artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02693

Contemplate this ‘KQBNNP vs kqrbnnp’ study construct generated autonomously by a computer 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 been seen by human eyes. This problem with 13 pieces goes even beyond that and was therefore composed without any such help. 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.


b5K1/2Q4B/1p6/2N2P1k/8/1N4n1/7q/1rn5 w – – 0 1
White to Play and Win
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 21 Jun 2019 at 7:10:32 PM

Get a glimpse into the ‘mind’ of a computer composer. Try to solve this as quickly as you can. If you like it, please share with your friends. Some of these problems may be trivial for you, especially if you’re a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

A Similar Problem by Chesthetica: 02691

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

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