Computer-Generated Chess Problem 02922
Published online for the first time, consider this KQBN vs kqrpp chess problem generated autonomously by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. There is no known limit to the quantity or type of compositions that can be generated. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.
White to Play and Mate in 4
Chesthetica v11.68 (Selangor, Malaysia)
Generated on 16 May 2020 at 7:58:39 PM
Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black. The white army is down by about 1 (Shannon) pawn units in value. There may also be a risk of Black promoting a pawn. If this one is too easy or too difficult for you, try out some of the others. Take some time to study the analysis and you might appreciate the puzzle a little more. Anyway, if standard chess isn't your thing, you might instead like SSCC.