Computer-Generated Chess Problem 02779

in #chess4 years ago

Now, here we have a 'KRBN vs kp' three-move chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). 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.

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8/2K5/8/8/8/3pB1R1/8/5kN1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.48 (Selangor, Malaysia)
Generated on 10 Oct 2019 at 12:46:22 AM
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. What was the machine 'thinking' when it came up with this? Try to solve this as quickly as you can. If you like it, please share with others. Collectively, these puzzles are intended to cater to players of all levels.

Similar Chess Problems by Chesthetica: 00063 00340 01277 01297 01478 01715 01830 01902 01920 01971 02005 02067 02103 02146 02200

Solution

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