Computer-Generated Chess Problem 01821

in #chess6 years ago

Here is a 'KQRNP vs kqb' mate in 3 chess problem generated autonomously by the prototype computer program, Chesthetica, 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position above contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

4bK2/2P5/3k4/8/8/6N1/8/2R3Qq w - - 0 1
Chesthetica v10.57 : Selangor, Malaysia
White to Play and Mate in 3 : 2017.12.30 3:53:15 AM
Solvability Estimate = Moderate

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. The default solving time of 30 seconds may be too short for you if the problem is difficult so feel free to hit the pause button and solve at your own pace. Do share and try out some of the others too. Feel free to copy the position into a chess engine and discover even more variations of the solution.

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