Computer-Generated Chess Problem 01700

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8y

An original 'KRBP vs kbbn' chess problem generated autonomously by a computer program, Chesthetica, 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. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it. Read more about it on ChessBase.

8/3P4/B1k5/3R4/7b/8/6K1/3b1n2 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Win : 2017.10.30 10:59:57 PM

The material value is about equal. 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. Solving chess puzzles like this can also help improve your game.

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