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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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02429

Now, this is a ‘KRRNPP vs kqnppp’ #4 chess problem generated 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. 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 (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 12 pieces could have been taken from such a database.

8/2k1p1n1/R1P1pP2/p3KN2/8/8/1R6/1q6 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.13 3:53:39 PM
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. 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 others. 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 02427

Here is a new ‘KQP vs kbppp’ four-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. You can learn more about the DSNS here. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

3b4/3Q4/8/p7/8/PK2p1p1/8/2k5 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.12 12:29:56 AM
Solvability Estimate = Difficult

White is significantly ahead in material. If this one is too easy or too difficult for you, try out some of the others. 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 02426

An original ‘KRR vs kbbp’ chess puzzle created by a computer 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. 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.

4R3/k4b1R/5p2/5Kb1/8/8/8/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.10 1:13:11 AM
Solvability Estimate = Moderate

Now, let’s see what else there is to say. Give me a moment. 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. Anyway, if standard chess isn’t your thing, you might instead like SSCC.

A Similar Problem by Chesthetica: 01027

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02424

Now, here we have a ‘KRRBBBPP vs kqrbpp’ mate in 4 chess problem generated by a computer 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. 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 14 pieces goes even beyond that and was therefore composed without any such help.

5r2/BR6/2Pk4/5b2/K3pP2/1B3R2/B2p2q1/8 w – – 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.9 8:35:57 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Everything composed by Chesthetica is original. Try to solve this as quickly as you can. If you like it, please share with others. 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 02418

Here is a new ‘KBBN vs kp’ #4 chess puzzle or problem (whichever you wish to call it) composed 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.

8/5B2/8/5p2/8/4B3/3K4/5k1N w – – 0 1
White to Play and Mate in 4
Chesthetica v10.78 : Selangor, Malaysia
2018.12.4 3:49:53 PM
Solvability Estimate = Easy

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. 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. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Similar Problems by Chesthetica: 01941 02054 02392

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02417

What we have here is a ‘KBNN vs kp’ chess problem generated autonomously 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. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase.

3Nk3/2K5/8/6p1/8/8/8/6BN w – – 0 1
White to Play and Mate in 4
Chesthetica v10.78 : Selangor, Malaysia
2018.12.4 12:33:27 PM
Solvability Estimate = Easy

What was the machine ‘thinking’ when it came up with this? Try to solve this as quickly as you can. If you like it, please share with your friends. 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?

Similar Problems by Chesthetica: 01925 02254 02396

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

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