Computer-Generated Chess Problem 03939
An original 'KQBBN vs kqrp' three-move chess problem generated autonomously by a computer program, Chesthetica, 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. The largest complete endgame tablebase in existence today is for seven pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with nine pieces goes even beyond that.
White to Play and Mate in 3
Chesthetica v12.64 (Selangor, Malaysia)
Generated on 27 Nov 2022 at 12:30:39 PM
Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White is significantly ahead in material. 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