artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02795

Now, this is a ‘KRBBNPP vs kqbnp’ study-like construct or chess puzzle created by a computer 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 chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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 12 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.


8/7q/2n4k/2p5/4PKRB/7P/b1B5/1N6 w – – 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 15 Nov 2019 at 9:52:42 PM

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today’s date. The material value is about equal. Do share and try out some of the others too. Feel free to copy the position into a chess engine and discover even more variations of the solution.


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