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Computer-Generated Chess Problem 02716

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Published: 05 Apr 2020 › Updated: 05 Apr 2020Computer-Generated Chess Problem 02716

Computer-Generated Chess Problem 02716

Here is a new 'KQRP vs kpppp' study construct generated 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. 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.

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8/8/8/5Qp1/4K3/1p4PR/2pp4/1k6 w - - 0 1
White to Play and Win
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 6 Aug 2019 at 6:23:48 AM

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

Main Line of the Solution

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