Computer-Generated Chess Problem 01952

in #chess6 years ago

Published online for the first time, consider this KBBNPP vs krbb mate in 3 chess problem generated by the 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. 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.


3r4/P1PNb3/3k4/5B2/b1K5/4B3/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.63 : Selangor, Malaysia
2018.3.14 4:42:31 PM
Solvability Estimate = Moderate

Everything composed by Chesthetica is original. 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.

Solution (Skip to 0:35)

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