First published at 12:35 UTC on September 30th, 2019.
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,…
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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).
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