Published online for the first time, consider this KQRB vs kp #3 chess puzzle created by the prototype 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. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using perhaps a queen vs. three knights). Read more about it on ChessBase.
White to Play and Mate in 3
Chesthetica v10.63 : Selangor, Malaysia
2018.3.17 7:16:50 PM
White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are over a thousand published already.
Solution (Skip to 0:35)
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