This is an original 'KQBB vs kbnp' three-move chess problem generated by a computer 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. The largest complete (Lomonosov) tablebase today is for seven pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore unlikely that this problem with eight pieces could have been taken from such a database.
White to Play and Mate in 3
Chesthetica v12.50 (Selangor, Malaysia)
Generated on 3 Mar 2022 at 2:50:34 PM
Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. What was the machine 'thinking' when it came up with this? Leave a comment below if you like. 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.
Solution
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