Computer-Generated Chess Problem 02938

in #chess4 years ago

Contemplate this 'KRBBP vs knpp' mate in 4 chess problem generated autonomously by a computer 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. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.

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8/8/5R2/3kBB1p/3Pp3/8/n2K4/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.71 (Selangor, Malaysia)
Generated on 1 Jun 2020 at 3:41:22 AM
Solvability Estimate = Moderate

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. 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. As a whole, these problems are intended to cater to players of all skill levels. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Similar Chess Problems by Chesthetica: 01315, 01670

Solution

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