artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02696

Published online for the first time, consider this KQRRPP vs kqqr chess puzzle or problem (whichever you wish to call it) composed by a computer using the ‘DSNS’ computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.


2R5/1krq4/1P2Q3/8/1R6/2qP2K1/8/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 2 Jul 2019 at 10:04:28 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. White actually has less material than Black. The white army is down by about 2 (Shannon) pawn units in value. If this one is too easy or too difficult for you, try out some of the others. As a whole, these problems are intended to cater to players of all skill levels.

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

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