Computer-Generated Chess Problem 03568

in #chess2 years ago

A 'KQRBN vs kqbp' mate in three chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the 'digital synaptic neural substrate' (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional artificial intelligence (AI). Any chess position with this many pieces is very unlikely to have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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4q3/8/8/8/3p4/bQ1B4/6R1/2N1k1K1 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.46 (Selangor, Malaysia)
Generated on 16 Jan 2022 at 5:18:59 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. White is over a rook's worth in material but the precise win in this position still needs to be found. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and potentially discover even more variations.

Solution

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