Computer-Generated Chess Problem 03038

in #chess5 years ago

An original 'KQRBBNN vs krbnn' three-move chess problem generated by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning.

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2r5/8/1NQ5/3n4/1n1kbRB1/B7/6N1/4K3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.86 (Selangor, Malaysia)
Generated on 31 Aug 2020 at 5:18:32 AM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. 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 others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

Solution

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