Computer-Generated Chess Problem 02801

in #chess4 years ago

This is an original 'KQBBNPP vs kqrbnnppp' chess puzzle or problem (whichever you wish to call it) composed by the 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. 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. 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.

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2BKb3/1r4N1/2p2Qpk/8/1n6/5p2/1P1P2n1/2B2q2 w - - 0 1
White to Play and Win
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 25 Nov 2019 at 2:38:36 AM

White actually has less material than Black yet still wins. The white army is down by about 6 (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 is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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