Computer-Generated Chess Problem 03316

Now, this is a 'KRBPPPP vs kbpp' mate in 3 chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.

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8/R2B4/8/1Kpk4/1P1P4/2p1PP2/1b6/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 9 May 2021 at 4:45:24 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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