Computer-Generated Chess Problem 02094

Contemplate this 'KBNN vs knpp' study construct chess problem generated autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. compose something original using a knight versus three pawns). Read more about it on ChessBase. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces. 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.


8/1Kn5/8/B2N4/8/p2p4/8/kN6 w - - 0 1
Chesthetica v10.64 : Selangor, Malaysia
White to Play and Win : 2018.5.19 8:39:44 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White is significantly ahead in material. Leave a comment below if you like. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)

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H2
H3
H4
3 columns
2 columns
1 column
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