Computer-Generated Chess Problem 01996

in #chess5 years ago

Here is a new 'KQRRBNP vs kqrbnp' three-move chess puzzle or problem (whichever you wish to call it) composed by Chesthetica using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. 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. 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.


N7/3QR1B1/8/knr2b1K/P1q5/p7/1R6/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.63 : Selangor, Malaysia
2018.4.2 7:57:15 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White is significantly ahead in material. Leave a comment below if you like. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution (Skip to 0:35)

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