Computer-Generated Chess Problem 02830

in #chess6 years ago

Here is a 'KQRBBNP vs kqrpp' #3 chess problem generated autonomously 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). You can learn more about the DSNS here. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

image.png

1BB5/8/4R3/6K1/3QN2p/3p1kP1/7q/3r4 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 13 Jan 2020 at 2:29:15 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Okay, let me think for a minute if there's anything else to say here. Try to solve this as quickly as you can. If you like it, please share with your friends. Solving chess puzzles like this can also help improve your game.

A Similar Chess Problem by Chesthetica: 00070

Solution

<| Book | DTube | Facebook | Instagram | Twitter | Website |>