Computer-Generated Chess Problem 02876

in #chess9 months ago

An original 'KQRN vs kbn' three-move chess construct composed autonomously by the program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. 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.


8/2Kn4/k7/8/N1b3R1/8/5Q2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 27 Mar 2020 at 11:23:11 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Why not time yourself how long it took you to solve this? As a whole, these problems are intended to cater to players of all skill levels.

A Similar Chess Problem by Chesthetica: 02701