Computer-Generated Chess Problem 02224
Now, this is a 'KRNPP vs krnnpp' study-like chess problem generated by Chesthetica using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. Chesthetica has the creative ability to compose positions on an 8x8 canvas that may otherwise take centuries to arise in an actual game, if ever. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. 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. Any analysis shown for this study could be flawed as chess engines may change their recommendations given more time. The first or key move, at least, is probably right.
Chesthetica v10.69 : Selangor, Malaysia
White to Play and Win : 2018.7.20 11:41:20 PM
Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black yet still wins. The white army is down by about 3 (Shannon) pawn units in value. If this one is too easy or too difficult for you, try out some of the others. Over time, the tactics you see in these puzzles will help you improve your game.
Main Line of the Solution (Skip to 0:35)