Index: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Home > Chess problem
A chess problem is a puzzle set by somebody using chess pieces on a chess board, presenting the solver with a particular task to be achieved. For instance, a position might be given with the instruction that white is to move first, and checkmate black in two moves against any possible defence. A person who creates such problems is known as a "composer". There is a good deal of specialised jargon used in chess problems; see chess problem terminology for a list.Exactly what constitutes a chess problem is, to a degree, open to debate. However, the kinds of things published in the problem section of chess magazines, in specialist chess problem magazines, and in collections of chess problems in book form, tend to have certain common characteristics:
- The position is composed - that is, it has not been taken from an actual game, but has been invented for the specific purpose of providing a problem.
- There is a specific aim, for example, to checkmate black within a specified number of moves.
- There is a theme and the problem is aesthetically pleasing. A problem's theme is an underlying idea, giving coherence and beauty to its solution.
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 they could have arisen during a game, and are used for instructional purposes; problems, on the other hand, are invented positions, often with very "artificial" looking positions and solutions, not likely to arise in a game, and are appreciated more for their aesthetic than their instructional qualities.
1 Types of problem
There are various different types of chess problem:
- Directmates - white to move first and checkmate black within a specified number of moves against any defence. These are often referred to as "mate in n", where n is the number of moves within which mate must be delivered. In composing and solving competitions, directmates are further broken down into three classes:
- Two-movers - white to move and checkmate black in two moves against any defence
- Three-movers - white to move and checkmate black in no more than three moves against any defence
- More-movers - white to move and checkmate black in a given number of moves more than three against any defence
- Helpmates - black to move first cooperates with white to get his own king mated via legal moves
- Selfmates - white moves first and forces black to checkmate white's king against black's will
- Reflexmates - a selfmate in which each player must give mate if they are able to do so on their turn. When this stipulation applies only to black, it is a semi-reflexmate.
- Series-movers - one side makes a series of moves without reply to achieve a stipulated aim. Check may not be given except on the last move. A series-mover can be a:
- Series-mate - a directmate with white playing a series of moves without reply to checkmate black
- Series-helpmate - a helpmate in which black plays a series of moves without reply, and then white plays one move to checkmate black
- Series-selfmate - a selfmate in which white plays a series of moves leading to a position in which black is forced to give mate
- Series-reflexmate - a reflexmate in which white plays a series of moves leading to a position in which black can, and therefore must, give mate
All the above may also be found in forms of fairy chess - chess played with unorthodox rules, possibly using fairy pieces (unorthodox pieces).
In addition, there is the study, in which the stipulation is that white to play must win or draw. Almost all studies are endgame positions. Because the study is composed it is related to the problem, but because the stipulation is open-ended (the win or draw does not have to be achieved within any particular number of moves) it is usually thought of as separate from the problem. However, particularly long more-movers sometimes have the character of a study - there is no clear dividing line between the two.
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 allowed, unless it can be proved that the pawn in question must have moved two squares on the previous move.
There are several other types of chess problem which do not follow the usual chess pattern of two sides playing moves towards checkmate. Some of these, like the knight's tour are essentially one-offs, but other types have been revisited many times, with magazines, books and prizes being dedicated to them:
- Retrograde analysis - this is the act of working out from a given position, what previous move or moves have been played. A problem employing retrograde analysis may, for example, present a position and carry the stipulation "Find white's last move" or "Has the bishop on c1 moved?". Problems such as these in which retrograde analysis is the main point are commonly called retros. Retrograde analysis may also have to be employed in more conventional problems (directmates and so on) to determine, for example, whether an en passant pawn capture or castling is possible. The most important sub-set of retro problems are:
- Shortest proof games - the solver must construct a game, starting from the normal initial position in chess, which ends with the position in a given diagram. The two sides cooperate to reach the position, but all moves must be legal. Usually the number of moves required to reach the position is given, though sometimes the task is simply to reach the given position in the shortest possible number of moves.
- Construction task - no diagram is given in construction tasks; instead the aim is to construct a game or position with certain features. For example, Sam Loyd devised the problem: "Construct a game which ends with black delivering discovered checkmate on move four" (published in Le Sphinx, 1866; the solution is 1.f3 e5 2.Kf2 h5 3.Kg3 h4+ 4.Kg4 d5#). Some construction tasks ask for a maximum or minimum number of something to be arranged, for example a game with the maximum possible number of consecutive discovered checks, or a position in which all sixteen pieces control the minimum number of squares.
Read more »