Computer-Generated Chess Problem 02265

in #chess5 years ago

This is an original 'KRBNNPPP vs krnpp' mate in 4 chess problem generated by the prototype computer program, Chesthetica, 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. 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 13 pieces goes even beyond that and was therefore composed without any such help whatsoever.


8/7n/3rp3/1K1kP3/5BN1/3PP1R1/1N4p1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.74 : Selangor, Malaysia
2018.8.15 2:12:12 AM
Solvability Estimate = Moderate

White is over a rook's worth in material but the precise win in this position still needs to be found. 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. 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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