A new if not unique KRBNNP vs kqnpp #3 chess problem generated by a 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. 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 11 pieces goes even beyond that and was therefore composed without any such help.
White to Play and Mate in 3
Chesthetica v11.20 (Selangor, Malaysia)
Generated on 12 May 2019 at 9:12:08 PM
Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Did you find this one interesting or have something else to say? Leave a comment below! 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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