Computer-Generated Chess Problem 03571

in #chess2 years ago

Consider this 'KQRBNN vs kbbnp' three-move chess construct composed 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. This position contains a total of 11 pieces. The largest complete endgame tablebase in existence today is for seven pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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8/8/3K4/R7/7B/2Q4b/3N3p/b1n3Nk w - - 0 1
White to Play and Mate in 3
Chesthetica v12.48 (Selangor, Malaysia)
Generated on 17 Jan 2022 at 1:25:02 PM
Solvability Estimate = Difficult

Sometimes an earlier version of Chesthetica is credited for a more recent problem because that version was still running on that computer at the time. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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