Computer-Generated Chess Problem 03636

in #chess2 years ago

An original 'KQRBN vs kqbp' four-move chess puzzle by a computer using the Digital Synaptic Neural Substrate (DSNS) computational creativity approach. The DSNS does not use endgame tablebases, neural networks or any kind of machine learning found in traditional artificial intelligence (AI). It also has nothing to do with deep learning. Any chess position over seven pieces would likely not have been derived from an endgame tablebase which today is limited to seven pieces. Work has only recently begun on one for eight pieces.

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3B1K2/8/5Np1/4QR2/2k5/8/b1q5/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v12.51 (Selangor, Malaysia)
Generated on 1 Apr 2022 at 6:31:21 AM
Solvability Estimate = Moderate

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this as quickly as you can. If you like it, please share with 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. If you're bored of standard chess, though, why not try this?

A Similar Chess Problem by Chesthetica: 03568

Solution

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