artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02801

Published online for the first time, consider this KQBBNPP vs kqrbnnppp study-like chess problem generated by a computer 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 position below contains 16 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces. The accuracy of the main line presented for this study in the solution depends on the engine used and analysis time. The constructed position shown is nevertheless original.


2BKb3/1r4N1/2p2Qpk/8/1n6/5p2/1P1P2n1/2B2q2 w – – 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 25 Nov 2019 at 2:38:36 AM

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Okay, let me think for a minute if there’s anything else to say here. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.


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