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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 03548

Here is a new ‘KQBNP vs krrp’ chess puzzle by the prototype computer program, Chesthetica, using the DSNS computational creativity approach which doesn’t use any kind of traditional AI. Chesthetica has the creative ability to compose positions that may otherwise take centuries to arise in an actual game, if ever. Chesthetica is able to generate forced mates in 2, mates in 3, mates in 4, mates in 5 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.

8/8/5P2/1Q4B1/4N3/k5K1/rp6/3r4 w – – 0 1
White to Play and Mate in 5
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 20 Dec 2021 at 8:43:17 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica ‘evolves’ and may perform somewhat differently over time. Get a glimpse into the ‘mind’ of a computer composer. Leave a comment below if you like. Solving chess puzzles like this can also help improve your game.

Solution

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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 03547

Now, this is a ‘KQRN vs krpp’ three-move chess problem generated autonomously by a computer 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. 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

5K1k/8/8/R1QN4/4p2p/3r4/8/8 w – – 0 1
White to Play and Mate in 3
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 19 Dec 2021 at 7:04:12 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has a queen and a knight for Black’s two pawns. If this one is too easy or too difficult for you, try out some of the others. As a whole, these problems are intended to cater to players of all skill levels.

Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 03546

What we have here is a ‘KRBN vs krp’ chess problem generated autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. Chesthetica is able to generate a variety of mates and study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., composing something original using only three pawns vs. a knight). Read more about it on ChessBase.

8/5K1k/4N3/1r6/7B/1p6/1R6/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 18 Dec 2021 at 6:57:48 PM
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. White is significantly ahead in material. Try to solve this as quickly as you can. If you like it, please share with your friends. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution

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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 03545

Now, here we have a ‘KQ vs kbp’ three-move chess puzzle by the prototype computer 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 2, 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., instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase.

8/Q7/8/8/4K3/8/3b3p/7k w – – 0 1
White to Play and Mate in 3
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 16 Dec 2021 at 12:32:03 PM
Solvability Estimate = Moderate

Sometimes an earlier version of Chesthetica is credited for a more recent problem because that version was still running on that computer at the time. White is significantly ahead in material. Why not time yourself how long it took you to solve this? Collectively, these puzzles are intended to cater to players of all levels. If you’re wondering how complex some chess problems can get, read this.

Solution

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Uncategorized, chess, artificial intelligence, games, puzzles

Computer-Generated Chess Problem 03544

Now, here we have a ‘KQRNNP vs kbnn’ chess puzzle by the prototype computer program, Chesthetica, using the fairly new computational creativity approach called the ‘DSNS’. Chesthetica is able to generate mates in 2, mates in 3, mates in 4, mates in 5, 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.

7K/7n/1N4b1/2N2k2/4R2P/3n4/1Q6/8 w – – 0 1
White to Play and Mate in 3
Chesthetica v12.45 (Selangor, Malaysia)
Generated on 15 Dec 2021 at 8:10:59 PM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it’s not easy even for most humans. Get a glimpse into the ‘mind’ of a computer composer. Why not time yourself how long it took you to solve this? Solving chess puzzles like this can also help improve your game.

Solution

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