Computer-Generated Chess Problem 02771

Take a look at this 'KRRBBN vs krbp' three-move chess problem generated autonomously by a computer 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. 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.

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7K/8/3R4/8/4BB2/8/4kp2/N3rRb1 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.47 (Selangor, Malaysia)
Generated on 1 Oct 2019 at 5:06:42 PM
Solvability Estimate = Difficult

Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with others. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution

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H2
H3
H4
3 columns
2 columns
1 column
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