Essays北极甜虾 · No. 15

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SET THEORY · EXTRA数到无穷之后
番外 · 无穷棋盘

无穷棋盘上的
国际象棋

你一定会输,只是我说不出第几步
把国际象棋的棋盘往四面八方无限延伸,会发生一件怪事:白方稳赢,可就是说不出“几步将死”。不是因为算不清,而是因为根本没有这样一个数。它的答案是 ,第三讲那个“数完所有自然数之后”的数。这一期是系列的番外:用棋盘把序数下一遍。六条定理,都带证明或证明要点。
Ⅰ可数性
Ⅱ比大小
Ⅲ序数
Ⅳ连续统
Ⅴ大基数
✦番外
♚♕♔♜♖
棋盘向四面八方无限延伸:没有边,没有角(示意)
图 0·1无穷棋盘:格子是全体整数点 ,棋子只有有限个。

先说规则。棋盘是平面上所有整数坐标的格子,没有边,也没有角。双方各有有限个棋子,走法和普通国际象棋一样,车、后、象可以一次走任意远。这里沿用研究这个游戏的 Hamkins 等人的约定:兵没有底线可去,所以不升变;也没有王车易位和吃过路兵;每方至多一个王,甚至可以没有王。白方的目标是将死黑王;逼和算和棋;如果对局无限地进行下去、始终没有将死,也算和棋。

这条规则让这个游戏有一个特别的形状:白方要赢,必须在某个有限的时刻完成将死;黑方要不输,只需要永远撑下去。用第五讲的话说,白方获胜的那些对局构成一个“开集”:一盘棋是不是白胜,有限步之内就见分晓。这种博弈叫开博弈,第五讲说过它总是决定的;这也是这一期能用序数来量的原因。

1
ZERMELO, 1913

先回到有边的棋盘

用集合论研究国际象棋的第一篇论文,作者正是公理集合论里的那位 Zermelo。1912 年在剑桥的国际数学家大会上,他做了一个报告,题目叫《论集合论在国际象棋理论中的一个应用》,次年印出来。

他关心的问题是:如果一个局面白方能强制取胜,是不是就能在确定的步数之内取胜?他的论证靠“局面不重复”,后来被 Dénes König(第四讲那位 Julius König 的儿子)指出有缺口;1927 年 König 用今天叫“König 引理”的办法补上,Zermelo 也写了修正。1928 年 Kalmár 又往前走了一步:如果每一步可以有无穷多种走法,强制取胜所需的步数可能是一个超限序数。这正是本期的主题。

今天教科书里说的“Zermelo 定理”,是后人整理出来的下面这条,证明用的倒推法也不是他原文的写法:

定理 1有限博弈的决定性

在任何一个有限长、双方轮流走、信息完全公开、没有运气成分的游戏里,下面三件事恰好有一件成立:白方有必胜策略;黑方有必胜策略;双方都有保证不输的策略。

证明用倒推法。游戏有限长,所有可能的对局排成一棵有限的树,叶子是终局,标上 (白胜)、(和)、(黑胜)。从叶子往上推:轮到白走的节点取孩子里的最大值,轮到黑走的取最小值。对树的高度归纳,每个节点的值就是“从这里开始、双方都走最好的着法”的结局。根的值是 、 还是 ,就对应上面三种情形。∎

白走黑走终局
从叶子往上推:黑取最小,白取最大。根上的值就是“双方都不犯错”的结局
图 1·1一棵小博弈树上的倒推。左边那步黑方能赢,中间那步只能和;白方选右边:黑方怎么走都是白胜。

按国际棋联现行的规则,连续 75 步没有吃子也没有动兵、或者同一局面出现 5 次,对局自动判和,所以普通国际象棋是有限博弈,属于定理 1 的情形。至于到底是哪一种,没人知道:这棵树太大了。

不过小一点的残局能真的倒推出来。本文脚本把“王后加王对单王”在 棋盘上的全部局面倒推了一遍:

♔♕♚abcdefgh123456781510白先几步将死(局面个数)
步: 个
左:白王 a1、白后 b2、黑王 e6,白先要 步才能将死(最长的局面之一)
图 1·2王后加王对单王,白先: 个合法局面里,白方个个都能赢,最长 步(和公认结果一致)。右边是“白先几步将死”的局面个数分布,全部由本文脚本倒推算出。

注意这里每个局面都有一个具体的数:“ 步将死”。在有边的棋盘上,这是理所当然的。

2
NO EDGES

没有边,王后就不够了

第一件怪事:在无穷棋盘上,王后加王连一个光杆黑王都将不死。

在普通棋盘上,王后加王的将死全都靠棋盘的边:边替白方挡住了黑王一半的退路。到了无穷棋盘中央,黑王周围永远有 8 个格子。本文脚本把黑王放在中央、把白王白后所有可能的位置都试了一遍,结论是:

定理 2本文脚本穷举

在没有边的地方,王后加王对单王,不存在任何将死局面。无穷棋盘处处没有边,所以在无穷棋盘上,王后加王根本将不死一个光杆王。

♚♕♔最接近将死的局面白后贴身将军,黑王其余 7 格都被封住,可白后没人保护:黑王把它吃掉
本文脚本穷举:无边处 K+Q 对 K 的将死局面数为 ;
只剩一条出路的局面共 种(彼此旋转),出路都是吃掉白后
图 2·1最接近将死的局面:白后贴身将军,封住了其余 7 格,可它没人保护。要保护它,白王就得贴近,而白王本身不能挨着黑王。

所以无穷棋盘上的将死,需要更多棋子、更巧妙的布置。也正因为棋子能离得很远、能在一条线上走任意远,才有了下面的事。

3
GAME VALUES

“几步将死”不够用了

先看一个比棋简单得多的玩具游戏。黑方先报一个正整数 ,随便多大;然后白方倒数:,数到头就算白方将死了黑方。

白方必胜,这毫无疑问。可是“白方几步能赢”?对任何一个具体的 ,黑方都能报一个更大的数,让白方走得比 更久。所以没有一个有限的数能回答这个问题。可它也不是“无穷步”:每一盘都在有限步内结束。

第三讲的序数正好填补这个空档。给每个局面定一个“值”,表示白方离胜利还有多远:

定义博弈值

已经将死的局面,值为 。轮到白走的局面,如果白方能走到值为 的局面、而 是所有这样的选择里最小的,它的值就是 。轮到黑走的局面,如果黑方有棋可走、而且无论怎么走都落到有值的局面,它的值就是这些值的上确界。其余局面没有值。

倒数游戏里,“还剩 下要数”的局面值为 ;黑方报数之前的那个局面,值是 。照这个思路,就能造出值为 、、 的玩具游戏:

已经将死
白 步将死
黑先报一个数 ,白再 步左右将死
白先走一步,进入值为 的局面
黑能报两次数
黑先报“要报几次数”
玩具游戏里的“值”:白赢之前还剩“多少步”
图 3·1值越大,黑方能“拖延”的花样越多。(本文脚本按定义在有限截断上验证了:报一次数的值是 、报两次是 , 时分别趋于 、)

这个定义之所以好用,是因为下面这条定理:

定理 3开博弈的值

在这样的游戏里(白方的胜利总在有限时刻完成,否则算黑方不输),白方有必胜策略,当且仅当起始局面有值。而且,只要白方每一步都走到值更小的局面,就一定赢。

证明(⇐)如果局面有值,白方每次都走到值最小的那个后继:白走时值从 变成 ,黑走时不论黑方怎么走,值都不会增大(值是上确界)。于是每走一个回合,值至少严格减小一次。第三讲说过,序数不能无穷下降,所以有限步内值降到 ,也就是将死。

(⇒)如果局面没有值,黑方可以一直待在“没有值”的局面里:轮到白走时,按定义,白方的任何一步都落到没有值的局面;轮到黑走时,按定义,要么黑方至少有一步落到没有值的局面,要么黑方无棋可走又没被将军,那是逼和。而将死局面是有值的(值为 ),所以白方永远将不死黑方。∎

这正是 Goodstein 序列那一套的另一种面目:白方手里的局面值,就是第三讲里那个“影子”。数在涨(对局可以拖得任意长),影子在降,而影子不能永远降下去。

那么,值什么时候会超过所有有限数?关键在于黑方每一步有多少种走法。

定理 4黑方只有“短程”棋子时,值都有限

如果在白方能赢的对局里,黑方每一步都只有有限多种走法(比如黑方只有王、马、兵,没有能走任意远的车、象、后),那么每个有值局面的值都是有限数:白方总能在某个确定的步数之内赢。

证明假设有值不小于 的局面,取其中值最小的一个,值记作 。如果它轮到白走,,而白方能走到值为 的局面; 不能小于 (否则 也是有限的),于是 是一个更小的、不小于 的值,矛盾。如果它轮到黑走,它的值是有限多个后继值的最大值,就等于某个后继的值,而那个后继轮到白走,回到上一种情形。∎

这正是 Dénes König 1927 年那个想法的现代版本。反过来说:要出现 ,黑方手里必须有一枚能“走任意远”的棋子,让他在一步之内从无穷多个选择里挑一个。

4
MATE IN ω

棋盘上的

真正的棋盘上也有这样的局面。2014 年,Evans 和 Hamkins 发表了一个只有七个棋子、值恰好是 的局面(白方甚至没有王):

♚♜♜♜♖♕♙abcdefghi23456789101112车往上开,开多高随黑方
图 4·1Evans–Hamkins(2014)的局面,黑先:黑王 e5,黑车 c6、e6、g6;白车 f4,白后 d3,白兵 g3。棋盘往上下左右都无限延伸。(按论文重画)

黑方被围在一个小笼子里,最好的办法是把中间那只车往上开,开多高随他:车 e6–e。之后白方开始“把黑王往车上推”:车在黑王所在的那一行横着将军,后从左下方斜着将军,两者轮流。黑王每次只能沿 e 列往上挪一格,一直挪到撞上自己的车。论文给的例子是车开到 e10:

记谱R 车,Q 后,K 王;“+”是将军,“#”是将死。每行左边是白方的着法,右边是黑方的。第 1 行白方空着,因为这个局面黑先。

♜♜♙♜♕♚♖abcdefghi234567891011
图 4·2车开到 e10 之后的终局:白车 f9 将军,黑王 e9 上下左右都被封住,头顶就是自己的车。

本文脚本自己写了无穷棋盘上的走子规则,把这条线逐步核对了一遍:每一步都合法,最后确实是将死。再往一般情形推:车开到 e( 都试了),按同样的套路,白方再走 步就将死,而且白方每次将军之后,黑方都只剩唯一一种合法着法。黑方如果不开车、去动别的子,论文列出的几种走法都会在两三步内被将死,脚本也一一核对过。

所以:黑方先报一个数(车开多高),白方再花差不多那么多步将死。对任何固定的 ,黑方都能让白方走得更久,可每一盘都在有限步内结束。这个局面的值就是 ,和第 3 节的倒数游戏一模一样。

往上爬:要无穷多个棋子

再往上,就得放开“有限个棋子”的限制,在棋盘上铺无穷多个子(但要能用程序描述)。Evans 和 Hamkins 在同一篇论文里造出了值为 、 和 的局面;2017 年,他们和 Perlmutter 又造出了 。

这些局面的设计很有画面感,论文里的部件名字也很好玩:一道无穷长的兵墙挡住白方的“后的大军”,黑方先决定把一只车升多高,白方每推进一格兵墙,黑方都能先发动一轮任意长的“骚扰将军”。这正是玩具游戏里的“黑先报要报几次数,再一次次报数”,值是 。 那篇里还有“王座间”和“象炮台”,后者让黑方每次拖延的花样从 变成 ,于是 。

有限个棋子
古典
2014
MO
MO 2023
无穷多个棋子
2014
2014
2017
2026 预印本实线:同行评审发表;虚线:论坛或预印本(未评审)
图 4·3已经造出来的博弈值。上排:有限个棋子;下排:允许无穷多个棋子。实线是经过同行评审发表的,虚线是论坛帖子或预印本里的说法。

有限个棋子能走多高,至今是开放问题。已发表的论文只到 ;Elkies 在 MathOverflow 上给过 一类的构造,2023 年 Tsevas 在同一网站上贴出过一个有限棋子、值为 的局面,但都还没有正式发表。

5
THE OMEGA ONE OF CHESS

能走多高

自然要问:值最大能到多少?把所有(有限个棋子的)局面的值取上确界,记作 。

定理 5值都是可数序数

无穷棋盘上每个有值局面的值都是可数序数,而且 本身也是可数序数。

证明一个局面就是有限个棋子各放在一个整数格上,再加上“轮到谁走”。有限个整数坐标的组合只有可数种(第一讲的配对函数),所以局面一共只有可数个,它们的值组成一个可数的序数集合。可数个可数序数的上确界仍然可数(第二讲末尾:这一步用到选择公理)。所以 小于第一个不可数序数 。∎

这个名字是有意起的:它故意模仿 。可它比 小得多,究竟是哪一个可数序数,到今天还不知道。已知的上界更具体:它不超过 Church–Kleene 序数 ,也就是“能被计算机程序描述出来的良序”所能达到的长度的上确界(Blass 指出,Welch 也独立发现)。Evans 和 Hamkins 猜想两者恰好相等。如果允许三维棋盘和无穷多个棋子,他们证明了每一个可数序数都是某个局面的值;2026 年 2 月的一篇预印本声称,二维棋盘、无穷多个棋子也能做到这一点,目前尚未经过评审。

还有一个看起来朴素的问题。2010 年 6 月,组合数学家 Richard Stanley 在 MathOverflow 上问:无穷棋盘上“白方能不能赢”,能不能用计算机判定?这个问题至今没有答案。退一步,“白方能不能在 步内将死”呢?棋盘无穷大,搜索空间无穷,直觉上也不好说。

定理 6Brumleve、Hamkins、Schlicht(2012)

无穷国际象棋的“ 步将死”问题是可判定的:存在一个算法,输入任意局面和 ,在有限时间内回答“能”或“不能”。

思路“白方能在 步内将死”可以写成一句只涉及整数加法和大小比较的话:白方存在一步、使得黑方的每一步之后、白方又存在一步……一共 层。关键有两点:棋盘上不会冒出新棋子;棋子“走多远”“挡不挡路”都是关于坐标的线性关系,用不到乘法。而 Presburger 在 1929 年证明,只含加法的整数算术是可判定的。论文另外还给了一种用“自动机结构”的证明。(这里只讲思路,不证)

可判定的是“ 步将死”。至于 Stanley 原来那个问题,“白方到底能不能赢”,因为值可以是超限序数,就不能靠对 一个个试来回答;三位作者猜想它不可判定,而且难得远超过一般的不可判定问题。

6
CODA

写在最后

这一期把第三讲和第五讲连在了一张棋盘上,还捎带着第一讲的可数性。第三讲说:序数是良序的长度,它不能无穷下降。第五讲说:开集上的博弈总是决定的,总有一方有必胜策略。这一期说:在无穷棋盘上,把这两件事放在一起,“还剩几步”就自然地变成了一个序数。 步将死是有限序数;黑方能先报一个数,就是 ;能报好几次、能先决定报几次,就往 、 上爬。

黑方的处境挺有意思:他知道自己一定会输,甚至能自己决定输得多慢;可不管他报多大的数,都只是把白方的胜利推迟到某一个有限的时刻。这大概是“数到无穷之后”最直观的样子。

你一定会输,
只是我说不出第几步:
答案不是数,是 。
✎ 留言区小题

改一下倒数游戏:黑方报一个数 ,白方从 倒数到 ,然后再从同一个 倒数一遍。开局的值是 吗?为什么?答案会在评论区置顶。

参考资料
  1. E. Zermelo, “Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels”, Proc. 5th ICM(Cambridge 1912,1913 年出版)
  2. D. König, Acta Sci. Math. (Szeged) 3 (1927);L. Kalmár, 同刊 4 (1928/29)
  3. U. Schwalbe, P. Walker, “Zermelo and the early history of game theory”, Games Econ. Behav. 34 (2001)
  4. R. Stanley, “Decidability of chess on an infinite board”, MathOverflow(2010-06-12)
  5. D. Brumleve, J. D. Hamkins, P. Schlicht, “The mate-in-n problem of infinite chess is decidable”, CiE 2012, LNCS 7318
  6. C. D. A. Evans, J. D. Hamkins, “Transfinite game values in infinite chess”, Integers 14 (2014) G2
  7. C. D. A. Evans, J. D. Hamkins, N. L. Perlmutter, “A position in infinite chess with game value ”, Integers 17 (2017) G4
  8. P. Bolan, M. Tsevas, “Universality of infinite chess”, arXiv:2602.14277(2026,预印本)
  9. D. Gale, F. M. Stewart, “Infinite games with perfect information”(1953)
  10. M. Presburger(1929),只含加法的整数算术的可判定性
注:文中插图均为本文自制示意图;图 1·2、图 2·1 的数据由本文脚本倒推、穷举得出;图 4·1 按 Evans–Hamkins 论文重画,图 4·2 的着法由本文脚本逐步核对。
犹剑在心
北极甜虾(剑心犹在!)
— 番外完 —
Translated from the Chinese original, “无穷棋盘上的国际象棋”.
♚
SET THEORY · EXTRACounting Past Infinity
Extra · The Infinite Chessboard

Chess on an
Infinite Board

You are sure to lose, but I can't tell you on which move
Extend a chessboard without limit in every direction and something strange happens: White wins for certain, yet there is no saying “mate in how many.” Not because it is too hard to calculate, but because there is no such number at all. The answer is , the number from Lecture 3 that comes “after all the natural numbers have been counted.” This issue is an extra to the series: the ordinals, played through once more on a chessboard. Six theorems, each with a proof or a proof sketch.
ⅠCountable
ⅡComparing Sizes
ⅢOrdinals
ⅣContinuum
ⅤLarge Cardinals
✦Extra
♚♕♔♜♖
Endless in all directions: no edges, no corners (schematic)
Figure 0·1The infinite chessboard: the squares are all the integer points , and there are only finitely many pieces.

First, the rules. The board is made of the squares at all integer coordinates in the plane, with no edges and no corners. Each side has finitely many pieces, which move as in ordinary chess; rooks, queens and bishops can travel any distance in one move. We follow the conventions of Hamkins and others who have studied this game: pawns have no last rank to reach, so they never promote; there is no castling and no en passant; each side has at most one king, and may have none at all. White's goal is to checkmate the black king; stalemate is a draw; and if the game goes on forever without checkmate, that is a draw too.

This last rule gives the game a special shape: to win, White must deliver mate at some finite moment; to avoid losing, Black only has to hold out forever. In the language of Lecture 5, the games White wins form an “open set”: whether a game is a win for White is settled within finitely many moves. Such games are called open games, and Lecture 5 noted that they are always determined; that is also why this issue can measure them with ordinals.

1
ZERMELO, 1913

Back to a board with edges

The first paper to study chess with set theory was written by none other than the Zermelo of axiomatic set theory. At the 1912 International Congress of Mathematicians in Cambridge he gave a talk titled “On an Application of Set Theory to the Theory of the Game of Chess,” printed the following year.

The question he cared about was this: if White can force a win from a position, can White force it within a fixed number of moves? His argument relied on “positions not repeating,” and Dénes König (son of the Julius König of Lecture 4) later pointed out a gap in it; in 1927 König closed the gap with the method now called “König's lemma,” and Zermelo also wrote a correction. In 1928 Kalmár went a step further: if a move can have infinitely many options, the number of moves needed to force a win can be a transfinite ordinal. That is exactly the subject of this issue.

What textbooks today call “Zermelo's theorem” is the following statement, distilled by later writers, and the backward induction used to prove it is not how he wrote it either:

Theorem 1Determinacy of finite games

In any game of finite length in which two players alternate moves, all information is open to both, and there is no element of chance, exactly one of the following holds: White has a winning strategy; Black has a winning strategy; both players have strategies that guarantee they will not lose.

ProofBy backward induction. Since the game has finite length, all possible plays form a finite tree whose leaves are final positions, labeled (White wins), (draw) and (Black wins). Work upward from the leaves: at a node where White is to move, take the largest value among the children; where Black is to move, take the smallest. By induction on the height of the tree, the value of each node is the outcome “from here on, with both sides playing their best moves.” Whether the value at the root is , or corresponds to the three cases above.∎

WhiteBlackEnd
From the leaves up: Black min, White max; root: flawless-play result
Figure 1·1Backward induction on a small game tree. After the left move Black can win; after the middle one, only a draw. White picks the right: whatever Black plays, White wins.

Under the current FIDE rules, a game is automatically drawn after 75 moves with no capture and no pawn move, or when the same position occurs 5 times, so ordinary chess is a finite game and falls under Theorem 1. Which of the three cases it is, nobody knows: the tree is far too large.

Smaller endgames, though, can really be worked out backwards. This article's script worked backwards through every position of “king and queen against a lone king” on the board:

♔♕♚abcdefgh123456781510Moves to mate(number of positions)
moves:
Left: White Ka1, Qb2, Black Ke6: mate in , one of the longest
Figure 1·2King and queen against king, White to move: in every one of the legal positions White wins, in at most moves (in line with the known result). On the right, how many positions need each number of moves to mate, all computed backwards by this article's script.

Note that every position here comes with a definite number: “mate in .” On a board with edges, that goes without saying.

2
NO EDGES

Without edges, a queen is not enough

The first oddity: on an infinite board, king and queen cannot even mate a lone black king.

On an ordinary board, every king-and-queen mate relies on the edge of the board: the edge takes away half of the black king's escape squares for White. In the middle of an infinite board, the black king always has 8 squares around him. This article's script put the black king in the middle and tried every possible placement of the white king and queen. The conclusion:

Theorem 2Exhaustive search by this article's script

Away from the edges, king and queen against king has no checkmate positions at all. An infinite board has no edges anywhere, so on an infinite board king and queen can never mate a lone king.

♚♕♔Closest to mateThe queen checks up close,boxing in the other 7 squares,but no one guards her:the king takes her
Exhaustive search by the script: edge-free K+Q vs K mates: ;
positions (all rotations) leave one way out: take the queen
Figure 2·1The position closest to mate: the white queen gives check from right next to the king and covers the other 7 squares, but nothing protects her. To protect her, the white king would have to come close, and the white king itself may not stand next to the black king.

So mate on an infinite board needs more pieces and cleverer set-ups. And it is precisely because pieces can be far apart and can slide any distance along a line that what follows becomes possible.

3
GAME VALUES

When “mate in n” is not enough

First, a toy game far simpler than chess. Black first names a positive integer , as large as he likes; then White counts down: , and when the count runs out, White is deemed to have checkmated Black.

White is sure to win, no doubt about it. But “in how many moves does White win”? For any particular , Black can name a larger number and make White take longer than . So no finite number answers the question. Yet it is not “infinitely many moves” either: every game ends after finitely many moves.

The ordinals of Lecture 3 fill exactly this gap. Give each position a “value” that says how far White is from victory:

DefinitionGame value

A position that is already checkmate has value . If White is to move, can move to a position of value , and is the smallest among all such choices, the position has value . If Black is to move, has a move, and every move leads to a position that has a value, the position's value is the supremum of those values. All other positions have no value.

In the countdown game, a position with “ numbers still to count” has value ; the position before Black names his number has value . Along the same lines one can build toy games of value , and :

Already checkmate
White mates in
Black names ; White mates in about
One White move reaches value
Black names a number twice
Black first picks “how many times”
Toy-game “value”: “how many moves” before White wins
Figure 3·1The larger the value, the more ways Black has to “stall.” (Working from the definition on finite truncations, this article's script checked that naming one number gives value and naming two gives ; as , these tend to and respectively)

What makes this definition useful is the following theorem:

Theorem 3Values of open games

In such games (where White's win is always completed at a finite time, and otherwise Black counts as not having lost), White has a winning strategy if and only if the starting position has a value. Moreover, as long as White always moves to a position of smaller value, White is sure to win.

Proof(⇐) If the position has a value, let White always move to the successor of least value: when White moves, the value goes from to , and when Black moves, however Black plays, the value does not increase (the value is a supremum). So in every round the value strictly decreases at least once. As Lecture 3 showed, ordinals cannot decrease forever, so within finitely many moves the value drops to , which is checkmate.

(⇒) If the position has no value, Black can stay among positions “without a value” forever. When White is to move, by definition every White move leads to a position without a value; when Black is to move, by definition, either Black has at least one move to a position without a value, or Black has no move and is not in check, which is stalemate. Checkmate positions do have a value (value ), so White can never checkmate Black.∎

This is the Goodstein-sequence argument in another guise: the value of White's position is the “shadow” from Lecture 3. The number goes up (the game can be dragged out as long as you like), the shadow goes down, and the shadow cannot go down forever.

So when does the value go beyond every finite number? The key is how many moves Black has to choose from on each turn.

Theorem 4When Black has only “short-range” pieces, all values are finite

If, in the games White can win, Black always has only finitely many moves to choose from (for instance, if Black has only a king, knights and pawns, and no rooks, bishops or queens that can travel any distance), then every position with a value has a finite value: White can always win within some definite number of moves.

ProofSuppose some position has value at least , and take one whose value is the smallest; call that value . If White is to move, then , and White can move to a position of value ; cannot be less than (otherwise would be finite too), so is a smaller value that is at least , a contradiction. If Black is to move, the value is the largest of finitely many successor values, so it equals the value of some successor, and that successor has White to move, which takes us back to the first case.∎

This is the modern form of Dénes König's 1927 idea. Put the other way round: for to appear, Black must have a piece that can “travel any distance,” letting him choose among infinitely many options in a single move.

4
MATE IN ω

on the chessboard

Such positions exist on a real chessboard too. In 2014 Evans and Hamkins published a position with only seven pieces whose value is exactly (White doesn't even have a king):

♚♜♜♜♖♕♙abcdefghi23456789101112Rook up, as high as Black likes
Figure 4·1The Evans–Hamkins (2014) position, Black to move: black king e5, black rooks c6, e6, g6; white rook f4, white queen d3, white pawn g3. The board extends without limit up, down, left and right. (Redrawn from the paper)

Black is shut in a small cage, and his best plan is to send the middle rook up, as high as he likes: Re6–e. Then White starts “pushing the black king onto the rook”: the rook checks sideways along the black king's rank and the queen checks diagonally from the lower left, taking turns. Each time, the black king can only step one square up the e-file, until he bumps into his own rook. The example in the paper has the rook go to e10:

NotationR rook, Q queen, K king; “+” is check, “#” is checkmate. In each line White's move is on the left and Black's on the right. White's slot in line 1 is empty because Black moves first in this position.

♜♜♙♜♕♚♖abcdefghi234567891011
Figure 4·2The final position after the rook goes to e10: the white rook on f9 gives check, the black king on e9 is boxed in on every side, and right above his head is his own rook.

This article's script implements its own move rules for the infinite board and checked this line move by move: every move is legal, and the final position really is checkmate. Going on to the general case, with the rook on e (all of were tried), White follows the same pattern and mates in more moves, and after each White check Black has exactly one legal move. If Black does not send the rook up but moves something else, each of the alternatives listed in the paper is mated within two or three moves, and the script checked these one by one as well.

So Black first names a number (how high the rook goes), and White then needs roughly that many moves to mate. For any fixed , Black can make White take longer, yet every game ends after finitely many moves. The value of this position is , exactly like the countdown game of section 3.

Climbing higher: infinitely many pieces

To go higher, we must drop the “finitely many pieces” restriction and spread infinitely many pieces over the board (though they must be describable by a program). In the same paper Evans and Hamkins built positions of value , and ; in 2017, together with Perlmutter, they built one of value .

These positions are wonderfully visual in design, and the papers give their components fun names: an infinitely long wall of pawns holds back White's “army of queens”; Black first decides how high to raise a rook, and each time White advances the pawn wall by one square, Black may first launch an arbitrarily long round of “harassing checks.” This is exactly the toy game in which “Black first names how many numbers to name, then names them one by one,” with value . The paper also has a “throne room” and a “bishop cannon battery”; the latter raises Black's options for stalling each time from to , and so .

Finitely many pieces
classical
2014
MO
MO 2023
Infinitely many pieces
2014
2014
2017
2026 preprintSolid: peer-reviewed; dashed: forum or preprint (unreviewed)
Figure 4·3The game values constructed so far. Top row: finitely many pieces; bottom row: infinitely many pieces allowed. Solid lines are results published after peer review; dashed lines are claims from forum posts or preprints.

How high finitely many pieces can go is still an open problem. The published papers reach only ; Elkies has given constructions of the kind on MathOverflow, and in 2023 Tsevas posted on the same site a position with finitely many pieces and value , but none of these has been formally published yet.

5
THE OMEGA ONE OF CHESS

How high can it go?

The natural question is how large the value can be. Take the supremum of the values of all positions (with finitely many pieces) and call it .

Theorem 5All values are countable ordinals

On the infinite board, the value of every position that has one is a countable ordinal, and itself is a countable ordinal too.

ProofA position is just finitely many pieces, each on an integer square, plus “whose turn it is.” There are only countably many combinations of finitely many integer coordinates (the pairing function of Lecture 1), so there are only countably many positions in all, and their values form a countable set of ordinals. The supremum of countably many countable ordinals is still countable (end of Lecture 2: this step uses the axiom of choice). So is less than the first uncountable ordinal .∎

The name is deliberate: it imitates . But it is far smaller than , and exactly which countable ordinal it is remains unknown to this day. The known upper bound is more concrete: it is at most the Church–Kleene ordinal , the supremum of the lengths of the well-orderings “that a computer program can describe” (pointed out by Blass, and found independently by Welch). Evans and Hamkins conjecture that the two are equal. If three-dimensional boards and infinitely many pieces are allowed, they proved that every countable ordinal is the value of some position; a preprint from February 2026 claims that this can also be done on a two-dimensional board with infinitely many pieces, but it has not yet been peer-reviewed.

There is also a question that looks innocent. In June 2010 the combinatorialist Richard Stanley asked on MathOverflow whether a computer can decide “can White win?” on an infinite board. That question is still open. Taking a step back, what about “can White mate in moves?” The board is infinite and so is the search space, so intuition doesn't give a clear answer either.

Theorem 6Brumleve, Hamkins, Schlicht (2012)

The “mate in ” problem for infinite chess is decidable: there is an algorithm that, given any position and any , answers “yes” or “no” in finite time.

Idea“White can mate within moves” can be written as a sentence that involves only addition of integers and comparisons: there is a White move such that, after every Black reply, there is a White move such that… layers in all. Two points are key: no new pieces ever appear on the board; and how far a piece moves and whether its path is blocked are all linear relations among coordinates, with no need for multiplication. And Presburger proved in 1929 that the arithmetic of the integers with addition alone is decidable. The paper also gives a second proof using “automatic structures.” (Only the idea is given here, not a proof.)

What is decidable is “mate in .” As for Stanley's original question, “can White win at all?”: since values can be transfinite ordinals, it cannot be answered by trying each in turn; the three authors conjecture that it is undecidable, and far harder than ordinary undecidable problems.

6
CODA

In closing

This issue has joined Lectures 3 and 5 on a single chessboard, with the countability of Lecture 1 thrown in. Lecture 3 said: an ordinal is the length of a well-ordering, and ordinals cannot decrease forever. Lecture 5 said: games on open sets are always determined; one side or the other has a winning strategy. This issue says: on an infinite chessboard, put the two together, and “how many moves are left” naturally becomes an ordinal. Mate in is a finite ordinal; if Black may first name a number, it is ; if he may name several, or first decide how many to name, it climbs to and .

Black's situation is rather curious: he knows he is sure to lose, and can even decide for himself how slowly; yet however large a number he names, he only postpones White's victory to some finite moment. This is perhaps the most tangible picture of “counting past infinity.”

You are sure to lose;
I just can't say on which move:
the answer is not a number but .
✎ A puzzle for the comments

Change the countdown game: Black names a number , White counts down from to , and then counts down from the same again. Is the value of the opening position ? Why? The answer will be pinned at the top of the comments.

References
  1. E. Zermelo, “Über eine Anwendung der Mengenlehre auf die Theorie des Schachspiels,” Proc. 5th ICM (Cambridge 1912, published 1913)
  2. D. König, Acta Sci. Math. (Szeged) 3 (1927); L. Kalmár, ibid. 4 (1928/29)
  3. U. Schwalbe, P. Walker, “Zermelo and the early history of game theory”, Games Econ. Behav. 34 (2001)
  4. R. Stanley, “Decidability of chess on an infinite board,” MathOverflow (June 12, 2010)
  5. D. Brumleve, J. D. Hamkins, P. Schlicht, “The mate-in-n problem of infinite chess is decidable”, CiE 2012, LNCS 7318
  6. C. D. A. Evans, J. D. Hamkins, “Transfinite game values in infinite chess”, Integers 14 (2014) G2
  7. C. D. A. Evans, J. D. Hamkins, N. L. Perlmutter, “A position in infinite chess with game value ”, Integers 17 (2017) G4
  8. P. Bolan, M. Tsevas, “Universality of infinite chess,” arXiv:2602.14277 (2026, preprint)
  9. D. Gale, F. M. Stewart, “Infinite games with perfect information” (1953)
  10. M. Presburger (1929), on the decidability of the arithmetic of the integers with addition only
Note: All figures are schematic illustrations made for this article; the data in Figures 1·2 and 2·1 were obtained by backward induction and exhaustive search with this article's script; Figure 4·1 is redrawn from the Evans–Hamkins paper, and the moves in Figure 4·2 were checked step by step by the script.
犹剑在心
北极甜虾(剑心犹在!)
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