Computer-Generated Chess Problem 03098

in #chess4 years ago

A newly published and original KQRBPP vs kqrnp mate in 4 chess puzzle or problem (whichever you wish to call it) composed 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. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. Any chess position over 7 pieces could not possibly have been derived from an endgame tablebase which today is limited to 7 pieces.

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6B1/8/5Q2/1r6/2n1q3/2Pkp3/1P6/2K1R3 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.88 (Selangor, Malaysia)
Generated on 26 Oct 2020 at 11:38:22 PM
Solvability Estimate = Difficult

What was the machine 'thinking' when it came up with this? Do you think you could have composed something better with these pieces? Share in the comments and let us know how long it took you. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Solution

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