Computer-Generated Chess Problem 02068

in #chess5 years ago

Published online for the first time, consider this KRBPP vs kqp four-move chess puzzle or problem (whichever you wish to call it) composed by a 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. There is no known limit to the quantity or type of compositions that can be generated. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not been seen by human eyes. This problem with 8 pieces goes even beyond that and was therefore composed without any such help.


k7/1p3P1q/3P4/1KR5/8/B7/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.5.7 8:06:45 AM
Solvability Estimate = Easy

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. Material is even. Hint: there might be a pawn promotion involved. Try to solve this as quickly as you can. If you like it, please share with others. Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.

Solution (Skip to 0:35)

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