Computer-Generated Chess Problem 01898

in #chess5 years ago

A newly published and original KQRPP vs kbppp chess puzzle created by the prototype computer program, Chesthetica, 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. 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. 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.


8/3R4/pk6/1p2P3/1bp5/1P4Q1/8/3K4 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.60 : Selangor, Malaysia
2018.2.12 10:09:33 AM
Solvability Estimate = Moderate

Now, let's see what else there is to say. Give me a moment. Try to solve this as quickly as you can. If you like it, please share with your friends. Over time, the tactics you see in these puzzles will help you improve your game. By the way, if you're tired of international chess, maybe try Switch-Side Chain-Chess instead.

Solution (Skip to 0:35)

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