Computer-Generated Chess Problem 01870

in #chess5 years ago

What we have here is a 'KQRNP vs kbnp' chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it. Read more about it on ChessBase. 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.


1knK4/Nb6/P7/R7/8/4p3/5Q2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.59 : Selangor, Malaysia
2018.1.26 7:01:24 AM
Solvability Estimate = Easy

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Do share and try out some of the others too. Solving chess puzzles like this can also help improve your game.

Solution (Skip to 0:35)

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