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Computer-Generated Chess Problem 02160 5 лет назад


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Computer-Generated Chess Problem 02160

Take a look at this 'KQNNP vs k' three-move chess construct generated by a computer 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. (Learn more about the DSNS here: https://arxiv.org/abs/1507.07058). 8/2Q3P1/K2N4/4k3/8/2N5/8/8 w - - 0 1 White to Play and Mate in 3 Chesthetica v10.67 : Selangor, Malaysia 2018.6.19 8:06:58 AM White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below if you like. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. Related Books: http://amazon.com/author/azlan_iqbal

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