Computer-Generated Chess Problem 02066

in #chess5 years ago

Now, here we have a 'KQQRRBP vs kqqrrrnn' study-like construct or chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. 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. 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.


2q5/7r/2q3rk/5Q2/8/3R1Qr1/1Pn3nB/2K3R1 w - - 0 1
Chesthetica v10.64 : Selangor, Malaysia
White to Play and Win : 2018.5.5 7:49:29 PM

White actually has less material than Black. The white army is down by about 7 (Shannon) pawn units in value. Leave a comment below if you like. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

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