Computer-Generated Chess Problem 02729

in #chess6 years ago

A 'KRRNP vs krbnnp' study-like construct or chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. You can learn more about the DSNS here. 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.

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k1n1b2n/P3R3/7N/8/8/p7/3R1r2/6K1 w - - 0 1
White to Play and Win
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 22 Aug 2019 at 11:12:10 PM

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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