Computer-Generated Chess Problem 02175

in #chess5 years ago

Here is a 'KRRBN vs kbbpppp' study construct chess puzzle or problem (whichever you wish to call it) composed 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. 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 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.


5K2/8/R1N5/R7/1pk5/2ppp3/5b2/4Bb2 w - - 0 1
Chesthetica v10.67 : Selangor, Malaysia
White to Play and Win : 2018.6.26 11:13:34 PM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White is over a rook's worth in material but the precise win in this position still needs to be found. Do share and try out some of the others too. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution (Skip to 0:35)

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