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Computer-Generated Chess Problem 02717

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Published: 06 Apr 2020 › Updated: 06 Apr 2020Computer-Generated Chess Problem 02717

Computer-Generated Chess Problem 02717

Here is a 'KQRRN vs krnp' mate in 3 chess problem generated by a computer program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. You can learn more about the DSNS here. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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3n4/8/2r5/Nk3K2/1p6/R7/2R5/4Q3 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 6 Aug 2019 at 4:49:47 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? If this one is too easy or too difficult for you, try out some of the others. Collectively, these puzzles are intended to cater to players of all levels.

Main Line of the Solution

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