Computer-Generated Chess Problem 03307

This is an original 'KQB vs krbbnp' three-move chess puzzle or problem (whichever you wish to call it) composed 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 position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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3k1KQ1/2b5/8/3b1Bp1/6r1/2n5/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 2 May 2021 at 6:38:00 AM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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