Computer-Generated Chess Problem 01862

in #chess6 years ago

A new if not unique KRRNPP vs knpp #4 chess puzzle or problem (whichever you wish to call it) composed by the prototype 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. There is no known limit to the quantity or type of compositions that can be generated. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


8/4R1Pp/3npk2/8/6K1/2P5/6NR/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.59 : Selangor, Malaysia
2018.1.23 6:11:22 AM
Solvability Estimate = Moderate

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with your friends. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

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