Computer-Generated Chess Problem 02855

in #chess4 years ago

Now, this is a 'KQRB vs knnpp' four-move chess problem generated autonomously by a computer program, Chesthetica, 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. Any chess position with this many pieces could not possibly have been obtained from known endgame databases. Chesthetica is therefore the real McCoy.

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8/1R6/5nkp/n7/3K1Q1p/8/1B6/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.62 (Selangor, Malaysia)
Generated on 1 Mar 2020 at 7:00:05 AM
Solvability Estimate = Difficult

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. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. If this one is too easy or too difficult for you, try out some of the others. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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