Computer-Generated Chess Problem 03630

in #chess4 months ago

Here is a 'KRRBN vs kqrbp' four-move chess puzzle or problem (whichever you wish to call it) composed 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. This position contains a total of 10 pieces. The largest complete endgame tablebase in existence today is for seven pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.


8/8/1pr5/8/7k/6R1/7N/q1B1bK1R w - - 0 1
White to Play and Mate in 4
Chesthetica v12.51 (Selangor, Malaysia)
Generated on 27 Mar 2022 at 5:59:52 PM
Solvability Estimate = Difficult

Some of the earliest chess problems by humans are over 10 centuries old but original ones by computer are very recent. White actually has less material than Black. The white army is down by about two (Shannon) pawn units in value. If this one is too easy or too difficult for you, try out some of the others. Feel free to copy the position into a chess engine and potentially discover even more variations. If you'd like to learn something interesting about computer chess problem composition, consider this.

Similar Chess Problems by Chesthetica: 03326, 03398.


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