Computer-Generated Chess Problem 03702

in #chess2 years ago

Here is a 'KQRN vs kbnp' three-move chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, Chesthetica, using the fairly new computational creativity approach known as the DSNS (Digital Synaptic Neural Substrate). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. This position contains a total of eight 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.

image.png

8/7n/7Q/6pR/3K4/8/8/4Nbk1 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.55 (Selangor, Malaysia)
Generated on 30 May 2022 at 2:22:10 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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'd like to learn something interesting about computer chess problem composition, consider this.

A Similar Chess Problem by Chesthetica: 00291

Solution

Coin Marketplace

STEEM 0.18
TRX 0.16
JST 0.030
BTC 63192.94
ETH 2476.52
USDT 1.00
SBD 2.69