Computer-Generated Chess Problem 03967

in #chesslast year

This is an original 'KRRBN vs krp' three-move chess puzzle or problem (whichever you wish to call it) composed 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. 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.

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8/B7/8/8/1Np5/2k5/1R3RK1/2r5 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 21 Dec 2022 at 5:25:28 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. 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.

A Similar Chess Problem by Chesthetica: 00337

Solution

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