30 Chess Mysteries in a Retro World
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11 Triple Loyd
TTHHEE PPUUZZZZLLIINNGG SSIIDDEE OOFF CCHHEESSSS Jeff Coakley TRIPLE LOYDS: BLACK PIECES number 11 September 22, 2012 The “triple loyd” is a puzzle that appears every few weeks on The Puzzling Side of Chess. It is named after Sam Loyd, the American chess composer who published the prototype in 1866. In this column, we feature positions that include black pieces. A triple loyd is three puzzles in one. In each part, your task is to place the black king on the board.to achieve a certain goal. Triple Loyd 07 w________w áKdwdwdwd] àdwdwdwdw] ßwdwdw$wd] ÞdwdRdwdw] Ýwdwdwdwd] Üdwdwdwdw] Ûwdwdpdwd] Údwdwdwdw] wÁÂÃÄÅÆÇÈw Place the black king on the board so that: A. Black is in checkmate. B. Black is in stalemate. C. White has a mate in 1. For triple loyds 1-6 and additional information on Sam Loyd, see columns 1 and 5 in the archives. As you probably noticed from the first puzzle, finding the stalemate (part B) can be easy if Black has any mobile pieces. The black king must be placed to take away their moves. Triple Loyd 08 w________w áwdwdBdwd] àdwdRdwdw] ßwdwdwdwd] Þdwdwdwdw] Ýwdw0Ndwd] ÜdwdPhwdw] ÛwdwGwdwd] Údwdw$wdK] wÁÂÃÄÅÆÇÈw Place the black king on the board so that: A. Black is in checkmate. B. Black is in stalemate. C. White has a mate in 1. The next triple loyd sets a record of sorts. It contains thirty-one pieces. Only the black king is missing. Triple Loyd 09 w________w árhbdwdwH] àgpdpdw0w] ßqdp!w0B0] Þ0ndw0PdN] ÝPdw4Pdwd] ÜdRdPdwdP] Ûw)PdwGPd] ÚdwdwIwdR] wÁÂÃÄÅÆÇÈw Place the black king on the board so that: A. -
Weltenfern a Commented Selection of Some of My Works Containing 149 Originals
Weltenfern A commented selection of some of my works containing 149 originals by Siegfried Hornecker Dedicated to the memory of Dan Meinking and Milan Velimirovi ć who both encouraged me to write a book! Weltenfern : German for other-worldly , literally distant from the world , describing a person’s attitude In the opinion of the author the perfect state of mind to compose chess problems. - 1 - Index 1 – Weltenfern 2 – Index 3 – Legal Information 4 – Preface 6 – 20 ideas and themes 6 – Chapter One: A first walk in the park 8 – Chapter Two: Schachstrategie 9 – Chapter Three: An anticipated study 11 – Chapter Four: Sleepless nights, or how pain was turned into beauty 13 – Chapter Five: Knightmares 15 – Chapter Six: Saavedra 17 – Chapter Seven: Volpert, Zatulovskaya and an incredible pawn endgame 21 – Chapter Eight: My home is my castle, but I can’t castle 27 – Intermezzo: Orthodox problems 31 – Chapter Nine: Cooperation 35 – Chapter Ten: Flourish, Knightingale 38 – Chapter Eleven: Endgames 42 – Chapter Twelve: MatPlus 53 – Chapter 13: Problem Paradise and NONA 56 – Chapter 14: Knight Rush 62 – Chapter 15: An idea of symmetry and an Indian mystery 67 – Information: Logic and purity of aim (economy of aim) 72 – Chapter 16: Make the piece go away 77 – Chapter 17: Failure of the attack and the romantic chess as we knew it 82 – Chapter 18: Positional draw (what is it, anyway?) 86 – Chapter 19: Battle for the promotion 91 – Chapter 20: Book Ends 93 – Dessert: Heterodox problems 97 – Appendix: The simple things in life 148 – Epilogue 149 – Thanks 150 – Author index 152 – Bibliography 154 – License - 2 - Legal Information Partial reprint only with permission. -
Multilinear Algebra and Chess Endgames
Games of No Chance MSRI Publications Volume 29, 1996 Multilinear Algebra and Chess Endgames LEWIS STILLER Abstract. This article has three chief aims: (1) To show the wide utility of multilinear algebraic formalism for high-performance computing. (2) To describe an application of this formalism in the analysis of chess endgames, and results obtained thereby that would have been impossible to compute using earlier techniques, including a win requiring a record 243 moves. (3) To contribute to the study of the history of chess endgames, by focusing on the work of Friedrich Amelung (in particular his apparently lost analysis of certain six-piece endgames) and that of Theodor Molien, one of the founders of modern group representation theory and the first person to have systematically numerically analyzed a pawnless endgame. 1. Introduction Parallel and vector architectures can achieve high peak bandwidth, but it can be difficult for the programmer to design algorithms that exploit this bandwidth efficiently. Application performance can depend heavily on unique architecture features that complicate the design of portable code [Szymanski et al. 1994; Stone 1993]. The work reported here is part of a project to explore the extent to which the techniques of multilinear algebra can be used to simplify the design of high- performance parallel and vector algorithms [Johnson et al. 1991]. The approach is this: Define a set of fixed, structured matrices that encode architectural primitives • of the machine, in the sense that left-multiplication of a vector by this matrix is efficient on the target architecture. Formulate the application problem as a matrix multiplication. -
PUBLIC SUBMISSION Status: Pending Post Tracking No
As of: January 02, 2020 Received: December 20, 2019 PUBLIC SUBMISSION Status: Pending_Post Tracking No. 1k3-9dz4-mt2u Comments Due: January 10, 2020 Submission Type: Web Docket: PTO-C-2019-0038 Request for Comments on Intellectual Property Protection for Artificial Intelligence Innovation Comment On: PTO-C-2019-0038-0002 Intellectual Property Protection for Artificial Intelligence Innovation Document: PTO-C-2019-0038-DRAFT-0009 Comment on FR Doc # 2019-26104 Submitter Information Name: Yale Robinson Address: 505 Pleasant Street Apartment 103 Malden, MA, 02148 Email: [email protected] General Comment In the attached PDF document, I describe the history of chess puzzle composition with a focus on three intellectual property issues that determine whether a chess composition is considered eligible for publication in a magazine or tournament award: (1) having one unique solution; (2) not being anticipated, and (3) not being submitted simultaneously for two different publications. The process of composing a chess endgame study using computer analysis tools, including endgame tablebases, is cited as an example of the partnership between an AI device and a human creator. I conclude with a suggestion to distinguish creative value from financial profit in evaluating IP issues in AI inventions, based on the fact that most chess puzzle composers follow IP conventions despite lacking any expectation of financial profit. Attachments Letter to USPTO on AI and Chess Puzzle Composition 35 - Robinson second submission - PTO-C-2019-0038-DRAFT-0009.html[3/11/2020 9:29:01 PM] December 20, 2019 From: Yale Yechiel N. Robinson, Esq. 505 Pleasant Street #103 Malden, MA 02148 Email: [email protected] To: Andrei Iancu Director of the U.S. -
The Puzzling Side of Chess
TTHHEE PPUUZZZZLLIINNGG SSIIDDEE OOFF CCHHEESSSS Jeff Coakley EIGHT OFFICERS number 15 October 27, 2012 There are two kinds of chess pieces: pawns and officers. Each side begins the game with eight officers: one king, one queen, two rooks, two bishops, and two knights. This column features a variety of puzzles using the eight white officers. The starting point is an empty board. The task is to arrange the pieces to achieve certain goals. Unless stated otherwise, the two bishops must be placed on opposite- coloured squares. w________w áwdwdwdwd] àdwdwdwdw] ßwdwdwdwd] Þdwdwdwdw] Ýwdwdwdwd] Üdwdwdwdw] Ûwdwdwdwd] Údwdwdwdw] wÁÂÃÄÅÆÇÈw Eight Officers 01 KQRRBBNN Place the eight officers on the board so that each piece is defended exactly once and each piece defends exactly one other piece. The defensive chain should form a continuous loop. The first piece guards the second piece; the second guards the third; the third guards the fourth; ...; and the eighth guards the first. Eight Officers 02 KQRRBBNN Place the eight officers on the board so that they have the most possible moves. Eight Officers 03a KQRRBBNN Place the eight officers on the board so that they attack the most squares. A piece does not attack the square it stands on. To count as an “attacked square”, the occupied square must be attacked by another piece. Here’s a hint. The solution is less than 64 squares. Eight Officers 03b KQRRBBNN Place the eight officers on the board so that all empty squares are attacked and none of the pieces attack each other. In other words, all occupied squares are unattacked. -
A Case Study of a Chess Conjecture
Logical Methods in Computer Science Volume 15, Issue 1, 2019, pp. 34:1–34:37 Submitted Jan. 24, 2018 https://lmcs.episciences.org/ Published Mar. 29, 2019 COMPUTER-ASSISTED PROVING OF COMBINATORIAL CONJECTURES OVER FINITE DOMAINS: A CASE STUDY OF A CHESS CONJECTURE PREDRAG JANICIˇ C´ a, FILIP MARIC´ a, AND MARKO MALIKOVIC´ b a Faculty of Mathematics, University of Belgrade, Serbia e-mail address: fjanicic,fi[email protected] b Faculty of Humanities and Social Sciences, University of Rijeka, Croatia e-mail address: marko@ffri.hr Abstract. There are several approaches for using computers in deriving mathematical proofs. For their illustration, we provide an in-depth study of using computer support for proving one complex combinatorial conjecture { correctness of a strategy for the chess KRK endgame. The final, machine verifiable result presented in this paper is that there is a winning strategy for white in the KRK endgame generalized to n × n board (for natural n greater than 3). We demonstrate that different approaches for computer-based theorem proving work best together and in synergy and that the technology currently available is powerful enough for providing significant help to humans deriving some complex proofs. 1. Introduction Over the last several decades, automated and interactive theorem provers have made huge advances which changed the mathematical landscape significantly. Theorem provers are already widely used in many areas of mathematics and computer science, and there are already proofs of many extremely complex theorems developed within proof assistants and with many lemmas proved or checked automatically [25, 31, 33]. We believe there are changes still to come, changes that would make new common mathematical practices and proving process will be more widely supported by tools that automatically and reliably prove some conjectures and even discover new theorems. -
Developing Chess Talent
Karel van Delft and Merijn van Delft Developing Chess Talent KVDC © 2010 Karel van Delft, Merijn van Delft First Dutch edition 2008 First English edition 2010 ISBN 978-90-79760-02-2 'Developing Chess Talent' is a translation of the Dutch book 'Schaaktalent ontwikkelen', a publication by KVDC KVDC is situated in Apeldoorn, The Netherlands, and can be reached via www.kvdc.nl Cover photo: Training session Youth Meets Masters by grandmaster Artur Yusupov. Photo Fred Lucas: www.fredlucas.eu Translation: Peter Boel Layout: Henk Vinkes Printing: Wbhrmann Print Service, Zutphen CONTENTS Foreword by Artur Yusupov Introduction A - COACHING Al Top-class sport Al.1 Educational value 17 Al.2 Time investment 17 Al.3 Performance ability 18 A1.4 Talent 18 Al. 5 Motivation 18 A2 Social environment A2.1 Psychology 19 A2.2 Personal development 20 A2.3 Coach 20 A2.4 Role of parents 21 A3 Techniques A3.1 Goal setting 24 A3.2 Training programme 25 A3.3 Chess diary 27 A3.4 Analysis questionnaire 27 A3.5 A cunning plan! 28 A3.6 Experiments 29 A3.7 Insights through games 30 A3.8 Rules of thumb and mnemonics 31 A4 Skills A4.1 Self-management 31 A4.2 Mental training 33 A4.3 Physical factors 34 A4.4 Chess thinking 35 A4.5 Creativity 36 A4.6 Concentration 39 A4.7 Flow 40 A4.8 Tension 40 A4.9 Time management 41 A4.10 Objectivity 44 A4.11 Psychological tricks 44 A4.12 Development process 45 A4.13 Avoiding blunders 46 A4.14 Non-verbal behaviour 46 3 AS Miscellaneous A5.1 Chess as a subject in primary school 47 A5.2 Youth with adults 48 A5.3 Women's chess 48 A5.4 Biographies -
Chess Problem Composing Steps
Appendix A Chess Problem Composing Steps Chess problems for this research were composed automatically using CHESTHETICA (see Fig. A.1) following the essential steps below. It is a modi- fication of the approach used in (Iqbal 2011). The problems composed are limited to orthodox mate-in-3 problems in standard international chess. 1. Obtain the two new DSNS strings produced from the DSNS process (see Sect. 3.1). 2. Set the total number of white pieces and black pieces that can be used in the composition. There are two attribute values pertaining to these features in each DSNS string. (a) For example, if in string 1 the white piece count is 5 and in string 2 the white piece count is 10, the range possible for this computer composition is between 5 and 10. The same for the black pieces. 3. Calculate the total Shannon value of the white pieces and then the black pieces in both strings and get the average of each. Use these average values to determine the number of piece permutations (i.e. combinations of different pieces) that satisfy them. (a) For example, an average value of 10 for white could mean having a bishop, two knights and a pawn whereas an average value of 9 for black could mean having just a queen. The total number of piece permutations possible for both the white and black pieces here is totaled. (b) This total will equal the number of times the same pair of DSNS strings is used in attempting to generate a composition. So, in principle, every legal piece combination can be tested. -
The Reviled Art Stuart Rachels
The Reviled Art Stuart Rachels “If chess is an art, it is hardly treated as such in the United States. Imagine what it would be like if music were as little known or appreciated. Suppose no self-respecting university would offer credit courses in music, and the National Endowment for the Arts refused to pay for any of it. A few enthusiasts might compose sonatas, and study and admire one another’s efforts, but they would largely be ignored. Once in a while a Mozart might capture the public imagination, and like Bobby Fischer get written about in Newsweek. But the general attitude would be that, while this playing with sound might be clever, and a great passion for those who care about it, still in the end it signifies nothing very important.” —James Rachels1 Bragging and Whining When I was 11, I became the youngest chess master in American history. It was great fun. My picture was put on the cover of Chess Life; I appeared on Shelby Lyman’s nationally syndicated chess show; complete strangers asked me if I was a genius; I got compared to my idol, Bobby Fischer (who was not a master until he was 13); and I generally enjoyed the head-swelling experience of being treated like a king, as a kid among adults. When I wasn’t getting bullied at school, I felt special. And the fact that I was from Alabama, oozing a slow Southern drawl, must have increased my 2 mystique, since many northeastern players assumed that I lived on a farm, and who plays chess out there? In my teens, I had some wonderful experiences. -
Chess Composer Werner 2
Studies with Stephenson I was delighted recently to receive another 1... Êg2 2. Îxf2+ Êh1 3 Í any#, or new book by German chess composer Werner 2... Êg3/ Êxh3 3 Îb3#. Keym. It is written in English and entitled Anything but Average , with the subtitle Now, for you to solve, is a selfmate by one ‘Chess Classics and Off-beat Problems’. of the best contemporary composers in the The book starts with some classic games genre, Andrei Selivanov of Russia. In a and combinations, but soon moves into the selfmate White is to play and force a reluctant world of chess composition, covering endgame Black to mate him. In this case the mate has studies, directmates, helpmates, selfmates, to happen on or before Black’s fifth move. and retroanalysis. Werner has made a careful selection from many sources and I was happy to meet again many old friends, but also Andrei Selivanov delighted to encounter some new ones. would happen if it were Black to move. Here 1st/2nd Prize, In the world of chess composition, 1... Êg2 2 Îxf2+ Êh1 3 Í any#; 2... Êg3/ Êxh3 Uralski Problemist, 2000 separate from the struggle that is the game, 3 Îb3# is clear enough, but after 1...f1 Ë! many remarkable things can happen and you there is no mate in a further two moves as will find a lot of them in this book. Among the 2 Ía4? is refuted by 2... Ëxb1 3 Íc6+ Ëe4+! . most remarkable are those that can occur in So, how to provide for this good defence? problems involving retroanalysis. -
FIDE Olympic Tourney 2018 – Studies (Draw) 18 Chess Composers from 12 Countries Participated in the Tournament.Overall 22 Studies Were Submited
FIDE Olympic Tourney 2018 – Studies (Draw) 18 chess composers from 12 countries participated in the tournament.Overall 22 studies were submited. It was particularly hard for me to judge studies that contained mutual zugwzang. 1st prize - Sergei Didukh (Ukraine) Interresting thematic try and two-way logic elements from both sides. 2nd prize – Martin Minski (Germanu) German chess composer has once again crafted immaculete study with masterful design. 3rd prize - Steffen Slumstrup Nielsen (Norway) Using famous chess combinations composer developed study into one with nuance and subtlety. 1st prize – Sergei Didukh (Ukraine) Draw 1.Sc1!! White plan. Logical try 1.Rg8? Qxh7 2.Rxg7+ Qxg7+ 3.Kxg7 h4 4.Sxd4 Kg4! 5.f3+ Kg5 6.Se6+ Kf5 7.Sd4+ Ke5 8.Sc6+ Kd5 9.Se7+ Kc4! Black plan. (9...Kc5? 10.Sg6 h3 11.Sxf4 h2 12.Sd3+!) 10.d3+ (10.Sf5 h3 11.Sxd6+ Kd3!–+) 10...Kc5! 11.Sg6 (11.Sg8 f5!) 11...h3 12.Sxf4 h2–+ and 13.Nd3+ is impossible. 1...Qc2 2.Rg8 Qxh7 (2...Qc8+ 3.Ke7!=) 3.Rxg7+ Qxg7+ 4.Kxg7 d3! 4...h4 5.Se2 h3 (5...Kg4 6.Sg1=) 6.Sg1! h2 7.Sf3+. 5.Sb3! Switchback. 5.Sxd3? h4 6.f3 h3 7.Sf2 h2 8.a4 Kh4 9.a5 Kg3 10.Sh1+ Kg2 11.a6 Kxh1 12.a7 Kg2 13.a8Q h1Q–+ 5...h4 6.Sd4 Kg4! 7.f3+ Kg5! Switchback. 7...Kg3 8.Sf5+ Kxf3 9.Sxh4+ Ke2 10.a4=. 8.Se6+ Kf5 9.Sd4+ Ke5 10.Sc6+ Kd5 11.Se7+ Kc4 11...Kc5 12.Sg6 h3 13.Sxf4 h2 14.Sxd3+ Kd4 15.Sf2; 11...Ke6 12.Sg6 h3 13.Sxf4+. -
Chess Endgame Table Base Records
International Robotics & Automation Journal Editorial Open Access Chess endgame table base records Introduction Volume 3 Issue 5 - 2019 Before the construction of seven–piece bases the longest known win in the endings was a win in 243 moves (before conversion) in Yakov Konoval, Karsten Müller the ending “a rook and a knight against two knights”, found by Lewis Designation Computer Chess, University Orenburg State Stiller in 1991. Later it has been established that the record to mate University, Russia in this class of the endings makes 262 moves. It has appeared that in the seven–piece endings there are longer wins. A win in 290 moves Correspondence: Karsten Müller, Designation Computer in the ending “two rooks and a knight against two rooks” became the Chess, University Orenburg State University, Russia, Tel first of them. Further variety of records has been found still. In May 7–3532–777362, Email 2006 the position with a win in 517 moves has been found in the Received: November 20, 2017 | Published: December 06, ending a queen and a knight against a rook, a bishop and a knight. 2017 Black to move and white wins in 517 moves (Figure 1). In general in many pawn less endings more than 50 moves before conversion are necessary for a win, and it was already known and for a number of six–pieced and even the five–pieced endings, even such ending, as “a queen and a rook against a queen”. Even in pawn full endings there are many positions where a huge number of moves are needed for win.