Computer-Generated Chess Problem 02003

in #chess7 years ago

Here is a 'KQNNP vs krp' #4 chess construct composed autonomously by a computer 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. The largest (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.


8/1pP5/4K3/N6r/k7/8/5Q2/2N5 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.4.5 12:57:34 AM
Solvability Estimate = Easy

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this puzzle. Do try some of the others in the series as well before you go. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)
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