Computer-Generated Chess Problem 02644

A 'KRBBN vs krpp' mate in 3 chess construct composed autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. You can learn more about the DSNS here. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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1R6/7r/3p2p1/8/K5N1/5B2/1B6/5k2 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.17 (Selangor, Malaysia)
Generated on 4 May 2019 at 10:09:03 AM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Similar Chess Problems by Chesthetica: 01395 01444 01624 02218 02328

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

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