artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02246

Here is a new ‘KBBBPPPPP vs kqnnn’ study construct generated autonomously by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn’t use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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. This position contains a total of 14 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless. The analysis presented for this study may not be perfect as it depends on the engine used and time allocated to it. However, the key move should be right.

n2k3n/6K1/P3P3/q1P5/8/P7/2BP2nB/1B6 w – – 0 1
Chesthetica v10.74 : Selangor, Malaysia
White to Play and Win : 2018.8.3 4:44:06 AM

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. If this one is too easy or too difficult for you, try out some of the others. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

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