Computer-Generated Chess Problem 03043

An original 'KQRB vs kbnp' forced mate in three chess problem generated autonomously 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. 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.

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4k3/1b3p2/Q1R2n2/8/8/8/5K2/B7 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.86 (Selangor, Malaysia)
Generated on 7 Sep 2020 at 3:55:21 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. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Leave a comment below, if you like. Over time, the tactics you see in these puzzles will help you improve your game. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Similar Chess Problems by Chesthetica: 00116, 00202, 00285

Solution

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