Computer-Generated Chess Problem 01751

in #chess6 years ago

This is an original 'KRBBN vs krp' four-move chess puzzle or problem (whichever you wish to call it) composed by the prototype computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.

4r3/8/4k1N1/4B3/B7/7K/p7/5R2 w - - 0 1
Chesthetica v10.57 : Selangor, Malaysia
White to Play and Mate in 4 : 2017.12.1 2:27:29 AM
Solvability Estimate: Moderate

White is over a rook's worth in material but the precise win in this position still needs to be found. Solving chess puzzles like this can also help improve your game.

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