Computer-Generated Chess Problem 03126

in #chess3 years ago

A new if not unique KQRRBNNPPP vs kqrrbbnnp forced mate in four chess puzzle or problem (whichever you wish to call it) composed by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, neural networks or any kind of machine learning found in traditional AI. 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 largest endgame tablebase in existence today is for 7 pieces (Lomonosov) which contains over 500 trillion positions, most of which have not and never will be seen by human eyes. This problem with 19 pieces goes even beyond that and was therefore composed without any such help whatsoever.

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1Kn2N2/QP6/r2k1P1b/q7/8/3br2P/1p1N4/R2B1Rn1 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.15 (Selangor, Malaysia)
Generated on 20 Dec 2020 at 2:38:11 PM
Solvability Estimate = Difficult

A seemingly earlier version of Chesthetica on a problem composed later (based on the date and time stamp) simply means that version may have been running on a different computer or operating system user account. Chesthetica composes everything autonomously (no human intervention) and even chooses the main line of the solution to show you. Did you find this one interesting or have something else to say? Leave a comment below! Over time, the tactics you see in these puzzles will help you improve your game.

Solution

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