Computer-Generated Chess Problem 03228

in #chess3 years ago

A new if not unique KQRBPP vs kqrbnn forced mate in two chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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5q2/4r1PB/4P3/3n2RQ/3b1k2/2n4K/8/8 w - - 0 1
White to Play and Mate in 2
Chesthetica v12.26 (Selangor, Malaysia)
Generated on 1 Mar 2021 at 5:43:23 PM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Get a glimpse into the 'mind' of a computer composer. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Solution

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