Computer-Generated Chess Problem 04048

in #chess11 months ago

Contemplate this 'KQNNP vs kqnn' 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 (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 nine pieces could have been taken from such a database.

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1knq4/3n4/3PN3/1N6/4Q3/8/2K5/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 24 Mar 2023 at 10:31:34 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White has a slight material advantage over Black. 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're wondering how complex some chess problems can get, read this.

Solution

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