Computer-Generated Chess Problem 03241

in #chess3 years ago

Published online for the first time, consider this KQBPP vs kqrb chess problem generated autonomously by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

image.png

6b1/3q3P/6kr/8/4K3/1B1PQ3/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.28 (Selangor, Malaysia)
Generated on 14 Mar 2021 at 2:17:07 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has two pawns for Black's rook. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

Coin Marketplace

STEEM 0.18
TRX 0.15
JST 0.028
BTC 63283.09
ETH 2463.49
USDT 1.00
SBD 2.54