Computer-Generated Chess Problem 01880

in #chess7 years ago

A newly published and original KBNNNP vs kppp chess problem generated by Chesthetica using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


8/2BN1p2/K4N2/8/1k6/2Np4/P4p2/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.59 : Selangor, Malaysia
2018.2.2 6:12:44 AM
Solvability Estimate = Difficult

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. 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.

Solution (Skip to 0:35)

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