. Despite all these flaws, it is the first complete Babson task.

In 1982, two years after composing this problem, Drumare gave up, saying that the Babson task would never be satisfactorily solved.

Leonid Yarosh
Shakhmaty v SSSR, March 1983
abcdefgh
8
Chessboard480.svg
Chess qdt45.svg
Chess rlt45.svg
Chess plt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess kdt45.svg
Chess bdt45.svg
Chess ndt45.svg
Chess plt45.svg
Chess plt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess klt45.svg
Chess blt45.svg
Chess qlt45.svg
Chess rlt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in four

The following year, Leonid Yarosh, a football coach from Kazan who was virtually unknown as a problem composer until that point, came up with a much better Babson task than Drumare's: the position is legal, it is much simpler than Drumare's problem, and there are no promoted pieces on board. First published in March 1983 in the famous Russian chess magazine Shakhmaty v SSSR , this is generally thought of as the first satisfactory solution of the Babson task. Drumare himself had high praise for the problem.

The key is 1.Rxh4, and the main lines are:

  • 1...cxb1=Q 2.axb8=Q Qxb2 (2...Qe4 3.Qxf4 Qxf4 4.Rxf4#) 3.Qb3 Qc3 4.Qxc3#
  • 1...cxb1=R 2.axb8=R (2.axb8=Q? Rxb2 3.Qb3 stalemate) Rxb2 3.Rb3 Kxc4 4.Rxf4#
  • 1...cxb1=B 2.axb8=B (2.axb8=Q? Be4 3.Qxf4 stalemate) Be4 3.Bxf4 Bxh1 4.Be3#
  • 1...cxb1=N 2.axb8=N (2.axb8=Q? Nxd2 and no mate) Nxd2 3.Nc6+ Kc3 4.Rc1#

However, Yarosh's problem has a small flaw: the key is a capture, something which is generally frowned upon in problems. Also, when first presented, the black piece at h4 was a pawn, but a computer discovered an additional solution by 1.axb8=N hxg3+ 2.Kh3 Bxb8 3.Qxc2 and mate next move. Yarosh then substituted a knight on that square; now 1.axb8=N fails to 1...Nf3+ 2.Bxf3 Bxb8 3.Qxc2 Bxg3+ and White is too late. Nevertheless, when Dutch author Tim Krabbé saw this version in the Soviet publication 64 , he records that the realisation that somebody had at last solved the Babson task had the effect upon him as if he had "... opened a newspaper and seen the headline 'Purpose Of Life Discovered'."

Leonid Yarosh
Shakhmaty v SSSR, August 1983
abcdefgh
8
Chessboard480.svg
Chess blt45.svg
Chess qdt45.svg
Chess blt45.svg
Chess klt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess kdt45.svg
Chess bdt45.svg
Chess rlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess qlt45.svg
Chess rlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in four

Yarosh continued to work on the problem, and in August 1983, he created an improved version with a non-capturing key, which appeared in Shakhmaty v SSSR. Many chess problemists,[ who? ] including Tim Krabbé, [3] consider the problem one of the greatest ever composed. Again, it is a mate in four.

The key here is non-capturing and also thematic (that is, it is logically related to the rest of the solution): 1.a7. The variations are largely the same as in the original:

  • 1...axb1=Q 2.axb8=Q Qxb2 (2...Qe4 3.Qxf4 Qxf4 4.Rxf4#) 3.Qxb3 Qc3 4.Qbxc3#
  • 1...axb1=R 2.axb8=R (2.axb8=Q? Rxb2 3.Qxb3 stalemate) Rxb2 3.Rxb3 Kxc4 4.Qa4#
  • 1...axb1=B 2.axb8=B (2.axb8=Q? Be4 3.Qxf4 stalemate) Be4 3.Bxf4 Bxa8 4.Be3#
  • 1...axb1=N 2.axb8=N (2.axb8=Q? Nxd2 and no mate) Nxd2 3.Qc1 Ne4 4.Nc6#
Pierre Drumare
Thèmes-64, 1985
abcdefgh
8
Chessboard480.svg
Chess ndt45.svg
Chess qdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess bdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess kdt45.svg
Chess qlt45.svg
Chess pdt45.svg
Chess nlt45.svg
Chess klt45.svg
Chess pdt45.svg
Chess rdt45.svg
Chess blt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in five

Yarosh composed a completely different Babson task later in 1983 and another in 1986. Several other Babsons were later composed by other authors, including one by Drumare in 1985. The solution of this Babson is 1.fxg8=Q dxe2 2.Nxe3 e1=Q/R/B/N 3.gxf8=Q/R/B/N and now mate in two in all variations.

The cyclic Babson

Peter Hoffmann, Die Schwalbe, 2003
abcdefgh
8
Chessboard480.svg
Chess rlt45.svg
Chess blt45.svg
Chess rdt45.svg
Chess plt45.svg
Chess blt45.svg
Chess bdt45.svg
Chess kdt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess klt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess blt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess qlt45.svg
Chess blt45.svg
Chess nlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in four

In a cyclic Babson, rather than Black’s promotions being matched by White, they are related in cyclic form: for example, Black promoting to a queen means White must promote to a bishop, Black promoting to a bishop means White must promote to a rook, Black promoting to a rook means White must promote to a knight, and Black promoting to a knight means White must promote to a queen.

The August 2003 issue of the German problem magazine Die Schwalbe contained the problem to the right, a mate in four by Peter Hoffmann. Hoffmann had previously published a number of conventional directmate Babsons, but this one is significant because it is the first cyclic Babson. However, as with Drumare's original Babson task, the problem uses promoted pieces and has a capturing key.

The key is 1.Nxe6, threatening 2.hxg8=Q and 3.Qf7#. The thematic defences are:

There are also a number of sidelines.

Peter Hoffmann, Schach, 2005
abcdefgh
8
Chessboard480.svg
Chess rdt45.svg
Chess nlt45.svg
Chess plt45.svg
Chess plt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess kdt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess nlt45.svg
Chess pdt45.svg
Chess plt45.svg
Chess klt45.svg
Chess plt45.svg
Chess blt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess qlt45.svg
Chess rlt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White to play and mate in four

In the September 2005 issue of Schach  [ de ], the first cyclic Babson without promoted pieces in the initial position was published. Again, the composer was Peter Hoffmann.

The key is 1.Nxb6. The thematic defences are:

Related Research Articles

<span class="mw-page-title-main">Chess problem</span> A chess composition whose solution is a mate or other clear objective

A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between Black and White, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems.

In the game of chess, perpetual check is a situation in which one player can force a draw by an unending series of checks. This typically arises when the player who is checking cannot deliver checkmate, and failing to continue the series of checks gives the opponent at least a chance to win. A draw by perpetual check is no longer one of the rules of chess; however, such a situation will eventually allow a draw claim by either threefold repetition or the fifty-move rule. Players usually agree to a draw long before that, however.

Allumwandlung is a chess problem theme where, at some stage in the solution, a pawn is promoted variously to a queen, rook, bishop, and knight. Allumwandlung's main requirement is promotion, either a white pawn or a black pawn. A Babson task may appear if both pawns are spotted in an individual problem, corresponding one another.

This glossary of chess problems explains commonly used terms in chess problems, in alphabetical order. For a list of unorthodox pieces used in chess problems, see Fairy chess piece; for a list of terms used in chess is general, see Glossary of chess; for a list of chess-related games, see List of chess variants.

In the game of chess, an endgame study, or just study, is a composed position—that is, one that has been made up rather than played in an actual game—presented as a sort of puzzle, in which the aim of the solver is to find the essentially unique way for one side to win or draw, as stipulated, against any moves the other side plays. If the study does not end in the end of the game, then the game's eventual outcome should be obvious, and White can have a selection of many different moves. There is no limit to the number of moves which are allowed to achieve the win; this distinguishes studies from the genre of direct mate problems. Such problems also differ qualitatively from the very common genre of tactical puzzles based around the middlegame, often based on an actual game, where a decisive tactic must be found.

Stalemate is a situation in chess where the player whose turn it is to move is not in check and has no legal move. Stalemate results in a draw. During the endgame, stalemate is a resource that can enable the player with the inferior position to draw the game rather than lose. In more complex positions, stalemate is much rarer, usually taking the form of a swindle that succeeds only if the superior side is inattentive. Stalemate is also a common theme in endgame studies and other chess problems.

A helpmate is a type of chess problem in which both sides cooperate in order to achieve the goal of checkmating Black. In a helpmate in n moves, Black moves first, then White, each side moving n times, to culminate in White's nth move checkmating Black. Although the two sides cooperate, all moves must be legal according to the rules of chess.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no legal move for the player. Checkmating the opponent wins the game.

In chess, fool's mate is the checkmate delivered after the fewest possible moves from the game's starting position. It arises from the following moves, or similar:

In chess problems, retrograde analysis is a technique employed to determine which moves were played leading up to a given position. While this technique is rarely needed for solving ordinary chess problems, there is a whole subgenre of chess problems in which it is an important part; such problems are known as retros.

The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.

A selfmate is a chess problem in which White, moving first, must force the unwilling Black to deliver checkmate within a specified number of moves. Selfmates were once known as sui-mates.

The Saavedra position is one of the best-known chess endgame studies. It is named after the Spanish priest Fernando Saavedra (1849–1922), who lived in Glasgow during the late 19th century. Though not a strong player, he spotted a win involving a dramatic underpromotion in a position previously thought to have been a draw.

<span class="mw-page-title-main">Promotion (chess)</span> Chess rule

In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory when moving to the last rank; the pawn cannot remain as a pawn.

The chess endgame with a king and a pawn versus a king is one of the most important and fundamental endgames, other than the basic checkmates. It is an important endgame for chess players to master, since most other endgames have the potential of reducing to this type of endgame via exchanges of pieces. Players need to be able to determine quickly whether a given position is a win or a draw, and to know the technique for playing it. The crux of this endgame is whether or not the pawn can be promoted, so checkmate can be forced.

Tsume shogi or tsume (詰め) is the Japanese term for a shogi miniature problem in which the goal is to checkmate the opponent's king. Tsume problems usually present a situation that might occur in a shogi game, and the solver must find out how to achieve checkmate. It is similar to a mate-in-n chess problem.

A joke chess problem is a puzzle in chess that uses humor as an element. Although most chess problems, like other creative forms, are appreciated for serious artistic themes, joke chess problems are enjoyed for some twist. In some cases the composer plays a trick to prevent a solver from succeeding with typical analysis. In other cases, the humor derives from an unusual final position. Unlike in ordinary chess puzzles, joke problems can involve a solution which violates the inner logic or rules of the game.

Leopold Adamovich Mitrofanov was a Russian chess composer, an International Judge of Chess Composition and an International Master of Chess Composition. He was born in Leningrad and, by profession, was a chemical engineer.

The chess endgame of a queen versus pawn is usually an easy win for the side with the queen. However, if the pawn has advanced to its seventh rank it has possibilities of reaching a draw, and there are some drawn positions with the pawn on the sixth rank. This endgame arises most often from a race of pawns to promote.

<span class="mw-page-title-main">Nikolai Grigoriev</span> Russian chess player

Nikalai (Nikolay) Dmitrievich Grigoriev was a Russian chess player and a composer of endgame studies. He was born on 14 August 1895 in Moscow, and he died there in 1938.

References

  1. Tim Krabbé. "De man die de Babson task maakte" (in Dutch).
  2. Howard, Kenneth S., The Enjoyment of Chess Problems, Dover Publications, 1961, p. 213.
  3. Krabbé, Tim. "The Babson Task". De website van Tim Krabbé. Retrieved 10 April 2022.

Bibliography

Further reading