Computer-Generated Chess Problem 02755

in #chess6 years ago

Contemplate this 'KQRBBN vs kbnp' chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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8/8/b7/k1N5/pR1B4/6K1/B1n2Q2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.42 (Selangor, Malaysia)
Generated on 22 Sep 2019 at 1:21:46 PM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with others.

A Similar Chess Problem by Chesthetica: 02565

Solution

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