Computer-Generated Chess Problem 01913

in #chess7 years ago

Consider this 'KRRNN vs kqrb' three-move chess puzzle or problem (whichever you wish to call it) composed by a 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. This position contains a total of 9 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.


rN6/k7/3N4/2R2q2/8/8/3RK3/b7 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.62 : Selangor, Malaysia
2018.2.19 3:15:34 PM
Solvability Estimate = Moderate

Okay, let me think for a minute if there's anything else to say here. Try to solve this puzzle. Do try some of the others in the series as well before you go. Collectively, these puzzles are intended to cater to players of all levels.

Solution (Skip to 0:35)
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