Computer-Generated Chess Problem 02708

in #puzzle6 years ago

Contemplate this 'KQRBBN vs kqrnn' #3 chess problem generated by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The position below contains 11 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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2Nr2q1/3k4/6Q1/1Rn5/4n2K/6B1/8/5B2 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 25 Jul 2019 at 7:26:43 PM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. White is significantly ahead in material. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Main Line of the Solution

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