Computer-Generated Chess Problem 02165

in #chess5 years ago

Now, here we have a 'KRRNPPP vs kqbnp' study-like construct or chess puzzle or problem (whichever you wish to call it) composed 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. 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 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.


5K2/7R/N7/8/k1b1R3/2P1p2P/1Pn5/1q6 w - - 0 1
Chesthetica v10.67 : Selangor, Malaysia
White to Play and Win : 2018.6.21 4:35:03 AM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Material is even. Try to solve this puzzle. Do try some of the others in the series as well before you go. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution (Skip to 0:35)
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interesante ... aunque ya se me olvido jugar xdd

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