Evaluating N-Dimensional Chess Pieces
This page analyses the strength of the pieces defined previously. I will use three notions throughout.
- Power: how many squares can be reached in one move.
- Speed: how many moves are needed to travel between two squares.
- Reach: whether every square of the board is accessible at all (for bishops).
Power is often position-dependent, so we may speak of best-case, worst-case, or average-case power: a rook can always move to exactly squares, but a bishop varies enormously. This is also complicated by the geometry of high-dimensional cubes where almost all of the volume is concentrated near the boundary:
Since lower values for speed are preferable, this really represents a diameter: precisely, the diameter of the graph induced by this chess piece’s adjacency rules.
King
Power. From a position , the King threatens every square in that lies within the board. At a central square (any of the squares not touching any edge), each of the components of ranges freely over , giving moves (with the since the King cannot stay put): this is the best case. At each of the corners, each component has only choices, giving : this is the worst case.
In higher dimensions, note that , and so asymptotically no squares fall into these best or worst-case scenarios. More representative is the average case. Ignore the restriction on staying put for now. For a random square, each component of the displacement vector has three options unless the King is at the edge of the board along the corresponding axis. This yields three options in of cases, and two options otherwise, for an average of options for each component. These restrictions are independent, so there are squares within a distance of 1. Subtracting the start square, we find that the King’s average-case power is .
Speed. The King’s distance from to is exactly . To see this, consider the following strategy: at each step, set for each coordinate. This is a valid King move ( whenever ), and each coordinate closes its gap by one per step, so every coordinate has converged after steps. This is optimal: no single move can change any coordinate by more than , so a gap of in any coordinate requires at least moves.
The worst case is (for opposite corners, say). Notably, this is independent of , because it makes progress along all axes simultaneously. What about the average case? This is equivalent to asking for the expected maximum of independent random variables, each distributed as the difference of two independent random variables uniform on . We can calculate this to be:
The term in the brackets comes from the probability of the distance being at least in a coordinate. Note that this tends to as grows large: in each coordinate there is a chance that the start and target squares lie on opposite ends of that axis, and if this happens in any of coordinates the entire journey must take moves regardless. For , this gives a chance of two randomly chosen squares requiring all moves to traverse.
Knight
Power. Each Knight move activates exactly two of the axes, displacing one by and the other by . From a central square, we choose an axis which gets the ( ways) and which gets the ( ways), and pick signs ( ways), giving moves. From a corner, only one sign combination keeps both coordinates on the board, leaving moves.
For the average case, each potential move requires the step to land on the board (probability ) and the step likewise (probability ). By linearity of expectation, the average power is , which is quadratic in .
Speed. Write and for the total coordinate gap. Each Knight move changes one coordinate by and another by , so it can reduce by at most . Hence every journey needs at least moves.
Conversely, if we decompose each gap as with , then counts how often coordinate receives the -part of a move and how often it receives the -part. A path of length exists whenever we can arrange . Because every , once is linear in the distinct-axis pairing issue contributes only a bounded error. For opposite corners this gives , and for random pairs it also succeeds with high probability because . Thus the Knight distance is .
Since , the average Knight speed is . The worst case comes from opposite corners, giving .
Rook
Power. The Rook can always reach exactly squares: along each of the axes, there are other values to slide to, regardless of the Rook’s current position. This makes the Rook unique among the pieces, as its power is completely position-independent with no distinction between best, worst, and average case.
This power grows linearly with , in contrast to the King’s exponential . In two dimensions, the Rook’s squares comfortably exceed the King’s best-case . But by the King’s best case of has already overtaken the Rook’s , and by the comparison is absurd: vs .
Speed. Each Rook move changes exactly one coordinate, so the distance from to is the number of coordinates that differ: . The worst case is (when all coordinates differ).
For the average case, each coordinate independently agrees with probability and differs with probability , so the distance follows a distribution with mean . For large , this becomes close to a Normal distribution with and : with , there is a chance that the distance between two randomly selected squares is between and 900.
Bishop
Reach. In two dimensions, the bishop is confined to squares of one colour. How does this constraint generalise? For the -bishop, the constraint is identical: each move preserves the parity of the coordinate sum by changing two coordinates by , altering the sum by the even . So the -bishop is confined to exactly half the board, via the same light/dark restriction as in two dimensions.
The -bishop is even more constrained. Each move changes all coordinates by , so any two moves that differ in the sign of a single coordinate produce a net displacement of in that coordinate and in all others. This means the -bishop can shift differences between individual coordinates, but only by even amounts. The reachable squares are those where every coordinate shares the same parity: either all coordinates are even or all are odd. On the -board, each parity class contains squares, so the -bishop can reach squares out of (a fraction of the board). For this gives , but for it is less than .
Conversely, the -bishop breaks free entirely for . It includes both moves like and moves like . Composing these gives a net displacement of , which suffices to generate every square.
Power. Let a -bishop have the ability to move along precisely out of axes. At a corner, every axis only has one sign available, so a -bishop has moves available at each of the corners. At a central square, for every axis has two sign choices, for every axis has one, and otherwise none. So from the central squares, a -bishop may make
total moves. Averaging over all squares, for a fixed distance to the edge, a random coordinate allows from positions and from positions, so taking the expected number of legal signs on one axis to be and leveraging independence across coordinates yields:
For , the worst case is and the best case , with an average of .
For , the situation is a lot more variable. The worst case is and the best case , with an average of .
For the -bishop, we sum over all to , since the moves are disjoint. This yields a worst case of and a best case of , with an average of
Speed. Of course, the -bishop and -bishop cannot reach the whole board, so their worst-case and average traversal time between squares is infinite. What about the -bishop (for )? Not only can it reach the entire board, but it can do so in just three moves! A proof of this astounding fact can be found here.
Queen
Power. Since the rook directions are disjoint from the bishop directions , the power of a queen is simply the power of the corresponding bishop plus the rook’s constant moves.
For the -queen, this gives a worst case of and a best case of , with an average of .
For the -queen, the worst case is and the best case , with an average of .
For the -queen, we may equivalently sum over all to . This yields a worst case of and a best case of , with an average of
Speed. Again the rook component removes the infinite-distance pathology.
For the -queen, the gap sizes decouple. If , then a rook move fixes one coordinate from class , while a -bishop move of length fixes two such coordinates at once. Different never interact, so
exactly. This gives a worst case of (indeed once ), and an average distance of .
For the -queen, parity is the key obstruction. After any sequence of -bishop moves, every coordinate has changed by an amount with the same parity , so every coordinate whose target gap has the opposite parity still requires a rook move. If and denote the numbers of odd and even gaps, this gives the lower bound .
This is sharp up to an additive constant. Four -bishop moves of lengths can realise every even gap, while can realise every odd gap, with all intermediate positions staying on the -board. Choosing the better of these two templates yields
So the worst case is . For random squares, , whence the average distance is , and in particular .
The -queen is much faster than this. Because it contains the -bishop, the same three-move construction applies unchanged: for , any square can be reached from any other in at most three moves. In two dimensions, of course, this collapses to the familiar diameter .