Computer-Generated Chess Problem 03277

in #chess3 years ago

This is an original 'KQRBN vs krbnpp' three-move chess problem generated by a computer using the DSNS computational creativity approach which doesn't use any kind of traditional AI. Chesthetica has the creative ability to compose positions that may otherwise take centuries to arise in an actual game, if ever. 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. 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 11 pieces could have been taken from such a database.

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4B3/5K2/8/5Q2/1p1R4/2N5/p4bn1/1r2k3 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.29 (Selangor, Malaysia)
Generated on 10 Apr 2021 at 9:06:11 PM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook's worth in material but the precise win in this position still needs to be found. Do share and try out some of the others too. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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