Computer-Generated Chess Problem 03473

A newly published and original KRRB vs kqnn chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to generate mates in 2, mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g., to compose something using a rook, bishop, knight and three pawns vs. a queen and a rook). Read more about it on ChessBase. 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.

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8/B7/8/7R/2n5/3R4/4q3/k1K2n2 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.41 (Selangor, Malaysia)
Generated on 1 Oct 2021 at 4:13:26 AM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black. The white army is down by about two (Shannon) pawn units in value. Leave a comment below if you like. Take some time to study the analysis and you might appreciate the puzzle a little more. If you're wondering how complex some chess problems can get, read this.

Solution

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