Computer-Generated Chess Problem 01917
An original 'KBBNN vs kpppp' chess puzzle created by a computer using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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.
![](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmbimgdSwdGBivuV8TRxPRVXA6wLYicdKE4M78rEGUMe2K/image.png)
White to Play and Mate in 4
Chesthetica v10.62 : Selangor, Malaysia
2018.2.22 10:04:59 AM
Okay, let me think for a minute if there's anything else to say here. Why not time yourself how long it took you to solve this? Take some time to study the analysis and you might appreciate the puzzle a little more.
Solution (Skip to 0:35)
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