Computer-Generated Chess Problem 02136
Now, here we have a 'KQBBN vs kqb' four-move chess puzzle created by a computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical 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 8 pieces goes even beyond that and was therefore composed without any such help whatsoever.
White to Play and Mate in 4
Chesthetica v10.67 : Selangor, Malaysia
2018.6.10 9:28:49 AM
Everything composed by Chesthetica is original. 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)