Computer-Generated Chess Problem 02598

in #chess5 years ago

Contemplate this 'KRRBPP vs kpp' mate in 4 chess puzzle or problem (whichever you wish to call it) composed by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Depending on the type and complexity of the problem desired, a single instance of Chesthetica running on a desktop computer can probably generate anywhere between one and ten problems per hour. 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 9 pieces goes even beyond that and was therefore composed without any such help whatsoever.


8/1p6/6p1/8/1Bk5/2P4R/1K2PR2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.09 (Selangor, Malaysia)
Generated on 13 Apr 2019 at 1:25:23 PM
Solvability Estimate = Moderate

White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game.

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

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