Computer-Generated Chess Problem 02200
What we have here is a 'KRBN vs kp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by the prototype 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.
White to Play and Mate in 4
Chesthetica v10.69 : Selangor, Malaysia
2018.7.9 1:40:12 AM
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! Note that not all the chess problems are like this. They cover quite the spectrum of solving ability and there are thousands published already.
Main Line of the Solution (Skip to 0:35)