Computer-Generated Chess Problem 02882

in #chess3 months ago

An original 'KRBBN vs kbn' mate in 3 chess puzzle created by the 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. This position contains a total of 8 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.


8/4N3/b7/2kB1R2/1n6/2K3B1/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.64 (Selangor, Malaysia)
Generated on 3 Apr 2020 at 5:23:11 AM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Okay, let me think for a minute if there's anything else to say here. Why not time yourself how long it took you to solve this? Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

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