Computer-Generated Chess Problem 02569

in #chess5 years ago

This is an original 'KRRN vs kqppppp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed 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. You can learn more about the DSNS here. 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 11 pieces goes even beyond that and was therefore composed without any such help whatsoever.


8/5p2/8/5pK1/1q1p1R1N/6pk/4R2p/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.09 (Selangor, Malaysia)
Generated on 29 Mar 2019 at 5:01:03 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

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

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