Computer-Generated Chess Problem 03365

in chess •  2 months ago 

Contemplate this 'KQBNP vs krn' mate in 3 chess problem generated by a computer 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 been seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help.


k4r2/1nQ5/1P6/3N2B1/8/K7/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 26 Jun 2021 at 7:08:10 PM
Solvability Estimate = Difficult

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. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game. Anyway, if standard chess isn't your thing, you might instead like SSCC.

A Similar Chess Problem by Chesthetica: 01954

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