Computer-Generated Chess Problem 03773

A 'KQRBB vs krrn' mate in three chess problem generated autonomously 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. This position contains a total of nine pieces. The largest complete endgame tablebase in existence today is for seven pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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4B1K1/8/8/6k1/7R/r2n2B1/7r/5Q2 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.58 (Selangor, Malaysia)
Generated on 17 Jul 2022 at 6:05:31 AM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White is over a rook's worth in material but the precise win in this position still needs to be found. 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 potentially discover even more variations. If you'd like to learn something interesting about computer chess problem composition, consider this.

A Similar Chess Problem by Chesthetica: 02127

Solution

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