Computer-Generated Chess Problem 02164

in #chess5 years ago

Published online for the first time, consider this KQRN vs kb mate in 3 chess problem generated by the prototype 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer).


4N3/k7/1b6/2R3Q1/K7/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.67 : Selangor, Malaysia
2018.6.21 1:14:14 AM
Solvability Estimate = Difficult

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. Remarkably, Chesthetica never composes duplicate problems using its DSNS technology. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already. If you're bored of standard chess, though, why not try this?

Solution (Skip to 0:35)

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