Computer-Generated Chess Problem 03096

in #chess4 years ago

What we have here is a 'KQRNP vs kbpp' mate in 4 chess construct composed autonomously by the program, Chesthetica, using the Digital Synaptic Neural Substrate AI computational creativity method. Chesthetica can compose problems that might otherwise take centuries or longer for human composers to think of, so you may enjoy them right now. Chesthetica is able to generate three-movers, four-moves, five-movers and study-like constructs and also compose problems using specific pieces types fed into it (e.g. composing something original using only a rook vs. five pawns). Read more about it on ChessBase. The largest (Lomonosov) tablebase today is for 7 pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore impossible that this problem with 9 pieces could have been taken from such a database.

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8/8/5b2/3Q4/2P5/6kp/1p5R/2N3K1 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.98 (Selangor, Malaysia)
Generated on 23 Oct 2020 at 10:12:10 AM
Solvability Estimate = Difficult

If you notice any version of Chesthetica 'skipped' from one problem to the next, that simply means additional (minor) changes were made to the program before it was set to run again. White has a decisive material advantage in this position but the winning sequence may not be immediately clear. Leave a comment below, if you like. Some of these problems may be trivial for you, especially if you're a club or master player but bear in mind that chess lovers can be found at all levels of play. So do check out some of the other problems. You can probably find something more to your taste. Anyway, if standard chess isn't your thing, you might instead like SSCC.

Solution

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