Computer-Generated Chess Problem 03235

in #chess3 years ago

Published online for the first time, consider this KRBBNPP vs krbbpp chess construct composed autonomously by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. There is no known limit to the quantity or type of compositions that can be generated. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 13 pieces could have been taken from such a database.

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1K6/1b5p/2pB3r/2R5/1b6/3BN2k/4P2P/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.28 (Selangor, Malaysia)
Generated on 7 Mar 2021 at 9:55:44 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Now, let's see what else there is to say. Give me a moment. Try to solve this puzzle. Do try some of the others in the series as well before you go. 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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