Computer-Generated Chess Problem 01858

in #chess6 years ago

A newly published and original KRRBN vs kbb mate in 3 chess construct composed 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. 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 (i.e. Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 8 pieces could have been taken from such a database.


8/8/B7/8/2R3b1/2R5/3Nkb2/1K6 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.59 : Selangor, Malaysia
2018.1.19 7:55:59 PM
Solvability Estimate = Moderate

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. Remarkably, Chesthetica never composes duplicate problems using its DSNS technology. If this one is too easy or too difficult for you, try out some of the others. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution (Skip to 0:35)
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