Computer-Generated Chess Problem 02827

in #chess4 years ago

This is an original 'KQRBP vs kq' four-move chess puzzle or problem (whichever you wish to call it) composed by the program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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.

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B7/6k1/Q6R/7P/4K3/2q5/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 7 Jan 2020 at 12:00:11 PM
Solvability Estimate = Moderate

If you notice an earlier version of Chesthetica listed with a newer problem, that simply means an earlier version may have been running on a different computer or OS user account. Okay, let me think for a minute if there's anything else to say here. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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