Computer-Generated Chess Problem 02232

in chess •  2 months ago 

A new if not unique KQBNNP vs kbpp four-move chess problem generated by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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 10 pieces goes even beyond that and was therefore composed without any such help.

5K2/8/8/b4p2/3k4/B1N5/2pN1P2/2Q5 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.70 : Selangor, Malaysia
2018.7.25 3:39:32 PM
Solvability Estimate = Moderate

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. 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. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Main Line of the Solution (Skip to 0:35)
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