Computer-Generated Chess Problem 02510

A new if not unique KQRR vs krrp #3 chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


8/2R3Q1/k7/1p3K2/8/4R3/3r4/2r5 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 13 Feb 2019 at 7:30:56 AM
Solvability Estimate = Difficult

Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game. If you're bored of standard chess, though, why not try this?

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

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