What we have here is a 'KQNP vs kqnp' three-move chess construct composed autonomously 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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 v12.64 (Selangor, Malaysia)
Generated on 23 Jan 2023 at 2:35:43 AM
Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. Material is even. The white and black armies also have the same pieces, which is rare for a computer composition. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Take some time to study the analysis and you might appreciate the puzzle a little more. If you'd like to learn something interesting about computer chess problem composition, consider this.
Solution
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