Computer-Generated Chess Problem 02550

A 'KQRN vs kqrbp' mate in 3 chess construct composed autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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 9 pieces could have been taken from such a database.


5Q2/8/3R4/q2Nr3/2bk4/8/p7/K7 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.02 (Selangor, Malaysia)
Generated on 11 Mar 2019 at 1:11:36 PM
Solvability Estimate = Difficult

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. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Feel free to copy the position into a chess engine and discover even more variations of the solution.

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

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H2
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