Computer-Generated Chess Problem 02479

in #chess5 years ago

A 'KQBBP vs kbnp' 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. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.


3b1k2/BQ3P2/4K3/1n1p4/8/8/8/6B1 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.94 : Selangor, Malaysia
Generated on 22 Jan 2019 at 10:40:42 PM
Solvability Estimate = Difficult

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. What was the machine 'thinking' when it came up with this? Did you find this one interesting or have something else to say? Leave a comment below! 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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