Computer-Generated Chess Problem 01873

in #chess5 years ago

This is an original 'KRBNNPP vs kp' mate in 3 chess problem generated by a 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. 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. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


3R4/4p2N/8/4k3/1NK1B3/3P4/5P2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.59 : Selangor, Malaysia
2018.1.27 7:21:20 PM
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 you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)

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