Computer-Generated Chess Problem 03453

in #chess3 years ago

This is an original 'KQRN vs kb' three-move chess problem generated autonomously 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.

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4k3/8/4N2b/6RK/7Q/8/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.39 (Selangor, Malaysia)
Generated on 13 Sep 2021 at 3:17:45 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. 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.

Similar Chess Problems by Chesthetica: 00086, 02164.

Solution

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