I am trying to organize a recreational math class for a group of high school students (mixed years), themed around the game of chess. Ideally, I would like to prepare exercises that simply require a basic knowledge of chess rules.
What I have found so far tend to be exercises more on the advanced side of mathematics (in particular the book "Mathematics and Chess" by Petkovic), but e.g., in the book of "Finite Markov Chains and Algorithmic Applications" by Olle Häggström:
Random chess moves. (a) Consider a chessboard with a lone white king making random moves, meaning that at each move, he picks one of the possible squares to move to uniformly at random. Is the corresponding Markov chain irreducible and/or apreiodic?
This is a really cool and simple exercise, both from the chess aspect (as now we can repose the question for other pieces and compare them), and from the perspective of mathematics it constitutes a simple and accessible example for teaching about reducibility and periodicity of markov chains. Although the latter would be too advanced a topic for my students, the problem nonetheless showcases the kinds of exercises I am looking for, where solving it boils down to solving a little chess puzzle.
- Any resource recommendations (lecture notes, books, websites, anything) on mathematical concepts being taught through chess themed exercises would be perfectly admissible, specially if the level is generally accessible for high school students.
- Alternatively, if you simply have an idea for an exercise, please feel free to also post as an answer, it would be much appreciated!
Retrograde analysis is an engaging use of recreational logic applied to chessboards. The typical gateway is two books by Raymond Smullyan, "Chess Mysteries of the Arabian Knights" and "Chess Mysteries of Sherlock Holmes". (They are companion books, where the easy and challenging problems were divided between them.)
In a high school math elective context, this would be a strong example of proofs and deductive reasoning. Instead of the usual framing of the axioms of Euclidean geometry, the "axioms" are the rules of chess. Instead of proving triangle congruence, the goal is to prove what the last $n$ moves of the game were, or that White can't castle from a certain position, or that a piece on the board is promoted. As the example below shows, there is a lot of room for conjectures that can be proved or refuted, and a lot of multiple steps and false starts that can encourage group thinking and collaboration. And the presentation of an answer, either written or verbal or multimedia, can develop a student's strength in effective communication of complex ideas. These are the sorts of soft skills that can be invaluable for collegiate and professional work, especially in STEM fields.
Another thing that may be easier to do with retro analysis instead of Euclidean geometry is the ability for students to create their own problems after seeing a few problems of a certain theme and challenge their classmates to solve it or find a counterargument. Those acts of creation and judging are at the top of the higher-order thinking chain, which can be difficult to authentically develop in high school mathematics.
Here is a sample problem (problem from Smullyan's "Chess Mysteries of Sherlock Holmes", solution by me) on the higher end of the difficulty scale for those two books.
The White King was accidentally knocked off the board. Given that every move in the game was legal, which square does it belong on?