Computer-Generated Chess Problem 02171

in #chess5 years ago

A new if not unique KRNNP vs kqb three-move chess problem generated by the program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. You can learn more about the DSNS here. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 8 pieces could have been taken from such a database.


4k3/5b1R/4N1P1/2q5/3N4/8/7K/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.67 : Selangor, Malaysia
2018.6.24 4:26:35 PM
Solvability Estimate = Moderate

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. Okay, let me think for a minute if there's anything else to say here. If this one is too easy or too difficult for you, try out some of the others. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution (Skip to 0:35)
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