ChessPuzzy: Difference between revisions
(Created page with "Client: Murad Abdulla, IMC Idea is to create a tool that generates chess puzzles (e.g., checkmates in 2 or 3 moves) by analysing real game positions from publicly available datasets or coming up with "fake" positions - legal positions in Chess. There are engines like Leela and Stockfish which can give an evaluation / score on any move, so you can identify when someone missed check mates / best move in a position - which can be used as a puzzle. Can use AI / ML to genera...") |
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Client: Murad Abdulla, IMC | Client: Murad Abdulla, IMC <murad.abdulla@imc.com> | ||
This challenge is to create a tool that generates chess puzzles (e.g., checkmates in 2 or 3 moves) by analysing real game positions from publicly available datasets or coming up with "fake" positions - although legal positions in chess! Existing chess engines like Leela and Stockfish provide an evaluation score on any move, helping to identify when someone has missed a check mate, or didn't see the best move from a position. These outputs can then be used as a puzzle. Your objective is to use AI methods to generate puzzles, based on patterns learned from real games. The puzzles should be classified as belonging to recognised categories (e.g. pins/skewer puzzles, queen + knight combination puzzles, rook endgame puzzles, etc). You should also assign ratings or difficulty level to each puzzle. |
Latest revision as of 15:41, 4 November 2024
Client: Murad Abdulla, IMC <murad.abdulla@imc.com>
This challenge is to create a tool that generates chess puzzles (e.g., checkmates in 2 or 3 moves) by analysing real game positions from publicly available datasets or coming up with "fake" positions - although legal positions in chess! Existing chess engines like Leela and Stockfish provide an evaluation score on any move, helping to identify when someone has missed a check mate, or didn't see the best move from a position. These outputs can then be used as a puzzle. Your objective is to use AI methods to generate puzzles, based on patterns learned from real games. The puzzles should be classified as belonging to recognised categories (e.g. pins/skewer puzzles, queen + knight combination puzzles, rook endgame puzzles, etc). You should also assign ratings or difficulty level to each puzzle.