Computer-Generated Chess Problem 03917

in #chesslast year

Now, this is a 'KQBB vs kqrbp' mate in three chess problem generated autonomously by a computer program, Chesthetica, 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). Incidentally, this is also a 'mutual mate' problem (more generally known as a 'duplex'). That means if Black were to play, it is also a forced mate in the same number of moves. They are quite rare in direct mates. The solvability estimate applies only to White's solution. Read more about mutual mates here. This position contains a total of nine 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.

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8/1r6/1q6/3B4/k1p5/8/3B4/1Q1K1b2 w - - 0 1
White (or Black) to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 10 Nov 2022 at 2:58:02 AM
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. White actually has less material than Black. The white army is down by about three (Shannon) pawn units in value. Did you find this one interesting or have something else to say? Leave a comment below! 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.

Solution

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