THE KNIGHT'S TOUR: A Chessboard Curiosity

Note by Robert L. Birch, based on Euler and Fauvel-Gouraud (posthumous comments by jrb ‘071105)

The exercise known as the "knight's tour" consists of moving the knight around the chessboard, by knight's moves, so as to touch each square once only. The knight’s tour is not a part of the game of chess but is performed on the usual chessboard.

Leonhard Euler (a blind Swiss mathematician who pronounced his last name "oiler") took about four years to develop the knight’s tour. In 1845 a French teacher of the art of memory, Francis Fauvel-Gouraud, taught his students how to memorize the steps of the knight’s tour. A combination of these efforts by Euler and Fauvel-Gouraud permits a careful student to learn the steps by heart.

The tour can start from any square and end one knight’s jump away from the starting point. The white king’s knight’s home square can be the starting point[jrb1] , and the final step can be to the white king’s pawn’s home square.

For this exercise, the squares of the chessboard can be numbered by column and row, so that 11 represents the white square at the top (far) left of the board (the black queen’s rook’s square) and 18 is the number of the lower left square (which is the white queen’s rook’s square).

The pattern for numbering the squares of the chessboard is as follows[jrb2] :

11

21

31

41

51

61

71

81

12

22

32

42

52

62

72

82

13

23

33

43

53

63

73

83

14

24

34

44

54

64

73

84

15

25

35

45

55

65

75

85

16

26

36

46

56

66

76

86

17

27

37

47

57

67

77

87

18

28

38

48

58

68

78

88

The memory-aid tradition taught by Fauvel-Gouraud to help his students learn the knight’s tour includes the substitution of consonants for the numbers and then the building of a story, so that the key words of the story encode the numbers of the squares to which the successive moves are made. Starting from square 78, the white king’s knight’s square, successive steps are to 86, 74, 82, 61 and so forth around the board in a complex sequence.

A story to recall the successive squares can start with naming the white king’s knight "Goofy" and the pretense that he starts a trip around a prospective battlefield. His first step is to square 86; he then goes on to 74, 82, 61, 42, 21, and 13. The squares involved can be recalled from the words goofy, fish, car, van, jet, horn, net and dome. These words are based on Fauvel-Gouraud’s listing of the consonants as used to encode the numbers. The correlation pattern is as follows:

DIGIT-CONSONANT CORRELATION PATTERN USED FOR ENCODING NUMBERS IN MNEMONICS

0=S, Z, or soft-C

1=D, T, or TH

2=N

3=M

4=R

5=L

6=J, SH, or soft-CH or the soft-G of ginger

7=K, Q, hard-CH as in chronic or hard-G as in goat

8=F or V

9=B or P

The process of learning the successive steps of the knight’s tour by the memory-aid system of Fauvel-Gouraud can be reduced to making up a story including words that encode the successive target squares. These can be placed in eight octets numbered 11-18, 21-28, 31-38, 41-48, 51-58, 61-68, 71-78. and 81-88[jrb3] .

If it is decided to start the tour from the white king’s knight’s home square (square 78), the first word of the story should encode 78 by using the sounds for 7 and 8. The words café, coffee, Goofy, or quaff can be used.

Goofy can be imagined in a café (78) from which he moves to square 86, which can be coded by fish or fudge. "Fish" can be imagined as a fish working as a psychiatrist, Dr. Fish, who lends Goofy a car. The car has the k and r sounds needed to encode 74, the next square of the tour. The fourth square, 82, can be coded by "van" or by "fan." The car can be imagined being traded for a van with a broken fan.

Thus far, the story recalls the numbers 78, 86, 74, and 82.

The next four numbers are 61, 42, 21, and 13. These can be associated with a story that Goofy leaves the van to get on a jet which blows a horn as it takes off and hits a net from which it turns and hits a dome. These key words can recall the next squares, as specified, with the sounds j-t, r-n, n-t, and d-m.

The eight octets (sixty-four steps)of the knight’s tour can be coded as follows:

1-64

Step #s

Square #

0-7

11-18

78 Goofy

86 fish

74 car

82 van

61 jet

42 runway

21 net

13 dome

8-15

21-28

25 nail

17 tag

36 match

28 knife

47 rock

66 judge

54 lure

46 arch

16-23

31-38

34 hammer

15 dial

23 gnome

11 tooth

32 moon

51 wallet

72 cane

84 fur

24-31

41-48

76 coach

88 fife

67 jockey

48 reef

27 ink

35 mill

16 dish

24 wiener

32-39

51-58

12 tine

31 mat

52 lion

71 cat

83 foam

75 igloo

87 fog

68 chef

40-47

61-68

56 leash

64 chair

43 ram

55 lily

63 gem

44 warrior

65 shell

53 loom

48-55

71-78

45 rail

33 mummy

14 tower

22 nun

41 heart

62 chain

81 foot

73 comb

56-63

81-88

85 file

77 cake

58 leaf

37 mike

18 dove

26 hinge

38 muff

57 lock

(Step octets above, not shown below.)

 

Starting from the white king’s knight’s square (0 of 63).

 

1

2

3

4

5

6

7

8

 

1

19

6

33

52

21

4

35

54

1

2

32

51

20

5

34

53

22

3

2

3

7

18

49

42

47

44

55

36

3

4

50

31

16

45

14

41

2

23

4

5

17

8

29

48

43

46

37

56

5

6

30

61

10

15

40

13

24

1

6

7

9

28

59

12

63

26

57

38

7

8

60

11

62

27

58

39

0

25

8

 

1

2

3

4

5

6

7

8

 

.____.

It might be interesting to explore the obvious and not so obvious permutations of this path.


.____.

 


Starting step 1 of 64 from square 11.

 

1

2

3

4

5

6

7

8

 

1

1

14

51

32

63

16

49

30

1

2

52

33

64

15

50

31

62

17

2

3

13

2

35

42

37

40

29

48

3

4

34

53

4

39

6

43

18

61

4

5

3

12

55

36

41

38

47

28

5

6

54

23

10

5

44

7

60

19

6

7

11

56

25

8

21

58

27

46

7

8

24

9

22

57

26

45

20

59

8

 

1

2

3

4

5

6

7

8

 

 


 [jrb1]       The white king’s knight starts on square 78, or 21, depending on the board orientation.

His first move to square 86 corrosponds to step 20 to 19 in the final illustration.  Of course, the tour can start anywhere, and follow the path in either direction.

 [jrb2]

This system is arbitrary, but as useful as any, for quickly identifying each square. by file and rank.

 [jrb3]

I don’t know that there is any advantage in this grouping of eights, which should not be confused with the 8x8 rank and file position numbers of the squares.  These steps could just as well have been numbered one through 64.  There still might be an advantage in associating the number of each step with the squares, so that if you lose track you can tell where you are in a sequence that does not have the convenience and confirmation of regular steps like these of the knight.