Computer-Generated Chess Problem 02651
A 'KRNN vs kqn' mate in 3 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, deep learning or any kind of traditional AI.
![image.png](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmfUdQG9CAKnDqbZy1EKMHpVPKS9YraB5u4kPq89Aj26bm/image.png)
White to Play and Mate in 3
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 8 May 2019 at 4:55:15 PM
Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution.
Main Line of the Solution (Skip to 0:35)
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