Computer-Generated Chess Problem 03692

in #chess2 years ago

Here is a new 'KQRNNP vs kqrb' mate in three chess problem generated autonomously by the program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. Chesthetica is able to generate mates in two, mates in three, mates in four, mates in five, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., instructing it to compose something using perhaps two queens vs. four rooks). Read more about it on ChessBase. 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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8/8/2br4/2q2P2/3k4/3NR1N1/5K2/1Q6 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.55 (Selangor, Malaysia)
Generated on 24 May 2022 at 5:54:00 PM
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. Get a glimpse into the 'mind' of a computer composer. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and potentially discover even more variations. If you're wondering how complex some chess problems can get, read this.

Solution

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