Computer-Generated Chess Problem 02304

in chess •  5 months ago 

An original 'KRBBN vs knpp' mate in 4 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 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 been seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help.


4Bn2/8/1K6/2B5/2kpp3/8/2N1R3/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.75 : Selangor, Malaysia
2018.9.30 8:20:55 PM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this puzzle. Do try some of the others in the series as well before you go. Feel free to copy the position into a chess engine and discover even more variations of the solution.

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