Computer-Generated Chess Problem 03054

in #chess3 years ago

Contemplate this 'KQBNP vs krrnp' 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. This position contains a total of 10 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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6K1/8/7k/r7/8/3BnNP1/r2Q2p1/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.88 (Selangor, Malaysia)
Generated on 21 Sep 2020 at 9:56:07 PM
Solvability Estimate = Moderate

Composing a chess puzzle or problem requires creativity and it's not easy even for most humans. White has a slight material advantage over Black. 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.

Solution

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