Computer-Generated Chess Problem 03925

in #chesslast year

Now, here we have a 'KQRBB vs krn' mate in three chess construct composed autonomously 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. The largest complete (Lomonosov) tablebase today is for seven pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore unlikely that this problem with eight pieces could have been taken from such a database.

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8/3BK3/8/5r2/8/6n1/7k/R1B1Q3 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 15 Nov 2022 at 6:07:00 AM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition or generation date above does not match today's date. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.

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