Computer-Generated Chess Problem 02976

in #chess4 years ago (edited)

This is an original 'KRRBNN vs kbp' 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. The largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 9 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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5K2/3pRN2/8/N2k4/5R2/2b4B/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.79 (Selangor, Malaysia)
Generated on 3 Jul 2020 at 10:15:36 AM
Solvability Estimate = Difficult

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. Get a glimpse into the 'mind' of a computer composer. Try to solve this as quickly as you can. If you like it, please share with 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.

A Similar Chess Problem by Chesthetica: 01768

Solution

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