Computer-Generated Chess Problem 02652

in #puzzle4 years ago

A 'KRBBNN vs krbn' mate in 3 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. The position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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5K2/5R2/4B3/4N1kb/5nN1/2Br4/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 9 May 2019 at 2:01:29 AM
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. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution. Anyway, if standard chess isn't your thing, you might instead like SSCC.

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