Computer-Generated Chess Problem 02602

in #chess5 years ago

Consider this 'KRRBN vs kpp' four-move chess problem generated autonomously by the prototype computer program, Chesthetica, using the 'DSNS' computational creativity approach which does not use any kind of machine or deep learning. Chesthetica is able to use the technology to express original creative thought in this domain. It also never had behind it a team of highly skilled programmers, consultants or the kind of hardware millions of IBM or Google dollars could buy. There is no known limit to the quantity or type of compositions that can be 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 8 pieces goes even beyond that and was therefore composed without any such help.


8/4K1k1/8/4N1p1/7R/7B/R3p3/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.09 (Selangor, Malaysia)
Generated on 15 Apr 2019 at 5:36:11 PM
Solvability Estimate = Moderate

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Did you find this one interesting or have something else to say? Leave a comment below! Solving chess puzzles like this can also help improve your game.

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

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