Computer-Generated Chess Problem 03128

in #chess3 years ago

A 'KQRBN vs krnn' mate in 2 chess puzzle created 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. You can learn more about the DSNS here.

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2nk1K2/8/7n/1Q1r4/1N3R2/6B1/8/8 w - - 0 1
White to Play and Mate in 2
Chesthetica v12.15 (Selangor, Malaysia)
Generated on 21 Dec 2020 at 6:43:44 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Feel free to copy the position into a chess engine and discover even more variations of the solution. If you're bored of standard chess, though, why not try this?

Solution
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The capabilities of AI have increased greatly over the past 40 years. The first attempts to play with a computer were a benefit for chess masters. Now everything is so clear. I'm not sure that I would bet on grandmasters in such a match.

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