artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02930

What we have here is a ‘KRRN vs krrb’ study construct generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn’t use endgame tablebases, deep learning or any kind of traditional AI. There is no known limit to the quantity or type of compositions that can be generated. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit. 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.

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8/R7/2k5/K7/8/8/1Nr3r1/b2R4 w – – 0 1
White to Play and Win
Chesthetica v11.70 (Selangor, Malaysia)
Generated on 22 May 2020 at 5:46:29 AM

Material is even. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. 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. Anyway, if standard chess isn’t your thing, you might instead like SSCC.

A Similar Problem by Chesthetica: 00166

Solution

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