Computer-Generated Chess Problem 03053

in #chess2 years ago

A new if not unique KRBN vs kqn mate in 4 chess problem generated 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.


3q4/R7/8/7n/2B5/1N2K3/8/4k3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.90 (Selangor, Malaysia)
Generated on 17 Sep 2020 at 7:20:54 AM
Solvability Estimate = Moderate

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. White actually has less material than Black yet still wins. The white army is down by about 1 (Shannon) pawn units in value. Try to solve this as quickly as you can. If you like it, please share with others. Over time, the tactics you see in these puzzles will help you improve your game.

A Similar Chess Problem by Chesthetica: 02968


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