Computer-Generated Chess Problem 03171

An original 'KRBP vs kqrbnp' chess construct composed autonomously 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

image.png

5K2/7R/4pk1r/2n2bq1/7P/6B1/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.19 (Selangor, Malaysia)
Generated on 12 Jan 2021 at 6:10:27 PM
Solvability Estimate = Difficult

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. White actually has less material than Black. The white army is down by about 12 (Shannon) pawn units in value. Leave a comment below, if you like. Collectively, these puzzles are intended to cater to players of all levels.

Solution

<| Amazon | BitChute | Minds | Reddit | WordPress | YouTube |>

H2
H3
H4
3 columns
2 columns
1 column
Join the conversation now