Chesthetica

Chesthetica

Chesthetica

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An original 'KQR vs kqrbp' mate in 4 chess construct generated by a computer using the computational creativity approach which doesn't use any kind of traditional AI or even 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 (e.g. compose something original using a knight versus three pawns). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

8/8/2Kp3Q/b3R3/8/r7/q7/k7 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.10 7:18:46 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. Now, let's see what else there is to say. Give me a moment. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can also help improve your game.

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

Artwork licensed under Creative Commons (CC0).

A 'KRRB vs kqqp' mate in 5 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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.

8/8/3R4/1q2q3/2p5/8/1B4R1/1k3K2 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.10 7:03:19 PM

Everything composed by Chesthetica is original. 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.

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

Artwork licensed under Creative Commons (CC0).

A newly published and original KQBN vs kqbnp mate in 4 chess problem generated autonomously 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. This position contains a total of 9 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.

5K2/8/2Q4n/5k2/5p1q/8/3N1bB1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.10 1:47:01 PM

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. Everything composed by Chesthetica is original. 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).

Take a look at this 'KRNN vs k' four-move chess puzzle or problem (whichever you wish to call it) composed by a computer 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.

8/1K2k3/8/4NR2/8/4N3/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.10 8:25:53 AM

Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this can also help improve your game.

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

Artwork licensed under Creative Commons (CC0).

Consider this 'KRB vs k' mate in 5 chess problem generated by the prototype computer program, 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. There is no known limit to the quantity or type of compositions that can be generated.

8/1K1k4/8/R7/5B2/8/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.9 3:40:21 PM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this can also help improve your game.

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

Artwork licensed under Creative Commons (CC0).

What we have here is a 'KQBBNP vs kqrbn' mate in 3 chess problem generated 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 AI. There is no known limit to the quantity or type of compositions that can be generated. This position contains a total of 11 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.

q7/4B3/4r3/2Q1N3/5k1b/1K3B1P/7n/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.11.9 7:21:26 AM

White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this puzzle. Do try some of the others in the series as well before you go. 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).

What we have here is a 'KBNPPP vs krb' mate in 4 chess puzzle created by a computer using the Digital Synaptic Neural Substrate AI computational creativity method. 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.

1r5k/1P2P3/4BP2/3K4/6N1/8/5b2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.9 6:52:00 AM

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. White has a slight material advantage over Black. 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).

Published online for the first time, consider this KRRNP vs kqb chess puzzle created by a computer 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. 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.

5kN1/q3R3/6P1/6K1/R7/8/8/4b3 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.11.9 3:55:33 AM

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. 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).

Now, here we have a 'KRBN vs kqp' #5 chess problem generated autonomously by a computer program, Chesthetica, using the DSNS computational creativity approach which doesn't use any kind of traditional AI. 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.

1B6/1R4K1/8/8/8/k4p2/3q4/5N2 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.8 9:22:25 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. White has a slight material advantage over Black. 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 newly published and original KQ vs kbnn mate in 4 chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. Chesthetica is capable of composing positions that may otherwise take centuries or longer to arise in an actual game; so you can enjoy them right now instead. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

4Q3/k1K5/8/n7/n7/8/6b1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.8 12:26:42 AM

Material is even. Why not time yourself how long it took you to solve this? 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 new if not unique KRBN vs knp mate in 5 chess puzzle created 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

8/8/2n5/1Np1R3/8/6B1/8/4K2k w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.7 9:02:19 PM

Okay, let me think for a minute if there's anything else to say here. Try to solve this puzzle. Do try some of the others in the series as well before you go. 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).

An original 'KQQN vs krrnp' mate in 4 chess problem generated by the prototype computer program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. 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 9 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.

6k1/2r2p2/r4Q2/6NK/8/2n5/8/2Q5 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.5 4:25:55 AM

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. If this one is too easy or too difficult for you, try out some of the others. 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).

An original 'KQPPP vs kqbp' #5 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.

8/1q4Pp/4P2k/8/2K5/5QPb/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.11.3 9:44:28 AM

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. White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with 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).

A new if not unique KBNPPP vs kbnn three-move chess construct generated by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in 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 and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.

5b2/3PknB1/2Pn1N2/6P1/5K2/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.11.2 11:42:08 PM

Now, let's see what else there is to say. Give me a moment. Why not time yourself how long it took you to solve this? 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).

Consider this 'KNNN vs kp' chess puzzle created by Chesthetica using the DSNS computational creativity approach which doesn't use any kind of traditional AI. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

3kNK2/3N4/5N2/8/3p4/8/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.2 10:24:46 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 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? 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, here we have a 'KRRNN vs kpp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by a 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. 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.

8/8/3p4/3k4/2RNp3/1R6/3K3N/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.11.1 12:53:42 PM

Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). If this one is too easy or too difficult for you, try out some of the others. 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).

Here is a 'KQBNP vs kqrrn' chess puzzle or problem (whichever you wish to call it) composed 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. There is no known limit to the quantity or type of compositions that can be 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.

8/8/3B4/8/2K1k1n1/4rr2/5qP1/1N5Q w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.28 7:01:40 PM

White actually has less material than Black yet still wins. The white army is down by about 6 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with your friends. 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).

Take a look at this 'KBBNNPP vs kpppp' four-move chess problem generated autonomously by the 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 no known limit to the quantity or type of compositions that can be generated. 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 12 pieces could have been taken from such a database.

3N4/2P1p3/2N5/2k5/4P2B/1p6/pK3p2/5B2 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.10.27 1:43:29 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with 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.

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

Artwork licensed under Creative Commons (CC0).

A newly published and original KRRNPP vs kqbnnp three-move chess puzzle or problem (whichever you wish to call it) composed by the prototype 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. There is no known limit to the quantity or type of compositions that can be generated. This position contains a total of 12 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.

2nkb3/1PN1n3/7R/2qp2K1/3PR3/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.27 11:19:58 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. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). 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. 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).

Contemplate this 'KRBBN vs kbn' chess problem generated by the prototype computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning.

8/8/8/7b/8/B2R4/BNk5/1n2K3 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.27 9:11:05 AM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. 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. 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).

What we have here is a 'KQRP vs kb' #3 chess puzzle or problem (whichever you wish to call it) composed 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.

7K/1R6/6k1/8/3Q3b/6P1/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.27 8:58:52 AM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! 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).

An original 'KQRBN vs kqqpp' chess problem generated by the prototype computer program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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 10 pieces could have been taken from such a database.

8/2q5/3p4/3kpq2/1R1N4/6B1/6K1/3Q4 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.27 5:54:09 AM

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. The material value is about equal. If this one is too easy or too difficult for you, try out some of the others. 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).

Here is a 'KRNN vs kpp' mate in 3 chess puzzle created by the prototype computer program, Chesthetica, using the DSNS computational creativity approach which doesn't use any kind of traditional AI. 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.

5N2/8/4K1N1/6k1/3R4/6p1/4p3/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.26 7:51:50 PM

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. Try to solve this as quickly as you can. If you like it, please share with others. 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).

A 'KQBP vs kqr' chess puzzle or problem (whichever you wish to call it) composed by a computer 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.

2k5/4r1q1/3P4/B1K5/8/8/6Q1/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.25 11:48:47 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. White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. 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. 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 new if not unique KNPP vs kqbpp three-move chess problem generated autonomously by a computer 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. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

4k1K1/2bp2PP/3q1pN1/8/8/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.24 6:13:58 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black. The white army is down by about 9 (Shannon) pawn units in value. Looking at the position, it is somewhat cluttered. 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).

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The world's most advanced automatic chess problem composer.