Computer-Generated Chess Problem 02331

in #chess7 years ago

Consider this 'KQRBNN vs kqrn' three-move chess puzzle or problem (whichever you wish to call it) composed by a computer program, 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 also no proven limit to the quantity or type of legal compositions that can be automatically 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.


5B2/5N2/2n1k3/1Nr5/3q1R1K/2Q5/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.82 : Selangor, Malaysia
2018.10.22 11:39:03 AM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. Okay, let me think for a minute if there's anything else to say here. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Main Line of the Solution (Skip to 0:35)

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