Computer-Generated Chess Problem 02826

in #chess4 years ago

Contemplate this 'KQRBN vs krr' #4 chess puzzle created by 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 8 pieces goes even beyond that and was therefore composed without any such help.

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3kN3/8/8/R3KB2/8/r7/7Q/7r w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 5 Jan 2020 at 12:22:07 AM
Solvability Estimate = Difficult

Most changes to Chesthetica that result in a slightly higher 'version number' are simply to improve the interface, by the way. What was the machine 'thinking' when it came up with this? Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

Solution

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