Computer-Generated Chess Problem 03243

in #chess3 years ago

Contemplate this 'KQNP vs krbnn' mate in 3 chess construct composed autonomously 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. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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.

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8/K7/8/Q6n/8/7k/5PNr/5n1b w - - 0 1
White to Play and Mate in 3
Chesthetica v12.28 (Selangor, Malaysia)
Generated on 14 Mar 2021 at 5:11:07 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game.

Solution
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