Computer-Generated Chess Problem 02750

in #chess6 years ago

Now, here we have a 'KRRBNP vs kqbp' mate in 3 chess puzzle created by the prototype 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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8/8/pb6/Nk4B1/3R1R2/2q5/P7/5K2 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 15 Sep 2019 at 6:02:34 PM
Solvability Estimate = Difficult

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. White is significantly ahead in material. Try to solve this puzzle. Do try some of the others in the series as well before you go. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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