Computer-Generated Chess Problem 02836

in #chess29 days ago

Here is a new 'KQRBNNP vs kqrnn' chess problem generated autonomously by Chesthetica using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


4nK2/2P1N3/1k6/8/R4B2/Nq1n4/2r5/3Q4 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 5 Feb 2020 at 8:38:58 PM
Solvability Estimate = Difficult

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. Okay, let me think for a minute if there's anything else to say here. Leave a comment below, if you like. Solving chess puzzles like this can also help improve your game.