Computer-Generated Chess Problem 01676
An original 'KRBBNP vs kbbn' three-move chess problem generated 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).
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 3 : 2017.10.16 12:30:06 AM
White is over a rook's worth in material but the precise win in this position still needs to be found. Leave a comment below if you like. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are over a thousand published already.
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Hey @chesthetica give my puzzles answer I upvote you plz return me back
Nf3-Kf5 2. Bh3. 3.Rf6#
upvote for me please? https://steemit.com/news/@bible.com/2sysip