Computer-Generated Chess Problem 02956

in #chess4 years ago

Contemplate this 'KRRBP vs kqrpp' study-like construct or chess problem generated autonomously by a computer 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy. 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.

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3K4/8/2q3R1/6P1/4p2k/p7/8/1B3rR1 w - - 0 1
White to Play and Win
Chesthetica v11.76 (Selangor, Malaysia)
Generated on 18 Jun 2020 at 3:28:03 AM

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

A Similar Chess Problem by Chesthetica: 02805

Solution

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