Computer-Generated Chess Problem 02920

in #chess4 years ago

Published online for the first time, consider this KQRBBN vs krbp mate in 3 chess puzzle or problem (whichever you wish to call it) composed by a 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 endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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4K3/6p1/1Q2b1rk/6NB/4R3/4B3/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.69 (Selangor, Malaysia)
Generated on 15 May 2020 at 2:56:04 AM
Solvability Estimate = Difficult

What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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