Computer-Generated Chess Problem 02231

in #chess5 years ago

Published online for the first time, consider this KNNNPP vs kppp chess construct composed autonomously by the 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. 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever. 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.


N3N3/7p/8/2k5/7P/4p2p/N3P3/K7 w - - 0 1
Chesthetica v10.69 : Selangor, Malaysia
White to Play and Win : 2018.7.25 3:26:00 PM

Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. If this one is too easy or too difficult for you, try out some of the others. Collectively, these puzzles are intended to cater to players of all levels. If you're bored of standard chess, though, why not try this?

Main Line of the Solution (Skip to 0:35)

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