Computer-Generated Chess Problem 03661

This is an original 'KRRNN vs knp' three-move chess problem generated autonomously 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. Any chess position with this many pieces is very unlikely to have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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8/8/3kNK2/4R3/6R1/3N1n2/4p3/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.54 (Selangor, Malaysia)
Generated on 22 Apr 2022 at 3:03:18 PM
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.

Solution

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