Computer-Generated Chess Problem 02848

in #chess4 years ago (edited)

Here is a 'KQBBN vs kqrbnnp' study-like construct or chess problem generated autonomously by a 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 12 pieces goes even beyond that and was therefore composed without any such help. The analysis presented for this study may not be perfect as it depends on the engine used and time allocated to it. However, the key move should be right.

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8/r1Bp1B2/8/n6K/q2b4/3N4/7Q/k5n1 w - - 0 1
White to Play and Win
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 23 Feb 2020 at 9:18:24 PM

White actually has less material than Black. The white army is down by about 6 (Shannon) pawn units in value. If this one is too easy or too difficult for you, try out some of the others. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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