Computer-Generated Chess Problem 02182

in #chess5 years ago

A new if not unique KQBPP vs kqrrpp chess problem generated by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. Chesthetica is able to generate various types of mates and study-like constructs and also compose problems using specific combinations of pieces fed into it (such as using only a queen vs. rook and knight). Learn more about it on ChessBase.


3K4/4Prq1/8/4pkr1/3P1p2/1B6/4Q3/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.67 : Selangor, Malaysia
2018.6.29 5:10:10 PM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. White actually has less material than Black yet still wins. The white army is down by about 7 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with your friends. 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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