Computer-Generated Chess Problem 02301

Here is a 'KQBPPP vs krbpppp' study-like construct or chess puzzle created by Chesthetica using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (such as using only two bishops versus knight). Read more about it on ChessBase. The position below contains 13 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


7Q/4B2P/K6p/8/2k2rPp/3b4/P1p2p2/8 w - - 0 1
Chesthetica v10.77 : Selangor, Malaysia
White to Play and Win : 2018.9.24 7:32:57 PM

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is significantly ahead in material. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Collectively, these puzzles are intended to cater to players of all levels.

Main Line of the Solution (Skip to 0:35)

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