Computer-Generated Chess Problem 02908

in #chess4 years ago

This is an original 'KQBN vs kbb' four-move chess problem generated autonomously 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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2N5/1k4b1/3K2b1/1B6/5Q2/8/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.68 (Selangor, Malaysia)
Generated on 5 May 2020 at 2:47:03 AM
Solvability Estimate = Moderate

Even with the same version number, each copy of Chesthetica 'evolves' and performs somewhat differently over time. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Leave a comment below, if you like. Solving chess puzzles like this is probably good for your health as it keeps your brain active. Nobody wants something like early-onset Alzheimer's.

A Similar Chess Problem by Chesthetica: 01099

Solution

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