Computer-Generated Chess Problem 04098

in #chess7 months ago

Consider this 'KQBBPP vs kr' forced 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. Chesthetica is able to generate mates in two, mates in three, mates in four, mates in five, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., compose something original using a knight versus three pawns). Read more about it on ChessBase. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with eight pieces goes even beyond that.

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8/2P4Q/1K1k3B/3B4/3P4/8/8/3r4 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.65 (Selangor, Malaysia)
Generated on 14 Jun 2023 at 11:33:31 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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