Computer-Generated Chess Problem 04170

Published: 05 February 2024
on channel: Chesthetica
85
3

Published online for the first time, consider this KQRNNP vs kqrbnpp chess puzzle by the prototype computer program, Chesthetica, using the 'digital synaptic neural substrate' (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional artificial intelligence (AI). There is no known limit to the quantity or type of compositions that can be generated. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 13 pieces goes even beyond that.

8/8/n7/1NR5/5K2/1bPN1p2/p1kr4/Q2q4 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.66 (Selangor, Malaysia)
Generated on 7 Sep 2023 at 1:47:59 AM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Get a glimpse into the 'mind' of a computer composer. 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.

Full analysis: http://www.chesthetica.com/analysis/0...

Related Books: http://amazon.com/author/azlan_iqbal

Artwork licensed under Creative Commons (CC0).


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