Computer-Generated Chess Problem 03397
Now, here we have a 'KRRBBPP vs kqrnp' mate in 3 chess puzzle created 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.
![image.png](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmc8EeCnHJJktdSuqdS7ixa3d95SEciof4sG5kpKYwwS7e/image.png)
White to Play and Mate in 3
Chesthetica v12.35 (Selangor, Malaysia)
Generated on 24 Jul 2021 at 10:25:29 AM
Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Take some time to study the analysis and you might appreciate the puzzle a little more. If you're bored of standard chess, though, why not try this?
Solution