Computer-Generated Chess Problem 04079

in #chess10 months ago

Now, here we have a 'KQPPP vs krbnpp' 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 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 11 pieces goes even beyond that.

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1rk5/P7/PPp1K2b/8/2p5/3n4/4Q3/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 13 May 2023 at 7:36:35 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. 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.

Solution

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