Computer-Generated Chess Problem 01668

in #chess6 years ago

An original 'KQRN vs krppp' chess problem generated autonomously by the prototype 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

8/Qp6/3p4/8/3R4/8/1N2p3/K1k2r2 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 3 : 2017.10.11 7:47:01 AM

White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this in the stipulated time. If you like it, please share with your friends. As a whole, these problems are intended to cater to players of all skill levels.

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