Computer-Generated Chess Problem 02851

in #chess4 years ago

Now, this is a 'KRBNP vs kqn' mate in 4 chess problem generated by the prototype computer program, Chesthetica, using the approach known as the DSNS from the sub-field of AI, computational creativity. The program can compose problems that may otherwise take decades, centuries or even longer for human composers to think of, or to arise in a real game. Learn about how these puzzles are selected here. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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q7/2P5/k7/1R6/8/K7/2Nn1B2/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 27 Feb 2020 at 7:29:02 PM
Solvability Estimate = Difficult

Humans have been composing original chess problems for over a thousand years. Now a computer can do it too. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. Try to solve this puzzle. Do try some of the others in the series as well before you go. Over time, the tactics you see in these puzzles will help you improve your game. If you're bored of standard chess, though, why not try this?

A Similar Chess Problem by Chesthetica: 00148

Solution

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