Computer-Generated Chess Problem 03368

in chess •  9 months ago 

A new if not unique KQBN vs kqrpp forced mate in three chess construct composed autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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. 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.


1B6/8/K7/5Q2/2pN4/4kp2/2q2r2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 3 Jul 2021 at 3:57:42 AM
Solvability Estimate = Difficult

What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

A Similar Chess Problem by Chesthetica: 02922

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