Computer-Generated Chess Problem 04045

in #chess10 months ago

Contemplate this 'KQBPP vs krb' mate in three chess problem generated autonomously by a computer using the DSNS computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with eight pieces goes even beyond that.

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3k4/5K2/3P1b2/6P1/3r3Q/7B/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 22 Mar 2023 at 9:18:43 PM
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 is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this as quickly as you can. If you like it, please share with others. As a whole, these problems are intended to cater to players of all skill levels. If you'd like to learn something interesting about computer chess problem composition, consider this.

A Similar Chess Problem by Chesthetica: 02850

Solution

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