Computer-Generated Chess Problem 03570
Here is a 'KRRBBNP vs kbbnpp' four-move chess construct composed autonomously by the prototype computer program, Chesthetica, using the fairly new computational creativity approach known as the DSNS (Digital Synaptic Neural Substrate). There is also no proven limit to the quantity or type of legal compositions that can be automatically generated. The largest complete (Lomonosov) tablebase today is for seven pieces which contains over 500 trillion positions. With each additional piece, the number of possible positions increases exponentially. It is therefore unlikely that this problem with 13 pieces could have been taken from such a database.
![image.png](https://steemitimages.com/640x0/https://cdn.steemitimages.com/DQmfLM66DnUpyJXcLWrp9YDhMuJFFXEAxCM3KhzfxXvtsJF/image.png)
White to Play and Mate in 4
Chesthetica v12.47 (Selangor, Malaysia)
Generated on 16 Jan 2022 at 11:18:46 PM
Even with the same version number, each copy of Chesthetica 'evolves' and may perform somewhat differently over time. White is over a rook's worth in material but the precise win in this position still needs to be found. If this one is too easy or too difficult for you, try out some of the others. Solving chess puzzles like this can be good for your health as it keeps your brain active. It may even delay or prevent dementia. Anyway, if standard chess isn't your thing, you might instead like SSCC.
Solution