artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02241

Here is a new ‘KRRRB vs kqrp’ four-move chess problem generated by a computer using the DSNS computational creativity approach which doesn’t use any kind of traditional AI. Chesthetica has the creative ability to compose positions that may otherwise take centuries to arise in an actual game, if ever. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.

1R1R2BR/k7/1p6/8/2r5/6q1/8/1K6 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.69 : Selangor, Malaysia
2018.7.31 2:09:13 PM
Solvability Estimate = Easy

Composing a chess puzzle or problem requires creativity and it’s not easy even for most humans. Now, let’s see what else there is to say. Give me a moment. Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Main Line of the Solution (Skip to 0:35)

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