Computer-Generated Chess Problem 01897

in #chess5 years ago

Consider this 'KQRR vs kbp' chess puzzle or problem (whichever you wish to call it) composed 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 no known limit to the quantity or type of compositions that can be generated.


8/8/5k2/2p5/4K3/4R1R1/5b2/6Q1 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.60 : Selangor, Malaysia
2018.2.12 8:01:52 AM
Solvability Estimate = Moderate

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with your friends. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)

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