Computer-Generated Chess Problem 02226

Now, here we have a 'KRBPP vs krbb' chess problem generated by a computer using the approach known as the DSNS from the sub-field of AI, computational creativity. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.


1r1b4/1kP1R3/8/2P5/8/8/b1B5/6K1 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.69 : Selangor, Malaysia
2018.7.23 11:41:51 AM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. If this one is too easy or too difficult for you, try out some of the others. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste.

Main Line of the Solution (Skip to 0:35)

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