Computer-Generated Chess Problem 01918

in #chess6 years ago

Consider this 'KRBBPPP vs krrpp' study-like construct or chess problem generated autonomously 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. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 12 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces. 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.


2B1rk1B/1R3r2/7p/4P3/1p2P3/2P5/8/1K6 w - - 0 1
Chesthetica v10.63 : Selangor, Malaysia
White to Play and Win : 2018.2.22 8:14:02 PM

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. White has a slight material advantage over Black. Try to solve this as quickly as you can. If you like it, please share with your friends. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

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