Computer-Generated Chess Problem 03839

in #chess2 years ago

This is an original 'KQRBP vs kqrb' three-move chess puzzle by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning.

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2q3rk/1b1P4/8/3B3K/8/3Q4/8/7R w - - 0 1
White to Play and Mate in 3
Chesthetica v12.60 (Selangor, Malaysia)
Generated on 30 Aug 2022 at 4:35:49 PM
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. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. 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. If you'd like to learn something interesting about computer chess problem composition, consider this.

Solution

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