Computer-Generated Chess Problem 03066

in #chess4 years ago

A newly published and original KQRRP vs knn mate in 3 chess puzzle or problem (whichever you wish to call it) composed by a computer 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. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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8/2R5/6k1/2n5/1K3RPn/8/8/4Q3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.91 (Selangor, Malaysia)
Generated on 28 Sep 2020 at 7:29:17 AM
Solvability Estimate = Moderate

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. Did you find this one interesting or have something else to say? Leave a comment below! Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

Solution

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