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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 02321

Here is a new ‘KQNP vs kqbnp’ mate in 3 chess construct composed autonomously by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn’t use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. Chesthetica is able to generate #3s, #4s, #5s and study-like constructs and also compose problems using specific combinations of pieces fed into it (such as using only two bishops versus knight). Read more about it on ChessBase. 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.

1q1b4/1nk1P3/2p5/6N1/8/8/5Q2/K7 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.18 1:58:37 PM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White actually has less material than Black. The white army is down by about 3 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with your friends. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer’s.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02320

Now, here we have a ‘KQRB vs kqbnnp’ chess problem generated autonomously by the program, Chesthetica, using the relatively new computational creativity approach called the ‘DSNS’. Chesthetica is capable of composing positions that may otherwise take centuries or longer to arise in an actual game; so you can enjoy them right now instead. 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. 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 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.

K4R2/8/8/2np4/7B/n1b4q/3k4/5Q2 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.18 6:29:49 AM
Solvability Estimate = Moderate

White actually has less material than Black. The white army is down by about 2 (Shannon) pawn units in value. 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. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02319

Here is a new ‘KBNP vs kb’ three-move chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, 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.

2Bkb3/1P6/4K3/8/2N5/8/8/8 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.78 : Selangor, Malaysia
2018.10.18 1:39:06 AM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. Now, let’s see what else there is to say. Give me a moment. 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.

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

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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 02318

Here is a new ‘KRNN vs kn’ three-move chess problem generated by the prototype computer program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. compose something original using a knight versus three pawns). Read more about it on ChessBase.

8/1nK5/8/5R2/8/8/k7/N2N4 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.17 11:22:33 PM
Solvability Estimate = Moderate

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook’s worth in material but the precise win in this position still needs to be found. Try to solve this as quickly as you can. If you like it, please share with your friends. 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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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02317

Consider this ‘KBBPP vs k’ four-move chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

8/4B3/8/1B1k4/8/2PP4/4K3/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.81 : Selangor, Malaysia
2018.10.14 7:56:21 PM
Solvability Estimate = Easy

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Everything composed by Chesthetica is original. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02316

A newly published and original KRRP vs kr chess puzzle or problem (whichever you wish to call it) composed 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 chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Chesthetica is able to generate #3s, #4s, #5s and study-like constructs and also compose problems using specific combinations of pieces fed into it (such as using only a queen vs. rook and knight). Read more about it on ChessBase.

8/7P/6R1/1r3k2/6R1/7K/8/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.81 : Selangor, Malaysia
2018.10.14 12:36:51 PM
Solvability Estimate = Moderate

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. White is over a rook’s worth in material but the precise win in this position still needs to be found. Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more. If you’re bored of standard chess, though, why not try this?

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02315

This is an original ‘KBNNN vs kp’ #4 chess puzzle created by Chesthetica using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn’t use endgame tablebases, neural networks or any kind of machine learning found in traditional AI.

8/8/8/N7/8/3N4/1pk4B/3N1K2 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.81 : Selangor, Malaysia
2018.10.13 8:14:30 AM
Solvability Estimate = Moderate

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. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! As a whole, these problems are intended to cater to players of all skill levels. If you’re bored of standard chess, though, why not try this?

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

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