Computer-Generated Chess Problem 03451

in #chess3 years ago

Consider this 'KQRBP vs kqr' three-move chess problem generated autonomously 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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2R5/8/2Br4/6K1/4q3/7k/5P2/Q7 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.39 (Selangor, Malaysia)
Generated on 13 Sep 2021 at 3:50:40 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 is ahead by a bishop and a pawn. 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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