Computer-Generated Chess Problem 02050

in #chess5 years ago

This is an original 'KQBNNP vs kqrnn' three-move chess problem generated by the prototype computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. Chesthetica has the creative ability to compose positions on an 8x8 canvas that may otherwise take centuries to arise in an actual game, if ever. 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 endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.


1n6/1Bk1N2r/q1Pn4/6N1/Q7/4K3/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.63 : Selangor, Malaysia
2018.4.24 2:15:19 AM
Solvability Estimate = Difficult

Now, let's see what else there is to say. Give me a moment. Do share and try out some of the others too. As a whole, these problems are intended to cater to players of all skill levels. If you're bored of standard chess, though, why not try this?

Solution (Skip to 0:35)

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