Computer-Generated Chess Problem 02078

Contemplate this 'KQBNNPP vs kqrrn' mate in 3 chess construct composed autonomously by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). You can learn more about the DSNS here. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 12 pieces could have been taken from such a database.


8/8/3Bn2K/5kr1/4NP2/7P/2Q1qr2/6N1 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.63 : Selangor, Malaysia
2018.5.12 2:52:16 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 date above does not match today's date. Remarkably, Chesthetica never composes duplicate problems using its DSNS technology. 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. Take some time to study the analysis and you might appreciate the puzzle a little more.

Solution (Skip to 0:35)

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