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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 02439

A newly published and original KBBNNP vs krbp chess problem generated by the prototype 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. 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. to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

kr6/3B4/bP2N3/1p6/8/3N1K2/1B6/8 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.18 5:23:13 AM
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. Okay, let me think for a minute if there’s anything else to say here. 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.

A Similar Problem by Chesthetica: 02034

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02438

Contemplate this ‘KQRBPP vs kbbnpppp’ mate in 5 chess puzzle created by the 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 position below contains 14 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

b4b2/3p1B2/nQ2R3/3pP3/k7/p1Pp4/7K/8 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.17 7:52:47 PM
Solvability Estimate = Difficult

If you notice any version of Chesthetica ‘skipped’ from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. White is over a rook’s worth in material but the precise win in this position still needs to be found. Why not time yourself how long it took you to solve this? 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 02437

A new if not unique KQR vs krn #3 chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the ‘Digital Synaptic Neural Substrate’ computational creativity approach which does not use any kind of deep learning.

8/8/8/1r6/k7/2K5/2n5/2Q2R2 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.12.17 4:13:27 PM
Solvability Estimate = Difficult

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. White is over a rook’s worth in material but the precise win in this position still needs to be found. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02436

A new if not unique KBNN vs kbn chess puzzle created by Chesthetica using the Digital Synaptic Neural Substrate AI computational creativity method. Chesthetica can compose problems that might otherwise take centuries or longer for human composers to think of, so you may enjoy them right now. 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.

8/4B2b/8/8/N7/8/n2KN3/1k6 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.86 : Selangor, Malaysia
2018.12.17 2:20:48 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Get a glimpse into the ‘mind’ of a computer composer. Did you find this one interesting or have something else to say? Leave a comment below! Collectively, these puzzles are intended to cater to players of all levels.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02435

A newly published and original KRNNP vs kqr mate in 3 chess problem generated by a computer program, Chesthetica, 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help.

4q3/5P1k/7r/7N/8/1R3NK1/8/8 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.12.16 12:11:35 PM
Solvability Estimate = Difficult

Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. If this one is too easy or too difficult for you, try out some of the 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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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02434

Now, this is a ‘KRBBN vs kqp’ three-move chess construct composed autonomously by a computer using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

8/8/q1R5/1p6/1B4K1/8/3NB3/4k3 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.12.15 6:46:07 PM
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 is significantly ahead in material. Do share and try out some of the others too. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Similar Problems by Chesthetica: 01493 02021

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02433

Contemplate this ‘KBNNPPPP vs krp’ four-move chess problem generated 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 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. to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). 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.

2N5/1K2B3/8/2N5/3k2Pr/5P2/1p1PP3/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.15 2:58:03 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Try to solve this as quickly as you can. If you like it, please share with your friends. Over time, the tactics you see in these puzzles will help you improve your game.

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

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