Computer-Generated Chess Problem 03377

in #chess2 years ago

A 'KRRBNN vs kqpp' mate in 4 chess problem generated autonomously by a computer program, Chesthetica, using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. It doesn't use endgame tablebases, deep learning or any kind of traditional AI. 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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6B1/7K/3q2N1/2N3pk/7p/8/6RR/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.30 (Selangor, Malaysia)
Generated on 10 Jul 2021 at 11:13:19 AM
Solvability Estimate = Difficult

Chesthetica, especially if running on multiple computers or operating system user accounts, is capable of generating far too many compositions than can be published in a timely fashion here. The newer ones will therefore only be published some time later. This is why the composition date above does not match today's date. White is over a rook's worth in material but the precise win in this position still needs to be found. Did you find this one interesting or have something else to say? Leave a comment below! Feel free to copy the position into a chess engine and discover even more variations of the solution. If you're wondering how complex some chess problems can get, read this.

A Similar Chess Problem by Chesthetica: 01906

Solution

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