Computer-Generated Chess Problem 02000
Now, this is a 'KQRBB vs knppp' mate in 4 chess problem generated autonomously by a 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 10 pieces goes even beyond that and was therefore composed without any such help whatsoever.
![](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmepBGPRQgQScEWJ2KrgBuytjoWQbEPnBczy77FKxPqBQG/image.png)
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.4.4 2:26:40 PM
A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! Take some time to study the analysis and you might appreciate the puzzle a little more.
Solution (Skip to 0:35)