Computer-Generated Chess Problem 02958

in #chess4 years ago

Published online for the first time, consider this KQRR vs kqrb #4 chess problem generated by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. Chesthetica is able to generate various types of mates and study-like constructs and also compose problems using specific combinations of pieces fed into it (e.g. instructing it to compose something using perhaps two queens vs. four rooks). Learn more about it on ChessBase. Noteworthy here is that a chess position with over 7 pieces could not have been derived or taken from an endgame tablebase because 7 pieces is the present limit.

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6R1/5b1k/4R3/2Q1rq2/8/8/3K4/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.70 (Selangor, Malaysia)
Generated on 19 Jun 2020 at 12:04:58 AM
Solvability Estimate = Difficult

Chess puzzles are ancient. Some are over a thousand years old but only in the 21st century have computers been able to compose original ones on their own like humans can. White has a slight material advantage over Black. Leave a comment below, if you like. Solving chess puzzles like this can also help improve your game.

Solution

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