artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02656

Consider this ‘KQBNP vs kqrbp’ three-move chess construct composed autonomously by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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3Q4/pP6/k1K5/1rb5/N3B3/8/8/2q5 w – – 0 1
White to Play and Mate in 3
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 12 May 2019 at 1:39:25 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher ‘version number’ are simply to improve the interface, by the way. Everything composed by Chesthetica is original. Do share and try out some of the others too. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. Anyway, if standard chess isn’t your thing, you might instead like SSCC.

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

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