Computer-Generated Chess Problem 02907

in #chess4 years ago

A new if not unique KRRBNP vs kbp mate in 4 chess problem generated by a computer 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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8/4K3/4B3/8/2p1RN2/5k1P/6R1/3b4 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.66 (Selangor, Malaysia)
Generated on 4 May 2020 at 12:48:02 AM
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. Chesthetica composes only unique or new constructs. If you have seen it before, cite the source and comment below because it is purely coincidental. Do share and try out some of the others too. As a whole, these problems are intended to cater to players of all skill levels.

Solution

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