Fog of War Chess
Matthias Gehnen, Julius Stannat
TL;DR
Fog-of-War chess imposes imperfect information and restricts visibility, motivating a theoretical endgame analysis. The paper analyzes three endgames: $KQ$ vs $K$, $KR$ vs $K$, and $KRR$ vs $K$, establishing that $KQ$ always wins, $KR$ does not always guarantee a win, and $KRR$ always wins, with constructive strategies and lemmas guiding the proof. The $KQ$ endgame uses a two-stage approach—achieving a corner configuration and then pushing the Black king to the edge—while the $KR$ endgame reveals inherent limitations, and the $KRR$ endgame demonstrates a staircase-like mating method. These results extend endgame theory under imperfect information and suggest directions for AI planning in Fog-of-War settings, though many open questions remain for other piece combinations and optimization under 50-move-like constraints.
Abstract
Fog of War chess is a popular variant of classical chess, in which both players have only partial information about the position of the opponent's pieces. This study provides the first theoretical analysis of endgames in Fog of War chess. In particular, we analyze the setups king and queen versus king, king and rook versus king, and king and two rooks versus king. We show that a king and queen can always guarantee a win against a lone king. In contrast to classical chess, a king and a rook cannot guarantee a win against a lone king. However, adding one more rook guarantees a win.
