An original 'KQRRP vs krppp' chess problem generated autonomously by the prototype computer program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.
White to Play and Mate in 3
Chesthetica v10.70 : Selangor, Malaysia
2018.7.28 8:03:44 PM
Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with your friends. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.
Main Line of the Solution (Skip to 0:35)
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