Chesthetica

Chesthetica

Chesthetica

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An original 'KQRNNP vs krbnp' chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. Chesthetica can compose problems that might otherwise take centuries or longer for human composers to think of, so you may enjoy them right now. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 11 pieces could have been taken from such a database.

8/4kp2/2P2NR1/2rbn1K1/4N3/7Q/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 6 Apr 2020 at 3:51:45 AM

White is over a rook's worth in material but the precise win in this position still needs to be found. The position appears fairly cluttered. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

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

Artwork licensed under Creative Commons (CC0).

Take a look at this 'KRBBN vs kbn' 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). (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058). Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

8/4N3/b7/2kB1R2/1n6/2K3B1/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 3 Apr 2020 at 5:23:11 AM

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White is over a rook's worth in material but the precise win in this position still needs to be found. Leave a comment below, if you like. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

A newly published and original KQBBNPPP vs kqbbppp mate in 4 chess construct generated by a computer 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

1N6/5K2/8/b2pPB2/2Pk1P2/5Q2/1p1pb3/2q1B3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 2 Apr 2020 at 6:34:17 PM

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with your friends. As a whole, these problems are intended to cater to players of all skill levels.

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

Artwork licensed under Creative Commons (CC0).

Now, here we have a 'KRRBN vs kr' mate in 4 chess problem generated autonomously by a computer using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour.

1N6/3KR3/5k2/6R1/B7/8/8/2r5 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 1 Apr 2020 at 10:02:12 PM

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Everything composed by Chesthetica is original. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

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

Artwork licensed under Creative Commons (CC0).

Now, this is a 'KQBNN vs kqbn' chess construct generated by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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 (e.g. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica). The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help.

2K5/8/1N5B/b1k2N2/5Q2/7q/8/3n4 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 30 Mar 2020 at 7:47:07 PM

White is significantly ahead in material. Leave a comment below, if you like. 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.

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

Artwork licensed under Creative Commons (CC0).

This is an original 'KQRRBNN vs kqnpp' mate in 4 chess problem generated by Chesthetica using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. 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 a queen vs. rook and knight). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica). 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.

2Q5/4N3/8/2p3k1/N3B3/q4pn1/4R2K/4R3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 10 Jan 2020 at 6:56:22 AM

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Why not time yourself how long it took you to solve this? Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

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

Artwork licensed under Creative Commons (CC0).

A 'KQRBP vs kq' four-move chess puzzle or problem (whichever you wish to call it) composed by Chesthetica using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning.

B7/6k1/Q6R/7P/4K3/2q5/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 7 Jan 2020 at 12:00:11 PM

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

Published online for the first time, consider this KQRBN vs krr four-move chess puzzle or problem (whichever you wish to call it) composed 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

3kN3/8/8/R3KB2/8/r7/7Q/7r w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 5 Jan 2020 at 12:22:07 AM

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Okay, let me think for a minute if there's anything else to say here. 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. Over time, the tactics you see in these puzzles will help you improve your game.

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

Artwork licensed under Creative Commons (CC0).

Now, here we have a 'KQRB vs kp' chess problem generated autonomously by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058).

8/1K4k1/7R/3p4/8/5B2/8/5Q2 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 4 Jan 2020 at 5:42:56 PM

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. Now, let's see what else there is to say. Give me a moment. Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

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

Artwork licensed under Creative Commons (CC0).

Now, here we have a 'KRBBN vs krp' chess problem generated autonomously by a computer program, 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. 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.

2K2k2/8/2RpB3/5N2/4r3/8/8/B7 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 31 Dec 2019 at 5:04:25 PM

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Everything composed by Chesthetica is original. Try to solve this as quickly as you can. If you like it, please share with your friends.

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

Artwork licensed under Creative Commons (CC0).

Here is a new 'KQB vs kbnp' chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

8/8/6B1/2Q5/5b2/8/K2n3p/7k w - - 0 1
White to Play and Mate in 4
Chesthetica v11.56 (Selangor, Malaysia)
Generated on 7 Dec 2019 at 11:56:59 AM

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. Now, let's see what else there is to say. Give me a moment. Leave a comment below, if you like. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

Consider this 'KRNNPP vs kpp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058). The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help whatsoever.

8/6p1/5R2/4N1k1/8/3pPK2/4NP2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.56 (Selangor, Malaysia)
Generated on 6 Dec 2019 at 12:22:12 AM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Looking at the position, it is somewhat cluttered. Over time, the tactics you see in these puzzles will help you improve your game.

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

Artwork licensed under Creative Commons (CC0).

A 'KRBPP vs kp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'.

5K2/6P1/5k2/8/8/1B6/R2pP3/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 30 Nov 2019 at 4:10:04 AM

White is over a rook's worth in material but the precise win in this position still needs to be found. Why not time yourself how long it took you to solve this? Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

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

Artwork licensed under Creative Commons (CC0).

Contemplate this 'KRRBP vs kqrpp' mate in 3 chess construct generated by the program, Chesthetica, using the DSNS computational creativity approach which doesn't use any kind of traditional AI. Chesthetica has the creative ability to compose positions that may otherwise take centuries to arise in an actual game, if ever. 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 (e.g. instructing it to compose something original using only a queen vs. rook, knight and bishop). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

8/4R3/6K1/6pB/7k/1R4rp/5P2/6q1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 28 Nov 2019 at 1:55:47 PM

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

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

Artwork licensed under Creative Commons (CC0).

Now, here we have a 'KQBNP vs knp' three-move chess problem generated autonomously by a computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help.

8/8/K4N2/5nkB/4Q2p/8/5P2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 27 Nov 2019 at 12:42:47 AM

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

A new if not unique KRBN vs krn chess puzzle or problem (whichever you wish to call it) composed by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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 (e.g. instructing it to compose something original using only a queen vs. rook, knight and bishop). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

8/8/7B/8/8/2K1n3/8/R1Nkr3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 22 Nov 2019 at 12:18:36 PM

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). Try to solve this as quickly as you can. If you like it, please share with your friends. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

A new if not unique KQBNN vs krbnp three-move chess problem generated by Chesthetica using the relatively new computational creativity approach called the 'DSNS'. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. This position contains a total of 10 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

8/8/3Q4/8/2N2p2/NB5K/1b6/kr2n3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 20 Nov 2019 at 11:10:16 AM

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. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Leave a comment below, if you like. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

This is an original 'KBN vs kpp' four-move chess problem generated autonomously by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

8/3p4/8/8/8/8/p7/BkNK4 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 19 Nov 2019 at 1:02:27 AM

What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

Here is a new 'KQRBNN vs kqp' three-move chess problem generated by a computer using the DSNS computational creativity approach which doesn't use any kind of traditional AI. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.

B5K1/4N2p/8/5N1k/7q/2Q5/2R5/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 17 Nov 2019 at 1:01:19 AM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Over time, the tactics you see in these puzzles will help you improve your game.

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

Artwork licensed under Creative Commons (CC0).

A 'KRBBN vs kr' mate in 3 chess problem generated by a computer program, 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. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058).

4N1K1/4k2B/8/B7/1r6/8/6R1/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 16 Nov 2019 at 5:33:07 PM

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

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

Artwork licensed under Creative Commons (CC0).

An original 'KRBBNPP vs kqbnp' study-like construct or problem (whichever you wish to call it) composed 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy. 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.

8/7q/2n4k/2p5/4PKRB/7P/b1B5/1N6 w - - 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 15 Nov 2019 at 9:52:42 PM

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Okay, let me think for a minute if there's anything else to say here. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.

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

Artwork licensed under Creative Commons (CC0).

Chesthetica v11.71 automatically and autonomously composing chess problems using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach.

This is an original 'KQNNPP vs krbnpp' mate in 5 chess construct generated by a computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. Chesthetica has the creative ability to compose positions on an 8x8 canvas that may otherwise take centuries to arise in an actual game, if ever. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 12 pieces goes even beyond that and was therefore composed without any such help whatsoever.

7N/4kN2/4P1K1/3r3n/4P3/4p2Q/6p1/6b1 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 15 Nov 2019 at 12:10:50 AM

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with others. Feel free to copy the position into a chess engine and discover even more variations of the solution.

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

Artwork licensed under Creative Commons (CC0).

A 'KRBBP vs kb' #3 chess problem generated autonomously by the prototype computer program, 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. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058).

8/6K1/RB6/6k1/2b5/6P1/6B1/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.54 (Selangor, Malaysia)
Generated on 13 Nov 2019 at 12:04:22 PM

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

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

Artwork licensed under Creative Commons (CC0).

Published online for the first time, consider this KQBNN vs kqrb mate in 3 chess problem generated 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. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058). 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.

8/8/4Q3/4NN2/3K4/5B2/3b1k1q/6r1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.54 (Selangor, Malaysia)
Generated on 11 Nov 2019 at 8:31:11 PM

White has a slight material advantage over Black. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

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

Artwork licensed under Creative Commons (CC0).

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The world's most advanced automatic chess problem composer.