Computer-Generated Chess Problem 02476

in #chess4 years ago

Here is a 'KQBNP vs kbp' three-move chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, Chesthetica, using the relatively new computational creativity approach called the 'DSNS'. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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.


8/8/8/8/2N2Q2/4P3/B1kp1K2/2b5 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.90 : Selangor, Malaysia
Generated on 19 Jan 2019 at 11:33:43 AM
Solvability Estimate = Difficult

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. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and discover even more variations of the solution. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Similar Chess Problems by Chesthetica: 00073 00451 01252

Main Line of the Solution (Skip to 0:35)

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