Computer-Generated Chess Problem 02884

in #chess9 months ago

Now, this is a 'KRRBNN vs kqrbn' study-like construct or chess problem generated autonomously by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


7K/8/1Rb1B3/2R5/4r3/kN3N2/8/n2q4 w - - 0 1
White to Play and Win
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 5 Apr 2020 at 1:03:03 AM

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. If this one is too easy or too difficult for you, try out some of the others. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. If you're bored of standard chess, though, why not try this?

A Similar Chess Problem by Chesthetica: 02791