artificial intelligence, chess, games, puzzles, Uncategorized

Computer-Generated Chess Problem 02614

Contemplate this ‘KBNP vs krbp’ three-move chess problem generated autonomously by a computer program, Chesthetica, using the computational creativity approach which doesn’t use any kind of traditional AI or even deep learning. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. 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.

rk1N4/3pB3/1P6/8/8/8/4b3/4K3 w – – 0 1
White to Play and Mate in 3
Chesthetica v11.17 (Selangor, Malaysia)
Generated on 19 Apr 2019 at 12:24:56 PM
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 2 (Shannon) pawn units in value. Try to solve this puzzle. Do try some of the others in the series as well before you go. Over time, the tactics you see in these puzzles will help you improve your game.

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

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