Computer-Generated Chess Problem 02057

in #chess5 years ago

Now, here we have a 'KRNPP vs krbbn' chess puzzle or problem (whichever you wish to call it) composed by the 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. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. instructing it to compose something original using only a queen vs. rook, knight and bishop). Read more about it on ChessBase. The position below contains 10 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.


1r6/6P1/7k/6R1/4K3/5N1n/P7/6bb w - - 0 1
Chesthetica v10.63 : Selangor, Malaysia
White to Play and Draw : 2018.4.29 9:04:34 AM

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. Over time, the tactics you see in these puzzles will help you improve your game. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution (Skip to 0:35)

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