Computer-Generated Chess Problem 01689

in #chess6 years ago

What we have here is a 'KQRRBN vs krrbn' chess problem generated autonomously by the 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. Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour.

8/5B2/Kn6/3r2Q1/1RR5/N7/3r4/kb6 w - - 0 1
Chesthetica v10.56 : Selangor, Malaysia
White to Play and Mate in 4 : 2017.10.25 12:54:11 AM
Solvability : Moderate

White is over a rook's worth in material but the precise win in this position still needs to be found. The default solving time of 30 seconds may be too short for you if the problem is difficult so feel free to hit the pause button and solve at your own pace. Do share and try out some of the others too. As a whole, these problems are intended to cater to players of all skill levels.

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