artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02691

A ‘KQBNNP vs kqrbnnp’ study-like chess problem generated autonomously by the program, Chesthetica, using the ‘Digital Synaptic Neural Substrate’ computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. 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 13 pieces goes even beyond that and was therefore composed without any such help whatsoever. The solution shown for this study may not be the best line possible because it depends on the engine that was used and how much time it had to analyze. Regardless, the first move and overall evaluation (e.g. win, draw) should be right.

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q4n2/Nb2N1K1/8/6p1/1n2k3/1Q2B3/7P/5r2 w – – 0 1
White to Play and Win
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 20 Jun 2019 at 11:16:56 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black yet still wins. The white army is down by about 5 (Shannon) pawn units in value. Why not time yourself how long it took you to solve this? 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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