Computer-Generated Chess Problem 02847

in #chess4 years ago

A new if not unique KQRN vs krrbp #3 chess puzzle or problem (whichever you wish to call it) composed by the prototype 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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8/3Q1R2/r1p5/8/b2K4/4r3/5N2/4k3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 20 Feb 2020 at 7:48:50 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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