Chesthetica

Chesthetica

Chesthetica

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Published online for the first time, consider this KQRN vs kqrbp chess construct generated by the prototype computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. (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 been seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help.

5Q2/8/3R4/q2Nr3/2bk4/8/p7/K7 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 11 Mar 2019 at 1:11:36 PM

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. 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. 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 'KRBBNPP vs kqbbpp' three-move chess problem generated autonomously by the 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.

8/1K6/3p2B1/1b1Pp3/k7/P1BNb3/8/q3R3 w - e6 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 11 Mar 2019 at 4:34:58 AM

Okay, let me think for a minute if there's anything else to say here. Did you find this one interesting or have something else to say? Leave a comment below! 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).

This is an original 'KQRRBN vs kqbnn' mate in 3 chess puzzle created by a computer 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 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 11 pieces could have been taken from such a database.

8/Q1R1K3/8/N3B2R/1n6/2b5/3kq3/4n3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 10 Mar 2019 at 2:36:42 AM

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

Take a look at this 'KQRN vs kqpp' #3 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. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058). Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

8/8/3R4/1kp1K3/1q6/2p4Q/8/2N5 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 9 Mar 2019 at 3:33:34 AM

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.

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

Artwork licensed under Creative Commons (CC0).

Published online for the first time, consider this KQB vs kqbb mate in 3 chess construct generated by a 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. 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).

2QB2k1/4K1bb/2q5/8/8/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 24 Feb 2019 at 12:17:00 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. 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! 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 KBNP vs kqb #4 chess problem generated by a computer using the relatively new computational creativity approach called the 'DSNS'. 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. composing something original using only three pawns vs. a knight). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

k7/2P5/6b1/4q3/N7/2B5/8/6K1 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 23 Feb 2019 at 10:45:03 AM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. 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. 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).

Here is a new 'KQR vs kbpp' mate in 3 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. 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.

7Q/8/8/8/8/8/1RpK3p/5kb1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 : Selangor, Malaysia
2019.2.13 4:58:55 AM

Okay, let me think for a minute if there's anything else to say here. Did you find this one interesting or have something else to say? Leave a comment below! 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 'KQNP vs knppp' mate in 5 chess puzzle created 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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 perhaps a queen vs. three knights). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

3n4/8/8/5Q2/p7/5P2/1K1p2p1/3k1N2 w - - 0 1
White to Play and Mate in 5
Chesthetica v11.02 : Selangor, Malaysia
2019.2.9 7:30:42 AM

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

What we have here is a 'KRNNPPPPPP vs kqbbnpppp' chess puzzle created by a 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. 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 accuracy of the main line presented for this study in the solution depends on the engine used and analysis time. The constructed position shown is nevertheless original.

6n1/p3p1q1/2P2bbP/6R1/2NPk1P1/3p3P/5pP1/2KN4 w - - 0 1
White to Play and Win
Chesthetica v11.02 : Selangor, Malaysia
2019.2.9 5:11:15 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. What was the machine 'thinking' when it came up with this? 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).

Here is a 'KQRBNN vs kqrbn' three-move chess puzzle created by the prototype 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. 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/QR1B4/2n5/8/b7/N2K4/k7/r2Nq3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 : Selangor, Malaysia
2019.2.8 3:30:45 PM

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 is significantly ahead in material. 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 also help improve your game.

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

Artwork licensed under Creative Commons (CC0).

Contemplate this 'KRRP vs kbbb' four-move 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, neural networks or any kind of machine learning found in traditional AI.

8/8/4R3/8/b1P5/2R3K1/2bb4/7k w - - 0 1
White to Play and Mate in 4
Chesthetica v11.02 : Selangor, Malaysia
2019.2.7 6:32:16 PM

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).

Published online for the first time, consider this KQRB vs kqbn 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. 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.

6K1/8/3Q1R2/kB4b1/2n5/8/4q3/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.98 : Selangor, Malaysia
2019.2.5 12:35:24 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. Everything composed by Chesthetica is original. 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).

Now, this is a 'KNPPPPP vs kqppp' chess puzzle or problem (whichever you wish to call it) composed by the 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.

8/2pP1Pp1/3Nk3/q1P5/1p2P2K/1P6/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.98 : Selangor, Malaysia
2019.2.5 8:28:26 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 4 (Shannon) pawn units in value. It looks like the solution might involve a pawn promotion. 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, this is a 'KRBN vs krrb' four-move chess construct generated 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). 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 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.

3B4/8/8/8/3K4/1b1N1r2/r3k3/R7 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.98 : Selangor, Malaysia
2019.2.5 5:49:25 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 2 (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. 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).

Now, here we have a 'KRRBBPPPP vs kqbnpp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed 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. 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 15 pieces goes even beyond that and was therefore composed without any such help whatsoever.

1nR1R3/k4q2/1pPBb3/1B2P3/8/K1P5/1P3p2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.90 : Selangor, Malaysia
2019.1.17 12:56:00 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 significantly ahead in material. Do share and try out some of the others too. 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 krpp' mate in 3 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.

8/8/4rp2/3p4/4k1K1/4N3/8/2NR4 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.90 : Selangor, Malaysia
2019.1.13 3:21:38 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. Chesthetica composes only unique or new constructs (learn more here: https://en.chessbase.com/post/azlan-iqbal-introducing-chess-constructs). Did you find this one interesting or have something else to say? Leave a comment below! 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, this is a 'KRBPPPP vs kpppp' mate in 5 chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, 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.

8/5p2/2p1p3/B3Pk1P/3R4/3pP3/5PK1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.90 : Selangor, Malaysia
2019.1.12 8:17:21 PM

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Okay, let me think for a minute if there's anything else to say here. Do share and try out some of the others too. 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 'KQRNP vs krnp' three-move chess construct generated 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. (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.

3nR3/K3P1k1/3N1pr1/8/1Q6/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.90 : Selangor, Malaysia
2019.1.3 2:10:47 AM

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. 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 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 new if not unique KRBBNP vs kqbnn chess problem generated autonomously by a computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. 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.

4n3/8/5qBP/3k4/8/B1b3Rn/5N2/2K5 w - - 0 1
White to Play and Draw
Chesthetica v10.86 : Selangor, Malaysia
2019.1.2 9:49:09 PM

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 actually has less material than Black yet manages to play for a draw. The white army is down by about 3 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with your friends. 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 newly published and original KRBB vs kbb mate in 5 chess puzzle created 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. 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 two bishops versus knight). (Read more about it on ChessBase: https://en.chessbase.com/tagged?tag=Chesthetica).

6k1/6BR/6Bb/8/b7/K7/8/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.90 : Selangor, Malaysia
2019.1.2 11:54:32 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 is significantly ahead in material. The position appears fairly cluttered. 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 'KNNPPPP vs kbnnnpp' five-move chess puzzle or problem (whichever you wish to call it) composed 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. 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.

5n2/4kPPN/3N3P/p3b3/8/1K3nP1/p4n2/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.31 3:10:19 PM

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White actually has less material than Black yet still wins. The white army is down by about 4 (Shannon) pawn units in value. Did you find this one interesting or have something else to say? Leave a comment below! 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).

An original 'KQN vs kqn' mate in 3 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.

8/8/8/8/1k6/2NQ4/3K4/1qn5 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.86 : Selangor, Malaysia
2018.12.30 8:40:22 PM

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. 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. 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 'KRPP vs kpp' four-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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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.

7k/R7/6p1/4KP2/8/2P5/2p5/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.12.30 5:57:31 PM

White is significantly ahead in material. Did you find this one interesting or have something else to say? Leave a comment below! 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).

Here is a 'KQBNP vs krppppp' five-move chess problem generated 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

6r1/8/K2p1pN1/B2p4/6k1/8/2p1pQP1/8 w - - 0 1
White to Play and Mate in 5
Chesthetica v10.82 : Selangor, Malaysia
2018.12.30 10:33:51 AM

White is over a rook's worth in material but the precise win in this position still needs to be found. 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).

Consider this 'KBBPP vs krrp' study-like construct or chess puzzle created by the prototype computer program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. 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.

8/2p5/5P1r/7r/6B1/4K3/7P/5kB1 w - - 0 1
White to Play and Draw
Chesthetica v10.82 : Selangor, Malaysia
2018.12.30 6:23:03 AM

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 yet can draw the game. The white army is down by about 3 (Shannon) pawn units in value. Do share and try out some of the others too. 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).

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Created 1 year, 10 months ago.

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CategoryGaming

The world's most advanced automatic chess problem composer.