Computer-Generated Chess Problem 02234

in #chess5 years ago

Published online for the first time, consider this KRBNN vs kbp #4 chess problem generated autonomously by the prototype computer program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. You can learn more about the DSNS here. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 8 pieces could have been taken from such a database.


8/4K3/5BNk/7N/2b5/7p/8/7R w - - 0 1
White to Play and Mate in 4
Chesthetica v10.70 : Selangor, Malaysia
2018.7.25 11:07:54 PM
Solvability Estimate = Difficult

Now, let's see what else there is to say. Give me a moment. If this one is too easy or too difficult for you, try out some of the others. Take some time to study the analysis and you might appreciate the puzzle a little more. If you're bored of standard chess, though, why not try this?

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

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