Computer-Generated Chess Problem 03565

in #chess2 years ago

A 'KQRNN vs kbnp' mate in three chess problem generated 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 artificial intelligence (AI). You can learn more about the DSNS here. Noteworthy here is that a chess position with over seven pieces would not likely have been derived or taken from an endgame tablebase because seven pieces is the present limit. A complete or full tablebase for eight pieces does not yet exist.

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2N5/3p4/4R3/7Q/4b3/3Nk2n/2K5/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v12.46 (Selangor, Malaysia)
Generated on 14 Jan 2022 at 4:29:12 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition or generation date above does not match today's date. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below if you like. 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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