artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02419

A ‘KQBBP vs kbnppp’ chess problem generated autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. 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 11 pieces could have been taken from such a database.

8/3n2K1/5p2/3B4/5B2/2p3b1/1k2PQ1p/8 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.4 4:10:49 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. What was the machine ‘thinking’ when it came up with this? Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

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

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