Computer-Generated Chess Problem 03374

in #chess2 years ago

This is an original 'KQBBNP vs kqrrn' three-move chess problem generated by a computer 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. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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4B3/6q1/3r1kP1/8/6nr/1K2B1N1/8/1Q6 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 8 Jul 2021 at 6:30:59 AM
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. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. 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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