Computer-Generated Chess Problem 02928

in #chess4 years ago

An original 'KBBNNPP vs krrbnp' study-like chess puzzle created by a computer using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. There is no known limit to the quantity or type of compositions that can be generated. 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 13 pieces goes even beyond that and was therefore composed without any such help whatsoever. The solution shown for this study may not be the best line possible because it depends on the engine that was used and how much time it had to analyze. Regardless, the first move and overall evaluation (e.g. win, draw) should be right.

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nk4N1/7r/K4N1P/8/2r2P1p/5B2/8/B5b1 w - - 0 1
White to Play and Draw
Chesthetica v11.69 (Selangor, Malaysia)
Generated on 21 May 2020 at 6:26:58 AM

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. White actually has less material than Black yet manages to play for a draw. The white army is down by about 3 (Shannon) pawn units in value. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution

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