Computer-Generated Chess Problem 02823

in #chess4 years ago

An original 'KRRNP vs knp' three-move chess problem generated by Chesthetica using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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3N4/R7/1n3R2/3p4/2kP4/8/2K5/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.60 (Selangor, Malaysia)
Generated on 31 Dec 2019 at 11:48:42 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Collectively, these puzzles are intended to cater to players of all levels. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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