Computer-Generated Chess Problem 02477

A new if not unique KRBN vs krrppp chess puzzle or problem (whichever you wish to call it) composed by a 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. There is no known limit to the quantity or type of compositions that can be generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.


8/8/8/3NB1R1/1K5k/1p1p2pr/3r4/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.90 : Selangor, Malaysia
Generated on 19 Jan 2019 at 11:36:20 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black yet still wins. The white army is down by about 2 (Shannon) pawn units in value. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

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

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H2
H3
H4
3 columns
2 columns
1 column
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