Computer-Generated Chess Problem 02931

in #chess4 years ago

An original 'KQBNP vs kbn' three-move chess puzzle or problem (whichever you wish to call it) composed by a computer using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. There is no known limit to the quantity or type of compositions that can be generated. This position contains a total of 8 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

image.png

kBb1N3/1n6/1P5Q/8/8/8/8/6K1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.69 (Selangor, Malaysia)
Generated on 23 May 2020 at 12:13:24 AM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below, if you like. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution

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