artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02848

Take a look at this ‘KQBBN vs kqrbnnp’ 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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. The analysis presented for this study may not be perfect as it depends on the engine used and time allocated to it. However, the key move should be right.

image.png

8/r1Bp1B2/8/n6K/q2b4/3N4/7Q/k5n1 w – – 0 1
White to Play and Win
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 23 Feb 2020 at 9:18:24 PM

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. Everything composed by Chesthetica is original. Do share and try out some of the others too. Collectively, these puzzles are intended to cater to players of all levels.

Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02834

A ‘KQBB vs kqbbp’ chess puzzle created by a computer program, Chesthetica, using the DSNS computational creativity approach which doesn’t use 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. This position contains a total of 9 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless. The accuracy of the main line presented for this study in the solution depends on the engine used and analysis time. The constructed position shown is nevertheless original.

image.png

8/4Q1b1/q1k5/3p2B1/4b3/1B6/5K2/8 w – – 0 1
White to Play and Win
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 27 Jan 2020 at 12:08:34 PM

Most changes to Chesthetica that result in a slightly higher ‘version number’ are simply to improve the interface, by the way. What was the machine ‘thinking’ when it came up with this? If this one is too easy or too difficult for you, try out some of the others. 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. Anyway, if standard chess isn’t your thing, you might instead like SSCC.

Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02807

Take a look at this ‘KQRRBP vs kqrrbbpp’ study-like construct or chess problem generated autonomously 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. 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. The accuracy of the main line presented for this study in the solution depends on the engine used and analysis time. The constructed position shown is nevertheless original.

image.png

2q5/R3K2b/2P5/1Qp5/5p2/3B4/3k1r1r/2b2R2 w – – 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 29 Nov 2019 at 5:27:01 AM

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

Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02801

Published online for the first time, consider this KQBBNPP vs kqrbnnppp study-like chess problem generated 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 position below contains 16 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces. The accuracy of the main line presented for this study in the solution depends on the engine used and analysis time. The constructed position shown is nevertheless original.

image.png

2BKb3/1r4N1/2p2Qpk/8/1n6/5p2/1P1P2n1/2B2q2 w – – 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 25 Nov 2019 at 2:38:36 AM

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. Okay, let me think for a minute if there’s anything else to say here. 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.

Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02795

Now, this is a ‘KRBBNPP vs kqbnp’ study-like construct or chess puzzle created by a computer 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 chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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 12 pieces goes even beyond that and was therefore composed without any such help whatsoever. The solution shown for this study may not be the best line possible because it depends on the engine that was used and how much time it had to analyze. Regardless, the first move and overall evaluation (e.g. win, draw) should be right.

image.png

8/7q/2n4k/2p5/4PKRB/7P/b1B5/1N6 w – – 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 15 Nov 2019 at 9:52:42 PM

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today’s date. The material value is about equal. 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.

Solution

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