High-Dimensional Bishops are Fast
As defined here under the Bishop section, the -bishop moves by choosing two or more axes and moving along this diagonal (the same distance along each chosen axis). Although it is defined purely in terms of diagonal motion, for it can access the entire board. This is easy to see via the pair of moves followed by , which combine to form the unit displacement . More surprising than this reach is just how fast it can travel.
Theorem. For , the -bishop can access any square from any starting square in at most three moves.
If you wish to see this in action, scroll to the bottom of the page.
In dimensions , we prove the stronger claim that we may access any square in precisely three moves, where also the lengths of these moves follow one of four very specific patterns: the length sequences , , and their reverses and .
Proposition 1. For any pair of start and end squares on the board, there exists a sequence of three valid moves from the start square to the end square whose lengths follow one of these four patterns.
Proof.
Fix a pattern . For a single coordinate, say from to , call a triple
admissible if the intermediate moves
all lie in . Choosing such a triple independently for each of the four coordinates produces three displacement vectors
and conversely every three-move path of this pattern determines four such one-dimensional triples. Thus the whole problem factorises by coordinate, except for one global condition: each move must be a genuine bishop move, so it must be active on at least two coordinates.
To track this, for an admissible triple we record only its support mask
If each coordinate is admissible as above, a valid -dimensional path exists exactly when we may choose one support mask for each coordinate so that, in each of the three positions, at least two of the four masks contain a . No other interaction between the coordinates remains.
There are only possible ordered pairs in one coordinate. Since the four coordinates may be permuted, it suffices to check multisets of four such coordinate-pairs rather than all start/end pairs.
The explicit enumeration of all
cases in verify.py proves the proposition.
Having shown the argument for , we lift the valid move sequences to higher-dimensional boards.
Proposition 2. For , we may construct this sequence of three moves on the first four dimensions, and then selectively add the other dimensions to a subset of these moves in order to travel the correct distance in them too, without breaking validity of any move.
Proof.
Take start and end points , and apply Proposition 1 to the first four coordinates. This gives three moves of some fixed pattern which travel . Now fix any extra coordinate . We seek increments
such that
all remain on the board. This is now a one-dimensional problem, and again there are only four patterns and ordered pairs . It is easy to check directly that in each of the cases, at least one such triple exists.
So for every extra coordinate we choose one admissible triple and append to the move. Every intermediate point still lies in . As the first four coordinates already made each move active on at least two axes, adding extra coordinates cannot turn a legal move into an illegal one. Hence the -dimensional construction lifts unchanged to all dimensions .
Propositions 1 and 2 prove the precise three-move claim for all , and therefore prove the theorem in these dimensions. The strong claim does not hold for the case , but fortunately we may find other sequences of at most three moves by brute force.
Proposition 3. On the board, every pair of squares is joined by an -bishop path of length at most three.
Proof.
At , the entire board is small enough to work with directly: among the ordered pairs of squares, lie at distance , at distance , and at distance .
Thus the theorem also holds for .
Move Finder
Combining the three propositions proves the theorem for every . The widget below is constructive, and finds explicit moves for any coordinates.