Chess problem

Last updated
An Interesting Problem, by Adolphe Alexandre Lesrel An Interesting Problem (Adolphe-Alexandre Lesrel).png
An Interesting Problem, by Adolphe Alexandre Lesrel

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. [1] There is a good deal of specialized jargon used in connection with chess problems.

Contents

Definition

The term chess problem is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzle or tactical exercises on the other. In practice, however, the distinction is very clear. There are common characteristics shared by compositions in the problem section of chess magazines, in specialist chess problem magazines, and in collections of chess problems in book form. [1]

Features

Not every chess problem has every one of these features, but most have several:

Tactical puzzles

Problems can be contrasted with tactical puzzles often found in chess columns or magazines in which the task is to find the best move or sequence of moves (usually leading to mate or gain of material) from a given position. Such puzzles are often taken from actual games, or at least have positions which look as if they could have arisen during a game, and are used for instructional purposes. Most such puzzles fail to exhibit the above features.

Types of problems

Godfrey Heathcote
Hampstead and Highgate Express,
1905–1906 (1st Prize)
abcdefgh
8
Chessboard480.svg
Chess klt45.svg
Chess pdt45.svg
Chess nlt45.svg
Chess rlt45.svg
Chess plt45.svg
Chess qlt45.svg
Chess pdt45.svg
Chess rdt45.svg
Chess kdt45.svg
Chess rdt45.svg
Chess nlt45.svg
Chess ndt45.svg
Chess plt45.svg
Chess pdt45.svg
Chess blt45.svg
Chess blt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess bdt45.svg
Chess bdt45.svg
Chess qdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White mates in two

Solution: 1.Rcc7! (threatening 2.Nc3)

  • 1...Nxb3 2.Qd3#
  • 1...Nb5 2.Rc5#
  • 1...Nc6 2.Rcd7#
  • 1...Ne6 2.Red7#
  • 1...Nf5 2.Re5#
  • 1...Nf3 2.Qe4#
  • 1...Ne2 2.Qxh5#
  • 1...Nc2 2.b4#
  • 1...Rxa4 2.Rc5#
  • 1...Rc5 2.Rxc5#
(When a black knight can move to the maximum number of eight squares like this, it is known as a knight wheel.)
Lutz Neweklowsky, 2001
(after Thompson
& Karrer 2000) [2]
abcdefgh
8
Chessboard480.svg
Chess nlt45.svg
Chess blt45.svg
Chess qlt45.svg
Chess rlt45.svg
Chess klt45.svg
Chess bdt45.svg
Chess qdt45.svg
Chess ndt45.svg
Chess nlt45.svg
Chess ndt45.svg
Chess rdt45.svg
Chess pdt45.svg
Chess rlt45.svg
Chess blt45.svg
Chess rdt45.svg
Chess kdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
Mate in 267 moves; the longest moremover without obtrusive units

There are various different types of chess problems:

In all the above types of problem, castling is assumed to be allowed unless it can be proved by retrograde analysis (see below) that the rook in question or king must have previously moved. En passant captures, on the other hand, are assumed not to be legal, unless it can be proved that the pawn to be captured must have moved two squares on the previous move.[ citation needed ]

There are several other types of chess problem which do not fall into any of the above categories. Some of these are really coded mathematical problems, expressed using the geometry and pieces of the chessboard. A famous such problem is the knight's tour, in which one is to determine the path of a knight that visits each square of the board exactly once. Another is the eight queens problem, in which eight queens are to be placed on the board so that none is attacking any of the others.

Of far greater relation to standard chess problems, however, are the following, which have a rich history and have been revisited many times, with magazines, books and prizes dedicated to them:

Across most of the above genres, there is great interest in exploring fairy chess, in which non-standard boards, pieces or rules apply.

Beauty in chess problems

Black mating on move 5 by promoting to knight Pawn2knight.gif
Black mating on move 5 by promoting to knight

The role of aesthetic evaluation in the appreciation of chess problems is very significant, and indeed most composers and solvers consider such compositions to be an art form. Vladimir Nabokov wrote about the "originality, invention, conciseness, harmony, complexity, and splendid insincerity" of creating chess problems and spent considerable time doing so. There are no official standards by which to distinguish a beautiful problem from a poor one and such judgments can vary from individual to individual as well as from generation to generation. Such variation is to be expected when it comes to aesthetic appraisal. Nevertheless, modern taste generally recognises the following elements to be important in the aesthetic evaluation of a problem:

Example problem

Thomas Taverner
Dubuque Chess Journal,
1889 (1st Prize)
abcdefgh
8
Chessboard480.svg
Chess bdt45.svg
Chess rdt45.svg
Chess rdt45.svg
Chess bdt45.svg
Chess nlt45.svg
Chess blt45.svg
Chess pdt45.svg
Chess qlt45.svg
Chess pdt45.svg
Chess kdt45.svg
Chess plt45.svg
Chess plt45.svg
Chess klt45.svg
Chess rlt45.svg
Chess nlt45.svg
Chess rlt45.svg
Chess blt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White mates in two

To the right is a directmate problem composed by Thomas Taverner in 1881.

The key move is 1.Rh1. This is difficult to find because it makes no threat – instead, it puts Black in zugzwang, a situation in which the player must move, yet every move leads to a disadvantage. Each of Black's nineteen legal replies allows an immediate mate. For example, if Black defends with 1...Bxh7, the d5-square is no longer guarded, and White mates with 2.Nd5#. Or if Black plays 1...Re5, Black blocks that escape square for his king allowing 2.Qg4#. If Black plays 1...Rf6, then 2.Rh4#. Yet if Black could only pass (i.e., make no move at all), White would have no way to mate on his second move. The full solution is as follows:

1 Rh1!
1...Bxh7, 2.Nd5# (unguards d5)
1...Bf7, 2.Qf5# (interferes with rook’s guard of f5)
1...Be6, 2.e3# (interferes with rook’s guard of e3)
1...Bd5, 2.Nxd5# (unguards d5)
1...Bxc7, 2.Rh4# (unguards h4)
1...Be7, 2.e3# (interferes with rook’s guard of e3)
1...Bf6, 2.Qf5# (interferes with rook’s guard of f5)
1...Bg5, 2.Qh2# (blocks king’s flight to g5)
1...Bh4, 2.Rxh4# (unguards h4)
1...Rf7, 2.Nd5# (interferes with bishop’s guard of d5)
1...Rf6, 2.Rh4# (interferes with bishop’s guard of h4)
1...Rf5, 2.Qxf5# (unguards f5)
1...Re7, 2.Rh4# (interferes with bishop’s guard of h4)
1...Re6, 2.Nd5# (interferes with bishop’s guard of d5)
1...Re5, 2.Qg4# (blocks king’s flight to e5)
1...Re4, 2.fxe4# (allows pawn capture discovering check)
1...Re3, 2.Bh2# (blocks king’s flight to e3)
1...Rxe2+, 2.Nxe2# (allows capture on unguarded square e2)
1...c3, 2.Nd3# (unguards d3)

The thematic approach to solving is to notice then that in the original position, Black is already almost in zugzwang. If Black were compelled to play first, only Re3 and Bg5 would not allow immediate mate. However, each of those two moves blocks a flight square for the black king, and once White has removed his rook from h2 White can put some other piece on that square to deliver mate: 1...Re3 2.Bh2# and 1...Bg5 2.Qh2#.

The arrangement of the black rooks and bishops, with a pair of adjacent rooks flanked by a pair of bishops, is known to problemists as Organ Pipes. This arrangement is designed to illustrate the effect of mutual Black interferences: for example, consider what happens after the key if Black plays 1...Bf7. White now mates with 2.Qf5#, a move which is only possible because the bishop Black moved has got in the way of the rook's guard of f5 – this is known as a self-interference. Similarly, if Black tries 1...Rf7, this interferes with the bishop's guard of d5, allowing White to mate with Nd5#. Mutual interferences like this, between two pieces on one square, are known as Grimshaw interferences, and are the theme of this problem. The problem exhibits four such interferences, on squares e6, e7, f6, and f7.

abcdefgh
8
Chessboard480.svg
Chess klt45.svg
Chess nlt45.svg
Chess nlt45.svg
Chess qlt45.svg
Chess blt45.svg
Chess plt45.svg
Chess rlt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess pdt45.svg
Chess rdt45.svg
Chess ndt45.svg
Chess bdt45.svg
Chess qdt45.svg
Chess kdt45.svg
Chess bdt45.svg
Chess ndt45.svg
Chess rdt45.svg
8
77
66
55
44
33
22
11
abcdefgh
White mates in one move!


Although most problems call for straightforward (though possibly difficult) solution, occasionally a problem will involve a humorous trick or twist. The problem at right, shown in Norwegian broadcaster NRK's airings from the World Championships in Dubai 2021, calls for White to move and give immediate checkmate in just a single move. The trick is to recognize that despite the arrangement of the Black men, the board is actually viewed from the White side (as shown by the Black king standing on a square of its own color, rather than on the opposite color as in the standard opening position). Thus the solution is 1 Nd3#; the Black pawns are moving down the board and cannot capture the White knight.

Abbreviations

For reasons of space and internationality, various abbreviations are often used in chess problem journals to indicate a problem's stipulation (whether it is a mate in two, helpmate in four, or whatever). The most common are:

These are combined with a number to indicate in how many moves the goal must be achieved. "#3", therefore, indicates a mate in three, while "ser-h=14" indicates a series help stalemate in 14 (i.e., Black makes 14 moves in a row such that White can subsequently make one move to deliver stalemate).

In studies, the symbols "+" and "=" are used to indicate "White to play and win" and "White to play and draw" respectively.

Tournaments

Various tournaments (or tourneys) exist for both the composition and solving of chess problems.

Composition tournaments

Composition tourneys may be formal or informal. In formal tourneys, the competing problems are not published before they are judged, while in informal tourneys they are. Informal tourneys are often run by problem magazines and other publications with a regular problem section; it is common for every problem to have been published in a particular magazine within a particular year to be eligible for an informal award. Formal tourneys are often held to commemorate a particular event or person. The World Chess Composing Tournament (WCCT) is a formal tourney for national teams organised by the Permanent Commission of the FIDE for Chess Compositions (PCCC).

In both formal and informal tourneys, entries will normally be limited to a particular genre of problem (for example, mate in twos, moremovers, helpmates) and may or may not have additional restrictions (for example, problems in patrol chess, problems showing the Lacny theme, problems using fewer than nine units). Honours are usually awarded in three grades: these are, in descending order of merit, prizes, honourable mentions, and commendations. As many problems as the judge sees fit may be placed in each grade, and the problems within each grade may or may not be ranked (so an award may include a 1st Honourable Mention, a 2nd Honourable Mention, and a 3rd Honourable Mention, or just three unranked Honourable Mentions).

After an award is published, there is a period (typically around three months) in which individuals may claim honoured problems are anticipated (that is, that an identical problem, or nearly so, had been published at an earlier date) or unsound (i.e., that a problem has cooks or no solution). If such claims are upheld, the award may be adjusted accordingly. At the end of this period, the award becomes final. It is normal to indicate any honour a problem has received when it is republished.

Solving tournaments

Solving tournaments also fall into two main types. In tourneys conducted by correspondence, the participants send their entries by post or e-mail. These are often run on similar terms to informal composition tourneys; indeed, the same problems which are entries in the informal composition tourney are often also set in the solving tourney. It is impossible to eliminate the use of computers in such tournaments, though some problems, such as those with particularly long solutions, will not be well-suited to solution by computer.

Other solving tourneys are held with all participants present at a particular time and place. They have only a limited amount of time to solve the problems, and the use of any solving aid other than a chess set is prohibited. The most notable tournament of this type is the World Chess Solving Championship, organised by the PCCC.

In both types of tourney, each problem is worth a specified number of points, often with bonus points for finding cooks or correctly claiming no solution. Incomplete solutions are awarded an appropriate proportion of the points available. The solver amassing the most points is the winner.

Titles

Just as in over-the-board play, the titles Grandmaster, International Master and FIDE Master are awarded by FIDE via the Permanent Commission of the FIDE for Chess Compositions (PCCC) for especially distinguished problem and study composers and solvers (unlike over-the-board chess, however, there have not been any women-only equivalents to these titles in problem chess).

For composition, the International Master title was established in 1959, with André Chéron, Arnoldo Ellerman, Alexander Gerbstmann, Jan Hartong, Cyril Kipping and Marian Wróbel being the first honorary recipients. In subsequent years, qualification for the IM title, as well as for the GM title (first awarded in 1972 to Genrikh Kasparyan, Lev Loshinsky, Comins Mansfield, and Eeltje Visserman) and the FM title (first awarded 1990) has been determined on the basis of the number of problems or studies a composer had selected for publication in the FIDE Albums. These albums are collections of the best problems and studies composed in a particular three-year period, as selected by FIDE-appointed judges from submitted entries. Each problem published in an album is worth 1 point; each study is worth 1⅔; joint compositions are worth the same divided by the number of composers. For the FIDE Master title, a composer must accumulate 12 points; for the International Master title, 25 points are needed; and for the Grandmaster title, a composer must have 70 points.

For solvers, the GM and IM titles were both first awarded in 1982; the FM title followed in 1997. GM and IM titles can only be gained by participating in the official World Chess Solving Championship (WCSC): to become a GM, a solver must score at least 90 percent of the winner's points and on each occasion finish in at least tenth place three times within ten successive WCSCs. For the IM title they must score at least 80 percent of the winner's points and each time finish in at least fifteenth place twice within five successive WCSCs; alternatively, winning a single WCSC or scoring as many points as the winner in a single WCSC will earn the IM title. For the FM title, the solver must score at least 75 percent of the winners points and each time finish within the top 40 percent of participants in any two PCCC-approved solving competitions.

The title International Judge of Chess Compositions is given to individuals considered capable of judging composing tourneys at the highest level.

See also

Related Research Articles

A Babson task is a directmate chess problem with the following properties:

  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.
  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.

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.

A Grimshaw is a device found in chess problems in which two pieces arriving on a particular square mutually interfere with each other. It is named after the 19th-century problem composer Walter Grimshaw. The Grimshaw is one of the most common devices found in directmates.

<span class="mw-page-title-main">Walter Grimshaw</span> British chess composer

Walter Grimshaw was a 19th-century British composer of chess problems. In 1854 he won the first ever chess problem composition tourney in London. He is perhaps best known for giving his name to the Grimshaw, a popular problem theme.

<span class="mw-page-title-main">Grid chess</span> Chess variant where every move must cross a grid line.

Grid chess is a chess variant invented by Walter Stead in 1953. It is played on a grid board. This is a normal 64-square chessboard with a grid of lines further dividing it into larger squares. A single additional rule governs Grid chess: for a move to be legal, the piece moved must cross at least one grid line.

An Albino is a type of chess problem, "in which, at some point in the solution, a white Pawn on its starting square makes each of its four possible moves ." When a Black pawn exhibits similar activity or a quadruple defense instead of "Albino" it is termed a "Pickaninny". The Albino is, "the four possible moves of a WP [white pawn] on its initial square ," and, the Pickaninny, "the four possible moves of a BP [black pawn] on its initial square ". The latter term was coined by Frank Janet by 1916.

The Plachutta is a device found in chess problems wherein a piece is sacrificially positioned in blockade to deny coverage of multiple distant squares required by the opposition. For example, two of an opponent's bishops, queen, or rooks are defending locations through an intersection square, and an enemy unit moved into that square blocks disrupts coverage in such a way that, even if captured, the previous defensive situation cannot be restored.

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 possible escape. Checkmating the opponent wins the game.

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.

In the game of chess, interference occurs when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece. It is a chess tactic which seldom arises, and is therefore often overlooked. Opportunities for interference are rare because the defended object must be more valuable than the sacrificed piece, and the interposition must itself present a threat. Huczek defines interference as a tactic involving blocking moves that obstruct lines of attack. This definition may be expanded by including blocking moves that disrupt lines of 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.

In chess, a pure mate is a checkmate position such that the mated king is attacked exactly once, and prevented from moving to any of the adjacent squares in its field for exactly one reason per square. Each of the squares in the mated king's field is attacked or "guarded" by one—and only one—attacking unit, or else a square which is not attacked is occupied by a friendly unit, a unit of the same color as the mated king. Some authors allow that special situations involving double check or pins may also be considered as pure mate.

<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.

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.

This article covers computer software designed to solve, or assist people in creating or solving, chess problems – puzzles in which pieces are laid out as in a game of chess, and may at times be based upon real games of chess that have been played and recorded, but whose aim is to challenge the problemist to find a solution to the posed situation, within the rules of chess, rather than to play games of chess from the beginning against an opponent.

A seriesmover is a chess problem in which one side makes a series of legal moves without reply at the end of which the other side makes a single move, giving checkmate or yielding stalemate, depending on the precise stipulation. Checks cannot be given except on the last move of the series. There are various types of seriesmover:

<span class="mw-page-title-main">Checkmate pattern</span> Chess patterns

In chess, checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. Several checkmate patterns occur frequently enough to have acquired specific names in chess commentary. The diagrams that follow show these checkmates with White checkmating Black.

<span class="mw-page-title-main">Outline of chess</span> Strategy board game

The following outline is provided as an overview of and topical guide to chess:

References

  1. 1 2 "OzProblems - Australian chess problem composition". www.ozproblems.com.
  2. Neweklowsky, Lutz (2001) [2000]. Thompson, K.; Karrer, P.; Formánek, Bedrich (eds.). "267 moves – Lutz Neweklowsky 2001". kotesovec.cz. – longest moremover without obtrusive units
  3. Smullyan, R. (1994). Chess Mysteries of Sherlock Holmes: Fifty tantalizing problems of chess detection. Puzzles & Games. Random House. ISBN   978-0-8129-2389-6.
  4. Iqbal, A. (2008). Evaluation of Economy in a Zero-sum Perfect Information Game, The Computer Journal, Oxford University Press, Vol. 51, No. 4, pp. 408–418, doi : 10.1093/comjnl/bxm060. Online ISSN 1460-2067, Print ISSN 0010-4620. http://comjnl.oxfordjournals.org/content/51/4/408.abstract Archived 2016-06-08 at the Wayback Machine

Further reading