Computer-Generated Chess Problem 02069

in #chess5 years ago

Consider this 'KQBNPPP vs kqnp' four-move chess problem generated 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. You can learn more about the DSNS here. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.


8/1PQ5/1P1Nk3/8/1Pn1qp2/1K1B4/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.63 : Selangor, Malaysia
2018.5.7 9:53:23 AM
Solvability Estimate = Easy

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. White is significantly ahead in material. Do share and try out some of the others too. As a whole, these problems are intended to cater to players of all skill levels.

Solution (Skip to 0:35)

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