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Solutions to our
2012 Christmas Puzzles – Part 2

By John Nunn

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December 30, 2012 – Serieshelpmate

A. Ivunin, 2nd Prize, Redkie shanry plus 1996

Serieshelpmate in 34 moves

The first step in such problems is to try to identify the mating position. Black can easily take the b4- and d5-pawns and then promote all four pawns, so he has five pieces available for blocking squares. However, none of them can be a dark-squared bishop, so a mate with the king on h1 and bishops on g1 and h2, for example, is impossible. This basically rules out all mates in which the white king does not participate, since there is no mating position possible without a dark-squared bishop. Note that the black king cannot end up on f5, because in addition to the five blocking pieces on g4, f4, e5, e6 and f6, there would have to be one on g6 for White to take with his final move. Therefore there is only one possibility: the black king must be on f7, with mating move Bg6 and blocking pieces on f6,e6, e7, f8 and g8. The f6-piece must be a knight, the g8-piece must be a bishop and the f8-piece must be a rook. There is more flexibility with the pieces on e6 and e7.

Thus far it has been easy, but now some choices have to be made. It takes 18 moves to promote all the black pawns and four moves for the king to reach f7, leaving 12 moves to take the pawns on b4 and d5 and move the black pieces into position. To simplify matters, let’s assume that the knight on e6 stays unmoved throughout the solution. Black’s main problem is how to take the white pawns without wasting too much time. It’s tempting to promote to a bishop on h1 (a queen is impossible as this would give check) and use that to take on d5, but there are two problems with this. Firstly, the bishop cannot move to g8 without wasting two moves playing the knight away from e6 and back again (and why should the knight move to one square rather than another?) and secondly there is then no natural way to take the b4-pawn without further loss of time.

Therefore it makes sense to promote to a knight on h1. Then by moving to f2 and d3, the two white pawns can be taken one after the other. The knight can then move from d5 to its final square on f6. This takes five moves, so now we are left with seven moves to get the remaining three pieces into position. The main difficulty is getting the bishop to g8 and since this takes four moves from d1 but only three from b1 (via g6 and f7) we can assume that the b-pawn will promote to a bishop. Now we are down to four moves to get the two pieces created at d1 into position, which sounds feasible. Let’s see how the move-order works out: 1...Kg4 (releasing the h-pawn, which is the first black pawn to promote; moving the king to g3 would cost a move) 2...h4 3...h3 4...h2 5...h1N 6...Nf2 7...Nd3 8...Nxb4 9...Nxd5 (Black cannot play ...Nf6 until his king has crossed that square to reach f7, so for the moment the d-pawns are blocked; the next step is for Black to get his bishop to g6 to allow the black king to cross the f5-square) 10...b4 11...b3 12...b2 13...b1B 14...Bg6 15...Kf5 16...Kf6 (the bishop has done its shielding duty on g6 and must now transfer to g8 to allow Black’s king to occupy f7) 17...Bf7 18...Bg8 19...Kf7 20...Nf6 (at long last freeing the d-pawns) 21...d5 22...d4 23...d3 24...d2 25...d1Q (promoting to a queen and then moving to e7 is the only way to get to a suitable square in two moves) 26...Qd6 27...Qe7 28...d5 29...d4 30...d3 31...d2 32...d1R 33...Rd8 34...Rf8 and finally White gets to play  Bg6#. Each of the four black pawns promoted a different piece.

Click to replay



December 31, 2011 – Proof game

B. Gräfrath, Die Schwalbe 2009 – Dedicated to Cedric Lytton

This is the position after Black’s 12th move. What was the game?

This is the toughest puzzle of the 2011 set and requires considerable imagination to solve. In the diagram Black has definitely made the six moves ...d5-d4, ...e6, ...Bd6, ...Ne7 and ...0-0 (not necessarily in this order) and some moves with his queen. There are six white pieces missing. Now it’s theoretically possible that a move such as ...Bd6 could be a capture, but this looks unlikely as White would have to spend three moves getting a knight to d6 to be taken. Instead, it appears much more likely that all the missing white pieces were taken by Black’s queen. This means that every black queen move must have been a capture.

At first sight, White has several spare moves as it seems that the only moves he has definitely played are e3, f3, 0-0-0 and Rhf1, leaving him with eight spare moves which are presumably going to be used to line his pieces up to be taken by the black queen. However, if we note that the c1-bishop cannot have moved and must have been captured on its original square, then its pretty clear that the black queen must have been extremely agile to get in and out of c1. A possible scenario is that the black queen took the pawn on a2, then the knight on b1 and then the bishop, before coming out again. However, with every queen move having to be a capture, what could it have taken on b1 and a2 on the way back?

On the other hand, if the queen came in via d1 and c1, then it must have checked the white king, making it impossible to castle. Something doesn’t add up here and this is where imagination comes in. Perhaps, after all, White did not castle. That makes the black queen’s task much easier, as it could take on d1, c1, b1 and a2, all captures, thus allowing the a1-rook to move. The rook couldn’t move directly to d1, as the king has to be allowed to reach c1, but it could go to e1 and then back to d1. So we could imagine White playing e3, f3, Kf2-g3 to allow Black’s queen to move along White’s first rank, then Rae1, Kf2-e2-d1-c1 and Rd1. That’s ten moves; adding in one for Rhf1 leaves one spare.

This presents a new problem. If all Black’s queen moves are captures, then the queen’s first move, which could be ...Qd6, ...Qd5, ...Qg5 or ...Qh4 (for example) must have been a capture. But no white piece can reach one of these squares in one move, so we have run out of white moves. Evidently the king manoeuvre takes too long. You can try only moving the king to f2, but this also doesn’t work because then the black queen cannot take on f1 or g1 without forcing the king to move again, and moving these pieces out takes too much time. Second leap of the imagination: suppose White castles kingside. Now the white moves are 0-0, Rae1, Kf2-e2-d1-c1 and Rd1. This saves four moves over the previous route, since the king takes three fewer moves, and one more is saved because the rook is moved from h1 to f1 without loss of time.

Now things start to look promising, since if we add in e3 and f3, that’s only nine moves, leaving three to get White’s pieces into position for the black queen captures. The most natural way to use these moves is by Bc4-d5 and Nf3, freeing White for kingside castling and allowing ...Qxd5 and ...Qxf3, when the queen is perfectly positioned to take on d1 to start its meal of White’s queenside forces. After this it’s really only a question of move-order: 1 e3 (White must start with this as his bishop must be on d5 by move three) 1...d5 2 Bc4 d4 3 Bd5 Qxd5 4 Nf3 Qxf3 5 0-0 (just in time to prevent White’s king being checked when the enemy queen arrives on d1) 5...Qxd1 6 f3 (White must wait for his a1-rook to be freed, and he uses the tempi to edge his king nearer c1) 6...Qxc1 7 Kf2 Qxb1 8 Ke2 Qxa2 (Black’s queen is in position, and while White is arranging his forces, Black plays the remaining moves with his kingside pieces) 9 Rae1 e6 10 Kd1 Bd6 11 Kc1 Ne7 12 Rd1 0-0 reaching the required position.

It’s remarkable that despite White’s king and rook signalling a possible queenside castling, the only way to reach the position is to castle on the opposite side of the board.

Click to replay

Click to download all seven problems in PGN



January 1, 2012 – Benko's letter problems

In each of the following positions it is White to play and mate in three.


1. Rd8 Kxf7 (1... Kxh6 2. f8=Q+ Kg6 3. Qxf6#)
2. Rd7+ Ke6
(2... Kg6 3. Nf8#) 3. Nf8# 1-0
 


1. Bd4 Bh4 (1... Bh3 2. Bxf2 Bg2 3. Re1#)
2. Re1+ Bxe1 3. Nc1# 1-0

1. Rg7 Ke6 (1... Kf5 2. Rg5+ Ke6 3. Re7#)
2. Rde7+ Kf5 3. Rg5# 1-0
   

1. Bf5 Bg6 2. Nd7+ Kf7 3. Be6# 1-0
 

1. Nab6 Kb5 2. Nc8+ Kxa6
(2... Kc6 3. Ne7#) 3. Rb6# 1-0
   

1. Rd8 Kf5 2. Rg8 Ke5 (2... e5 3. Qf3#)
(2... Nc3 3. Rg5#) 3. Rg5# 1-0

1. Nb1 Kc4 (1... e4 2.e3+ Kc4 3.Na3#)
(1...c5 2. e3+ Kc4 3. Na3#) 2. Na3+ Kd4 3. e3# 1-0

Click to replay or download the PGN


Solution to the logical puzzle

[A reminder: you meet three people, a liar, a truth teller and an idiot. The latter answers yes or no completely at random, whatever you ask him. You have two yes-no questions to find the path to the village.]

There are various solutions to the puzzle. The key point is to ensure that the second question is not directed to the idiot and the universal question ("What would you say if I asked you which was the way to the village?") works. So you ask one of the men, while pointing to one of the others: "Of those two, is he more likely to answer a question correctly?" If the answer is yes, ask the universal question to the person you didn't point to; if the answer is no, ask the question to the person you did point to.

Lars Rasmussen, an old friend from Denmark and one of the early pioneers of endgame databases, sent us the following analysis:

Let's call the three men A, B and C. Direct the first question at A: "If I ask you whether B is unpredictable, will you say yes?" If the answer is yes, direct the second question at C, otherwise ask B. The second question is: "If I ask you whether this road leads to the village, will you say yes?"

I need to emphasize that one of the three men needs to be a random generator – the beauty of the problem depends on it! Otherwise there would be no need to ask two questions. A random generator is a much more troublesome person because you can extract exactly zero bits of information from him, like flipping a coin or looking at a horoscope. But that is exactly the beauty of the problem. You have no way to avoid asking the first question to a person who will give you zero bits of information, but after you have heard the answer you know something you did not know before. That sounds paradoxical, but in reality you will only hit the random generator 1/3 of the time, so on average you will gain 2/3 bits of information, just enough to identify a reliable person (truth teller or liar) for the second question.

Incidentally I remember visiting you [Frederic Friedel] 21 years ago. I still have a copy of a magazine with a picture of a two-board simul in which John crushed Matthias and me. I played the Marshall, to which you commented: "Don't you know that John is a leading expert in this opening?"

Lars Rasmussen and the first five-piece ending for PCs

Looking back at the article (in German) we see that Lars had visited us in 1990 to show us some pioneer work he had done in endgame databases. He had got hold of some state-of-the-art hardware: an 80386 computer with 4 MB of onboard RAM and a super-fast – now hang on to your hats – 638 MB hard drive! Using that he had calculated all positions that can occur in the five-piece ending rook and bishop vs rook. After eliminating all symmetries he ended up with 115,500,000 positions, which occupied 130 MB on the hard drive.

Naturally nobody else could use such gigantic files, so Lars started compressing the data, and actually got it down to a size – 937 KBytes – that would fit on a standard floppy disk. How did he do it? By strategically storing a very small number of key positions, and using clever algorithms to reconstruct the missing positions from them on the fly.


In 1990 Lars Rasmussen (left) showed Matthias Wüllenweber of ChessBase and
John Nunn his endgame program. Later John played a simul against both.

Lars showed John Nunn the program, and he immediately got to work checking the standard endgame literature with Lars' program. After some hours he reported that there were "many errors." "In the program," Lars asked anxiously? "No, in classical endgame theory," John replied.

The result of the encounter was that ChessBase published the Rasmussen program, and with it the very first five-piece ending that was accessible to chess fans on their home computers (a previous five-piece endgame, two bishops vs knight, had been calculated by German programmer Hans Zellner, but had to be stored on 59 floppy disks). The program ran on MS-DOS computers ("PC, XT, AT, 386" the specs said) and could be delivered on a 5.25" (1.2 MB) or 3.5" (1.44 MB) floppy. It was able to run directly from the diskette, thus saving valuable hard disk space.

The above screen shot in the German magazine shows a postion in which Lars' program announces a win in 59 moves, starting with 1.Bf5 – every other legal move only draws. We tested the program against GM visitors ranging on the Elo scale between 2500 and 2800, and none was able to win against the computer in difficult positions. John Nunn was so frustrated by his failed attempts that he decided to calm his nerves by walloping the two programmers shown above in simultaneous five-minute games. After that the world was restored to its natural order for him.

Frederic Friedel


Prize winners

The four prize winners are

  • Bojan Basic Serbia
  • Karthik Samuthiram USA
  • Ryo Shiomi Japan
  • Omer Friedland Israel

who will kindly send us their postal addresses. These readers, like a number of others, got every puzzle more or less correct and were chosen from all entries that were similarly accurate using a random number generator provided by Random.org. You can try it out yourself using the widget on the right.