artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02139

Consider this ‘KQRRBNPP vs kqrrbnnp’ study construct chess puzzle created by a computer using the ‘DSNS’ computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. There is no known limit to the quantity or type of compositions that can be generated. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

6n1/5K2/R7/1kr5/3n4/PN2PQpR/1b1B4/3q2r1 w – – 0 1
Chesthetica v10.67 : Selangor, Malaysia
White to Play and Win : 2018.6.11 8:31:51 PM

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. Now, let’s see what else there is to say. Give me a moment. Try to solve this as quickly as you can. If you like it, please share with others. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)

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