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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02485

Published online for the first time, consider this KRRBP vs knppp mate in 5 chess puzzle created by the program, Chesthetica, using the computational creativity approach which doesn’t use any kind of traditional AI or even deep learning. Chesthetica has the creative ability to compose positions on an 8×8 canvas that may otherwise take centuries to arise in an actual game, if ever. There is no known limit to the quantity or type of compositions that can be generated. 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 10 pieces goes even beyond that and was therefore composed without any such help.

8/2pp4/5B2/3P2n1/R7/1kp4R/8/3K4 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.94 (Selangor, Malaysia)
Generated on 27 Jan 2019 at 4:34:25 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. Now, let’s see what else there is to say. Give me a moment. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can also help improve your game.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02484

Now, this is a ‘KQRN vs kbb’ #4 chess problem generated by the prototype computer program, Chesthetica, 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 no known limit to the quantity or type of compositions that can be generated.

8/2K2R2/8/2k5/1bN3b1/1Q6/8/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.94 (Selangor, Malaysia)
Generated on 27 Jan 2019 at 2:52:18 AM
Solvability Estimate = Difficult

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. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this puzzle. Do try some of the others in the series as well before you go. Collectively, these puzzles are intended to cater to players of all levels. Anyway, if standard chess isn’t your thing, you might instead like SSCC.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02483

Take a look at this ‘KRBN vs kppp’ #4 chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, 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. 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.

8/7R/5kpN/2p3p1/2K5/B7/8/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.94 (Selangor, Malaysia)
Generated on 26 Jan 2019 at 9:51:59 AM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. 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.

Similar Problems by Chesthetica: 00527 02046

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02482

Here is a ‘KRBNNP vs krbnp’ mate in 5 chess problem generated autonomously by the 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.

K2k4/6N1/3P4/8/3N1n2/2B1p3/4r3/Rb6 w – – 0 1
White to Play and Mate in 5
Chesthetica v10.94 (Selangor, Malaysia)
Generated on 25 Jan 2019 at 1:41:30 AM
Solvability Estimate = Difficult

Get a glimpse into the ‘mind’ of a computer composer. Try to solve this puzzle. Do try some of the others in the series as well before you go. 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. 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 02481

An original ‘KBNNN vs kpp’ #4 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. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. You can learn about how these constructs are selected here. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

K7/8/3p3N/8/8/N7/4p3/k1BN4 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.94 : Selangor, Malaysia
Generated on 25 Jan 2019 at 12:21:35 AM
Solvability Estimate = Moderate

Composing a chess puzzle or problem requires creativity and it’s not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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. 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 02480

Take a look at this ‘KQRP vs kqbpp’ chess puzzle created by the prototype computer program, 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. You can learn more about the DSNS here.

2K3Q1/k2p4/pR6/8/3Pb3/8/8/4q3 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.94 : Selangor, Malaysia
Generated on 23 Jan 2019 at 7:50:07 AM
Solvability Estimate = Difficult

Everything composed by Chesthetica is original. 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. 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 02479

An original ‘KQBBP vs kbnp’ four-move chess construct composed autonomously by the program, Chesthetica, 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. 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. 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.

3b1k2/BQ3P2/4K3/1n1p4/8/8/8/6B1 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.94 : Selangor, Malaysia
Generated on 22 Jan 2019 at 10:40:42 PM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it’s not easy even for most humans. 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? 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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