Computer-Generated Chess Problem 03631

in #chess2 years ago

Contemplate this 'KQBBN vs kqrbnpp' mate in three chess problem generated by a computer 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). You can learn more about the DSNS here. Any chess position over seven pieces would likely not have been derived from an endgame tablebase which today is limited to seven pieces. Work has only recently begun on one for eight pieces.

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3n3r/4K1b1/7N/Q4Bpk/5Bp1/7q/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.51 (Selangor, Malaysia)
Generated on 28 Mar 2022 at 9:03:45 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher version number are simply to improve the interface or fix a minor bug, by the way. White actually has less material than Black. The white army is down by about four (Shannon) pawn units in value. The position appears fairly cluttered. Leave a comment below if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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