Computer-Generated Chess Problem 02739

in #chess6 years ago

An original 'KQRB vs krbpp' mate in 3 chess construct composed autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. The position below contains 9 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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8/8/R2K4/3b4/4p3/5Q2/B5rp/7k w - - 0 1
White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 3 Sep 2019 at 11:36:22 AM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. Everything composed by Chesthetica is original. Why not time yourself how long it took you to solve this? Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution

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