Computer-Generated Chess Problem 01715

in #chess6 years ago

An original 'KRBN vs kp' four-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). You can learn more about the DSNS here.

2R5/3p4/8/3k4/5K2/3N4/8/B7 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 4 : 2017.11.10 10:34:27 PM
Solvability : Moderate

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. See if you can solve this puzzle within 30 seconds or hit pause and take your time. The solution is provided after that followed by some analysis. If this one is too easy or too difficult for you, try out some of the others. As a whole, these problems are intended to cater to players of all skill levels.

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