Computer-Generated Chess Problem 02743
An original 'KRBNNN vs krrrbnn' mate in 3 chess puzzle created by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. There is no known limit to the quantity or type of compositions that can be generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 13 pieces goes even beyond that and was therefore composed without any such help whatsoever.
White to Play and Mate in 3
Chesthetica v11.32 (Selangor, Malaysia)
Generated on 7 Sep 2019 at 4:21:05 AM
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? Try to solve this as quickly as you can. If you like it, please share with your friends. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.
Solution
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