Computer-Generated Chess Problem 02889

in #chess9 months ago

A 'KQRBN vs kqbpp' three-move chess puzzle created by a computer 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. There is no known limit to the quantity or type of compositions that can be generated. The position below contains 10 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


5q2/3k4/bp2p3/Q1R3B1/8/5NK1/8/8 w - - 0 1
White to Play and Mate in 3
Chesthetica v11.65 (Selangor, Malaysia)
Generated on 7 Apr 2020 at 1:07:05 PM
Solvability Estimate = Easy

White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this puzzle. Do try some of the others in the series as well before you go. As a whole, these problems are intended to cater to players of all skill levels.

A Similar Chess Problem by Chesthetica: 02856