Computer-Generated Chess Problem 02904

in #chess4 years ago

Now, here we have a 'KRBNP vs kbpp' four-move chess problem generated by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning.

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8/2Np4/4p2B/4k3/2K5/3P4/1b6/5R2 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.66 (Selangor, Malaysia)
Generated on 3 May 2020 at 2:38:23 AM
Solvability Estimate = Easy

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this as quickly as you can. If you like it, please share with others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia.

A Similar Chess Problem by Chesthetica: 01541

Solution

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