Infinite Chess
The conventional game of chess provides
more than enough challenges for even
the
strongest player, but many extensions
to
the game have been proposed. Among
these
are three-dimensional chess, of Star
Trek
fame, and designs using an infinite
board.
These latter attempts use the idea
of potential
infinity rather than absolute infinity.
The
designs presented below imply actually
infinite
domains as well as potentially infinite
subspaces.
Extending chess to an infinite domain
involves
defining the required space and also
redefining
how the chessmen move within it. The
conventional
chessboard has 64 squares, which are
indexed
from a1 at the bottom left hand corner
to
h8 at the top right. This provides
a convenient
notation for recording the moves of
a game.
So, the rows are indexed by the first
eight
numbers and the files (columns) by
the first
eight letters, as shown below.

The board can be rendered unlimited
simply
by allowing the index to include all
the
finite numbers and all the finite combinations
of letters. For example, a square such
as
g100 or ay39 would be legitimate. In
this
way the chessmen could move about in
an infinite
space, without changing the conventional
rules by which they move.
A peculiarity of this extended index
is
that the bottom and left hand boundaries
of the board are preserved. On such
a board
the white chessmen can move forward
or to
the right without limit but remain
constrained
to the left and behind. However, it
is not
clear where the opposing black pieces
are
to be located or whether they should
be symmetrically
constrained behind and to the left
like the
white pieces, which would clearly never
do.
One solution is to confine the starting
positions of the opposing armies to
the dimensions
of the standard board but relativise
their
position in the infinite plane. This
can
be done by extending the index to include
negative values, analogous to the notation
of the Cartesian plane. For example,
ac42,
-ac42, ac-42 and -ac-42 would
be legitimate
and distinct locations, where ac represents
26 + 3 = 29 squares.
The extension to an infinite board
would
affect the powers of the chessmen differently.
The queen, rook and bishop could make
unlimited
moves but the king, knight and pawn
would
be restricted to a single move, and
so would
gain limited freedom on the extended
board.
Their relative powers would be diminished
accordingly.
An alternative scheme is to separate
the
white and black chessmen by an infinite
space.
The immediate consequence would be
that no
matter how far the queens, rooks or
bishops
moved according to their enhanced powers,
they could never engage the enemy.
To rescue
the game from this impasse requires
a further
extension to the powers of the pieces
and
the pawns.
The solution is to allow all the chessmen
to make infinite moves, from one domain
to
another, according to strict but familiar
rules. These rules are as follows:
Rule 1: A man may either make a short (finite)
move or a long (infinite) move but
not both.
Rule 2: In making a long move, a man must move
from one domain to another in the same
manner
as required by a short move.
Rule 3: A move from one domain to another preserves
the finite position of the man.
The first rule is self-explanatory.
The
player may either make a move within
the
domain the man occupies or move the
man to
another domain, subject to rules 2
and 3.
The meaning and relation of the infinite
domains needs to be explained before
elaborating
on rules 2 and 3. Each domain is a
replication
of the infinite space defined above.
The
domains are arranged in a square matrix,
which must be sufficiently large to
allow
long moves as defined in rule 2. For
example,
a 5 x 5 matrix is necessary to allow
the
knights access to every domain. Any
larger
matrix could be adopted but, for aesthetic
purposes, an 8 x 8 matrix of domains
is ideal.
A system of notation can now be defined
to locate the men within both domain
(board)
and its finite subspace. Each of the
64 infinite
boards is indexed from A1 to H8, analogous
to the indexing of the conventional
chessboard.
A double reference of the form XYxy
locates
an individual square within a domain.
For
example, the white king is located
on the
square E1e1 at the start of the game
and
the black king is on square E8e8.
The initial positions of the 32 men
can
now be described. The rule for setting
up
the board is simple. On the conventional
board, the white queen sits on square
d1:
on the infinite board she sits on square
D1d1. The trick is to duplicate the
local
reference in the board reference. The
white
queen’s pawn conventionally starts
on d2,
so it occupies D2d2 on the infinite
matrix.
An infinite bird’s eye view would show
the
initial set up to be identical to that
of
the conventional game.
Rules 2 and 3 can now be explained
more
fully. The white king’s knight begins
on
square G1g1. The knight is free to
make a
short move to either G1f3 or G1h3.
In addition,
the knight can make a short move to
G1e2,
because all the pawns start off in
domain
2. The knight can make initial long
moves
to F3g1 or H3g1 but not to E2g1, because
this square is occupied by the king’s
bishop’s
pawn.
A notable feature is that all the pieces
can make unrestricted finite moves
at the
opening, because each one is alone
in its
domain. This allows the players to
jump into
a new domain from an unlimited number
of
positions. Like many art forms, it
is the
constraints rather than absolute freedom
that leads to interesting works. No
less
so in the game of chess. For this reason
the proposed game can be modified by
restricting
each domain to the usual finite 8 x
8 matrix
of squares. The result is an extremely
complex
finite expansion of the traditional
game
of chess.
The diagram below shows some examples
of
long moves. A domain set of 3 x 3 boards
has been used for compactness of presentation.
It can be seen that knight, bishop
and rook
can reach across domains. The power
of a
pawn to take diagonally in a long move
is
also illustrated. The pawns power to
move
two squares on its first move allows
it to
make a double long move. The en passant
rule
is similarly preserved.

Summary
The extension of the game of chess to multiple
domains generates a family of games,
which
may be either finite or infinite. This
can
be achieved by the addition of the
three
special rules for long moves and by
adding
a square or rectangular matrix of boards
of one’s choice. The double notation
allows
the computerisation of the game. The
implications
for geometry and the theory of infinite
number
will not be considered here. Suffice
to say
that the examination of such models
should
provide useful insights in these areas
of
enquiry.
Tony Thomas
February 2005