Computer-Generated Chess Problem 02854

in #chess4 years ago

Published online for the first time, consider this KRRBN vs krn #3 chess problem generated by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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.

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8/8/8/2R5/8/R3r3/2K1k1B1/5n1N w - - 0 1
White to Play and Mate in 3
Chesthetica v11.63 (Selangor, Malaysia)
Generated on 29 Feb 2020 at 8:54:41 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. As a whole, these problems are intended to cater to players of all skill levels.

Solution

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