Computer-Generated Chess Problem 02910

in #chess4 years ago

A 'KQNNP vs krn' #3 chess construct composed autonomously by Chesthetica using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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8/8/8/8/5Q2/5N1r/K3P1k1/5Nn1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.67 (Selangor, Malaysia)
Generated on 6 May 2020 at 9:12:28 AM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. Everything composed by Chesthetica is original. 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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