Computer-Generated Chess Problem 03017

in #chess4 years ago

Contemplate this 'KQRBBNN vs kqrrbnnpp' 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 16 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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1Br5/3Q4/8/nq6/1r1p1b2/K1N1k3/1R1Np2n/5B2 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.86 (Selangor, Malaysia)
Generated on 14 Aug 2020 at 3:01:04 PM
Solvability Estimate = Difficult

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White actually has less material than Black. The white army is down by about 4 (Shannon) pawn units in value. There may also be a risk of Black promoting a pawn. 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.

Solution

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