Computer-Generated Chess Problem 02210

Now, this is a 'KRBBNP vs kqnn' chess problem generated autonomously by 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


1qnn4/4P2B/3RNk2/8/8/8/4K3/4B3 w - - 0 1
White to Play and Mate in 3
Chesthetica v10.69 : Selangor, Malaysia
2018.7.13 12:16:59 AM
Solvability Estimate = Moderate

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. Okay, let me think for a minute if there's anything else to say here. Leave a comment below if you like. Over time, the tactics you see in these puzzles will help you improve your game.

Main Line of the Solution (Skip to 0:35)

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H2
H3
H4
3 columns
2 columns
1 column
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