Computer-Generated Chess Problem 03824

in #chess2 years ago

A new if not unique KQBN vs kb forced mate in two 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, neural networks or any kind of machine learning found in traditional AI. 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.

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6Q1/8/8/4b3/8/3K1k2/3BN3/8 w - - 0 1
White to Play and Mate in 2
Chesthetica v12.59 (Selangor, Malaysia)
Generated on 21 Aug 2022 at 7:40:22 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. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Similar Chess Problems by Chesthetica: 00226, 00430, 00432, 02073, 03351, 03580, 03703.

Solution

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