Computer-Generated Chess Problem 02863

in #chess5 years ago

Published online for the first time, consider this KRRBN vs knppp three-move chess problem generated autonomously by a computer program, Chesthetica, using the computational creativity approach which doesn't use any kind of traditional AI or even deep learning. Chesthetica has the creative ability to compose positions on an 8x8 canvas that may otherwise take centuries to arise in an actual game, if ever. You can learn more about the DSNS here. This position contains a total of 10 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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5B2/5p2/4p3/4k2p/3R4/1N5R/6K1/2n5 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 9 Mar 2020 at 11:04:30 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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