Computer-Generated Chess Problem 02604

in #chess5 years ago

This is an original 'KQRB vs kqrnp' mate in 3 chess problem generated by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. There is no known limit to the quantity or type of compositions that can be generated. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.


8/4r3/3p4/2qk4/5Q2/1K1B4/3R4/5n2 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.09 (Selangor, Malaysia)
Generated on 16 Apr 2019 at 9:02:44 PM
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. What was the machine 'thinking' when it came up with this? Try to solve this as quickly as you can. If you like it, please share with 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. Anyway, if standard chess isn't your thing, you might instead like SSCC.

A Similar Chess Problem by Chesthetica: 02115

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

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