Computer-Generated Chess Problem 03288

in #chess3 years ago

This is an original 'KRRBBP vs kqrb' four-move chess construct composed autonomously by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. 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.

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3R1rb1/4k3/1K6/1B6/3P4/q4R2/5B2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.29 (Selangor, Malaysia)
Generated on 17 Apr 2021 at 4:07:51 PM
Solvability Estimate = Moderate

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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