Computer-Generated Chess Problem 02799

in #chess4 years ago

Here is a 'KQBNN vs krbnp' chess problem generated autonomously by a computer using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. 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 10 pieces could have been taken from such a database.

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8/8/3Q4/8/2N2p2/NB5K/1b6/kr2n3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.55 (Selangor, Malaysia)
Generated on 20 Nov 2019 at 11:10:16 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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