Computer-Generated Chess Problem 03154

in #chess3 years ago

An original 'KQRRN vs kqrnnppp' mate in 4 chess problem generated autonomously by the prototype computer program, Chesthetica, 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). This position contains a total of 13 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.

image.png

Rq6/2n2Q2/3KNp2/1kp5/1n6/3p3r/7R/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.18 (Selangor, Malaysia)
Generated on 3 Jan 2021 at 10:39:56 PM
Solvability Estimate = Difficult

Now, let's see what else there is to say. Give me a moment. Leave a comment below, if you like. Over time, the tactics you see in these puzzles will help you improve your game.

Solution

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