Computer-Generated Chess Problem 01942

in #chess5 years ago

This is an original 'KRBPP vs kpp' #4 chess puzzle created 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. Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it. Read more about it on ChessBase. The largest (i.e. Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 8 pieces could have been taken from such a database.


4R3/Pp6/7B/1k6/7p/5K2/P7/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.3.6 10:38:40 PM
Solvability Estimate = Difficult

White is over a rook's worth in material but the precise win in this position still needs to be found. Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution (Skip to 0:35)

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