artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02468

Here is a ‘KQRNP vs krnp’ #3 chess problem generated autonomously by the prototype computer program, Chesthetica, using the relatively new computational creativity approach called the ‘DSNS’. Chesthetica is able to generate 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. instructing it to compose something using a queen, rook and bishop vs. queen and two knights). Read more about it on ChessBase. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

3nR3/K3P1k1/3N1pr1/8/1Q6/8/8/8 w – – 0 1
White to Play and Mate in 3
Chesthetica v10.90 : Selangor, Malaysia
Generated on 3 Jan 2019 at 2:10:47 AM
Solvability Estimate = Difficult

What was the machine ‘thinking’ when it came up with this? Why not time yourself how long it took you to solve this? Collectively, these puzzles are intended to cater to players of all levels.

Main Line of the Solution (Skip to 0:35)

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