Computer-Generated Chess Problem 03142

in #chess28 days ago

An original 'KQRBP vs kqrrp' three-move chess construct composed 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. 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.


2R1r3/8/7Q/1B1k4/7r/2P1p3/3q4/6K1 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.18 (Selangor, Malaysia)
Generated on 30 Dec 2020 at 7:21:49 PM
Solvability Estimate = Difficult

White actually has less material than Black yet still wins. The white army is down by about 2 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. If you're bored of standard chess, though, why not try this?