artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02716

Here is a ‘KQRP vs kpppp’ study construct generated by a computer using the computational creativity approach which doesn’t use any kind of traditional AI or even deep learning. Learn about how these problems are selected here. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy. Any analysis shown for this study could be flawed as chess engines may change their recommendations given more time. The first or key move, at least, is probably right.

image.png

8/8/8/5Qp1/4K3/1p4PR/2pp4/1k6 w – – 0 1
White to Play and Win
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 6 Aug 2019 at 6:23:48 AM

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Try to solve this puzzle. Do try some of the others in the series as well before you go. 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.

Main Line of the Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02712

Now, here we have a ‘KRNPP vs krnnp’ study-like chess problem generated by the prototype computer program, Chesthetica, using the ‘DSNS’ computational creativity approach which does not use any kind of machine or deep learning. There is no known limit to the quantity or type of compositions that can be generated. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy. 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

8/4P3/4r1kp/R7/2N1n3/7n/1K3P2/8 w – – 0 1
White to Play and Win
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 1 Aug 2019 at 8:37:05 PM

Composing a chess puzzle or problem requires creativity and it’s not easy even for most humans. 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. If you’re bored of standard chess, though, why not try this?

Main Line of the Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02706

Take a look at this ‘KQBNPP vs krrbbppp’ study-like chess problem generated autonomously by the 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. This position contains a total of 14 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

4b2k/8/p4p2/7r/1B3P2/3Q1K1p/2r2P2/b1N5 w – – 0 1
White to Play and Win
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 24 Jul 2019 at 8:40:55 AM

Okay, let me think for a minute if there’s anything else to say here. Why not time yourself how long it took you to solve this? Feel free to copy the position into a chess engine and discover even more variations of the solution.

Main Line of the Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02704

Here is a new ‘KQBNNPP vs kqbbnppp’ study construct generated by the program, Chesthetica, using the ‘DSNS’ computational creativity approach which does not use any kind of machine or deep learning. The position below contains 15 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces. Any analysis shown for this study could be flawed as chess engines may change their recommendations given more time. The first or key move, at least, is probably right.

image.png

k2qb3/Pp1p3N/7b/2B5/1Kp2N2/2P4n/2Q5/8 w – – 0 1
White to Play and Win
Chesthetica v11.31 (Selangor, Malaysia)
Generated on 13 Jul 2019 at 8:51:42 AM

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. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

Main Line of the Solution

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02693

Contemplate this ‘KQBNNP vs kqrbnnp’ study construct generated autonomously by a computer using the Digital Synaptic Neural Substrate AI computational creativity method. 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 been seen by human eyes. This problem with 13 pieces goes even beyond that and was therefore composed without any such help. 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

b5K1/2Q4B/1p6/2N2P1k/8/1N4n1/7q/1rn5 w – – 0 1
White to Play and Win
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 21 Jun 2019 at 7:10:32 PM

Get a glimpse into the ‘mind’ of a computer composer. 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.

A Similar Problem by Chesthetica: 02691

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02692

A ‘KRBP vs knnppp’ study construct generated autonomously by a computer program, Chesthetica, using the relatively new computational creativity approach called the ‘DSNS’. Chesthetica is capable of composing positions that may otherwise take centuries or longer to arise in an actual game; so you can enjoy them right now instead. 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 10 pieces could have been taken from such a database. 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

8/2k1Pp2/8/8/p1K4R/3n4/2p3B1/1n6 w – – 0 1
White to Play and Win
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 21 Jun 2019 at 12:56:34 AM

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. 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.

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

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artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02691

A ‘KQBNNP vs kqrbnnp’ study-like chess problem generated autonomously 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 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 13 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

q4n2/Nb2N1K1/8/6p1/1n2k3/1Q2B3/7P/5r2 w – – 0 1
White to Play and Win
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 20 Jun 2019 at 11:16:56 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black yet still wins. The white army is down by about 5 (Shannon) pawn units in value. 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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