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Shortest Proof Games – Part 1
Peter's Problem World with FIDE Master of Chess Composition Peter Wong

New terms introduced here are also added to Peter's Glossary of Chess Problem Terms.
 

The shortest proof game (SPG) is a type of problem in which the task is to reconstruct a legal game.

Starting from the opening array, the solver has to find the shortest possible game that leads to the diagram position.  White and Black thus effectively cooperate to arrange this, and that the moves would not be sensible in a competitive game is considered irrelevant.

SPGs are also characterised by their exact play – the move order in each solution is unique (otherwise the problem is unsound).  This requirement for a single move order may itself serve as a pointer to the correct sequence, and the precise play also contributes to a problem’s artistic quality.

102. Mark Kirtley
Problem Paradise 1999








SPG in 7
2 solutions

 

 

The stipulation of a SPG gives the length of the solution in pairs of single moves.  In Problem 97, for example, “SPG in 9” indicates the position is reached after Black’s 9th move.

Solving a SPG typically begins with a count of the number of “visible” moves made by the pieces no longer on their starting squares.

Here, White’s queen, bishop, and two pawns have used up at least four moves, leaving five moves for other purposes.  Black took five moves to promote the f-pawn, and the new queen spent the remaining time to capture White’s missing pawns.

Because of the obstructing white pawn on the f-file, the black pawn must have promoted on e1, after capturing White’s knight on e2.  The promotion also obliged the white king to move out of the way, and the only viable method was a surprising castling-and-return manoeuvre.

97. Markus Ott
Thémes-64 1981
1st Hon. Mention








SPG in 9

1.e4 f5 2.Bd3 f4 3.Ne2 f3 4.0-0 fxe2 5.f4 e1(Q) 6.Qe2 Qxd2 7.Kf2 Qa5 8.Rh1 Qxa2 9.Ke1 Qf7.

 

98. Mark Kirtley & Gianni Donati
Probleemblad 2001








SPG in 7

Problem 98 shows a position where most of the pieces are on their initial squares, meaning that few clues remain as to what has occurred.  In such a situation we focus mainly on the missing pieces, i.e. try to work out what captured them and the capture squares.

It is apparent here that Black’s dark-squared bishop was taken on its original square (it was trapped by the pawns on e7 and g7), and the likely capturer was White’s rook from h1.  Therefore an objective may be to promptly clear the h-file of its two pawns, to enable the rook to sweep down to the 8th rank.

Also, Black is missing four pieces, so out of only six white moves to be determined (not counting the visible Pe3), we know that four of them were captures, a fact that considerably narrows down the choices of play.

1.e3 h5 2.Qxh5 a6 3.Qd1 Rxh2 4.Bxa6 Rh8 5.Rxh8 Nf6 6.Rxf8+ Kxf8 7.Bf1 Ke8.  Four pieces execute switchbacks to their original squares, viz. White’s queen and bishop, and Black’s king and rook.

 

In Problem 99, most of White’s moves and their order are fairly obvious from the diagram: Pe3, Ba6, Pc4, and then Qa4.  That leaves White two spare moves to sacrifice the missing pawn and bishop to an opposing knight.

Implementing this plan proves to be difficult, however, because Black’s knight from g8, after making the two captures, has insufficient time to get captured itself, e.g. 1.d4 Nc6 2.Bh6 Nxh6 3.e3 Nf5 4.Ba6 Nfxd4 5.c4 Nb8 6.Qa4 Nd-?.

The answer is to sacrifice the knight from b8 instead, followed by its replacement by the “sibling” piece: 1.d4 Na6 2.Bh6 Nxh6 3.e3 Nf5 4.Bxa6 Nxd4 5.c4 Nc6 6.Qa4 Nb8.

99. Michel Caillaud
Problemesis 2001








SPG in 6
(b) Nb8 to g8

The thematic twinning shifts the knight back to g8, creating another SPG position.  Amusingly enough, the second part sees an encore of the change-to-sibling scheme, but done in reverse: 1.d4 Nh6 2.Bxh6 Nc6 3.e3 Nxd4 4.Ba6 Nf5 5.c4 Nxh6 6.Qa4 Ng8.


 

100. Richard Müller
Rochade 1985








SPG in 6.5

Problem 100 calls for a SPG in 6.5, indicating the diagram is attained after White’s 7th move.

Both sides are missing only two pieces, but straightforward attempts to remove them would not work, e.g. 1.e4 d6 2.Ba6 Bf5 3.Bxb7 Bxe4 4.Bxa8 Bd5 5.Bb7 Bxa2 6.Ba6 Be6 7.Bf1 Bc8 – a single move too long.

The absent a2-pawn, b7-pawn and a8-rook, from adjacent files, are a telltale sign that White may have promoted, so let’s begin with 1.a4 d6 2.a5 Bg4 3.a6 Bxe2 4.axb7, and now if Black were to try to capture the (soon) promoted piece, the play would still take too long, e.g. 4…Bf3 5.bxa8(Q) Bxa8 6.Nh3 Bb7 7.Ng1 Bc8.

Instead, Black has to capture something else – a piece that White can replace by promotion, 4…Bxd1 5.bxa8(Q) Bg4 6.Qf3 Bc8 7.Qd1.  This is called the Pronkin theme: the substitution of a captured piece on its initial square by a promoted counterpart.


 

The diagram of Problem 101 exemplifies a pleasing homebase position, in which every piece stands on its game array square.

The main point of this SPG, however, lies in another visual effect, a type of deceptive symmetry.

In spite of White and Black’s symmetrical set-ups in the final position, the play leading to it is non-symmetrical.

     1.Nf3 e5
     2.Nxe5 Qe7
     3.Ng6 Qxe2+
     4.Qxe2+ Ne7
     5.Qxe7+ Bxe7
     6.Nf8 Bxf8

101. Joost de Heer
Probleemblad 2001








SPG in 6

 

 

Problem 102 is for you to solve.  There are two distinct, but related, sequences of moves that arrive at the same position.

The solution will appear next month.

 

102. Mark Kirtley
Problem Paradise 1999








SPG in 7
2 solutions

96. Fadil Abdurahmanovic
Liga Problemista 1987
1st Place








Helpmate in 2
2 solutions

 

Solution to Problem 96 in the previous column:

1.c1(B) Rbb6 2.g1(B) Be2, and

1.g1(N) Bd3 2.c1(N) Rb5.

A double change of underpromotions, where the solver cannot fail to notice the tries, 1.c1(N)? and 1.g1(B)?


Return to Peter's Problem World


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