Computer-Generated Chess Problem 03262

Published online for the first time, consider this KQRNP vs krp mate in 2 chess puzzle or problem (whichever you wish to call it) composed by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 8 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

image.png

8/8/8/5r2/2p2k2/3P4/3R3N/4QK2 w - - 0 1
White to Play and Mate in 2
Chesthetica v12.29 (Selangor, Malaysia)
Generated on 27 Mar 2021 at 5:31:59 PM
Solvability Estimate = Difficult

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. White is ahead by a knight and a queen. Did you find this one interesting or have something else to say? Leave a comment below! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

<| Book | Facebook | Instagram | Twitter | Website |>

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